28/08/2023 - 27/11/2023 / Week 1- Week 14
Chew Zhi Ern / 0358995
3D Modeling / Bachelor of Design (Honours) in Creative Media / Taylor's University
Project 1 / Modeling Hard Surface Objects
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LECTURES
PROJECT
Project 1: Hard Surface Modeling
In this exercise, we will learn how to model objects using primitive shapes in Blender. We will start by thinking of an object that can be simplified as a combination of primitive shapes, such as a train, snowman, or robot. We will then sketch our idea for inspiration and use Blender to create the obejct. Next, we will use the primitive shapes to create the basic forms of our object, and then use transformation tools and modifiers to manipulate the objects into the correct positions and appearance. Finally, we will assign materials to the objects, set the final look using lighting and shadows, and compose the object within the camera for final output.
I opted to develop an aircraft after looking for modeling objects that corresponded to the requirements. I further began collecting for images that could serve as references.
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| Figure 1.1 References |
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| Figure 1.2 Various Perspective View Sample Images |
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| Figure 1.3 Front View Blueprint |
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| Figure 1.4 Side View Blueprint |
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| Figure 1.5 Top View Blueprint |
To get started, I first add blueprint references into Blender that will actually serve as my modeling project's guide.
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| Figure 1.6 Insert the References |
The modeling procedure is then presented.
I began by modeling the main body with a cylinder. To achieve the desired shape, I scaled the edges and modified the edge loops.
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| Figure 1.7 Main Body |
I applied shade smooth to the main body when the rough form was complete.
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| Figure 1.8 Shade Smooth |
Additionally, the subdivision modifier is used as well.
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| Figure 1.9 Subdivision |
In order to achieve symmetry, I eliminated one of the sides and used the mirror modifier.
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| Figure 1.10 Mirror |
The edges were blunted with the bevel tool.
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| Figure 1.11 Bevel |
The top accessories are made using a cylinder. I was able to model the object with the use of the Extrude and Insert tools.
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| Figure 1.12 Inset |
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Figure 1.13 Extrude
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| Figure 1.14 Extrude & Scaling |
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| Figure 1.15 Extrude & Scaling |
I apply loop cuts to the mesh to increase its smoothness.
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| Figure 1.16 Loop Cut Added |
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| Figure 1.17 Repositioning the Loop Cut |
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| Figure 1.18 Adding the Loop Cut on the top |
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| Figure 1.19 Delete Unwanted Faces |
I used the bevel tool to smooth out and round off the geometry.
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| Figure 1.20 Bevel |
Edge slide across face is used to adjust the edge position.
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| Figure 1.21 Edge Slide |
I extruded the mesh to create a sunken appearance.
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| Figure 1.22 Extrude |
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| Figure 1.23 Inset, Extrude & Scaling |
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| Figure 1.24 Loop Cut |
I divided a loop of the face using the loop Cut tool by inserting a new edge loop. This action allows me to distort the thing into the required shape.
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| Figure 1.25 Edge Loop & Scaling |
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| Figure 1.26 Scaling |
I then applied smooth vertices to the main body model which helps me to smooth the selected vertices by averaging the angles between the faces.
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| Figure 1.27 Smooth Verticals |
When it came to the spinner component, I scaled the loop cuts to the necessary shape using the reference as a guide.
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| Figure 1.28 Scaling & Loop Cut |
It connects edge loops to fill in a face that adheres to the surrounding geometry using grid fill.
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| Figure 1.29 Grid Fill |
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| Figure 1.30 Scaling & Adjusting the Position |
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| Figure 1.31 Subdivision |
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| Figure 1.32 Shade Smooth |
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| Figure 1.33 Inset |
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| Figure 1.34 Extrude |
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| Figure 1.35 Shade Smooth |
To construct the propeller, I first inset its section and then extrude it to show the part of the fan blade that comes out.
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| Figure 1.36 Extrude & Resize |
By dividing the mesh's faces into smaller faces with the subdivision modifier, a smooth appearance is achieved.
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| Figure 1.37 Subdivision |
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| Figure 1.38 Loop Cut & Slide |
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| Figure 1.39 Inset |
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| Figure 1.40 Bevel |
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| Figure 1.41 Inset & Extrude |
I duplicated the fan blade and positioned them correctly to maintain consistency.
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| Figure 1.42 Duplicate & Mirror |
I also utilised the insert, extrude, loop cut tools indicated above to complete the construction of the tail.
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| Figure 1.43 Inset |
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| Figure 1.44 Extrude |
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| Figure 1.45 Extrude |
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| Figure 1.46 Extrude |
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| Figure 1.47 Loop Cut |
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| Figure 1.48 Shade Smooth |
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| Figure 1.49 Scaling & Positioning |
The shrinkwrap modifier, which moves each vertex of the item being modified to the closest point on the surface of the provided mesh, was used to make the object shrink to the main body surface. As a result of the snapping features, the selected items will adhere to one another.
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| Figure 1.50 Shrinkwrap Modifier |
Again using the extrude tool, the object is given a bulging appearance.
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| Figure 1.51 Extrude |
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| Figure 1.52 Subdivision |
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| Figure 1.53 Extrude, Scaling, Positioning & Subdivision |
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| Figure 1.54 Mirror |
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| Figure 1.55 Extrude |
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| Figure 1.56 Scaling |
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| Figure 1.57 Subdivision |
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| Figure 1.58 Shade Smooth |
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| Figure 1.59 Positioning |
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| Figure 1.60 Loop Cut |
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| Figure 1.61 Extrude |
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| Figure 1.62 Bevel |
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| Figure 1.63 Loop Cut |
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| Figure 1.64 Positioning |
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| Figure 1.65 Loop Cut |
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| Figure 1.66 Inset |
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| Figure 1.67 Delete Faces |
To attach the object to the body, the steps here are the same as for the wings above.
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| Figure 1.68 Apply Shrinkwrap |
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| Figure 1.69 Extrude |
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| Figure 1.70 Extrude |
To make the ornamental item wrap around the main body, I duplicated one of its edges and then transformed it to a curve.
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| Figure 1.71 Convert Edge to Curve |
The base object can then be repeated using the Array modifier, with each copy being offset from the previous copy with the desired setting by the newly formed curve.
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| Figure 1.72 Array |
For the vertical stabilizer and rudder parts of the aircraft, tools such as inset and extrude are still used to simulate them.
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| Figure 1.73 Scaling the Edge Loop |
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| Figure 1.74 Inset |
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| Figure 1.75 Extrude & Subdivision |
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| Figure 1.76 Loop Cut |
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| Figure 1.77 Align |
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| Figure 1.78 Mirror |
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| Figure 1.79 Scaling |
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| Figure 1.80 Shrinkwrap |
The pipe component was created using the bezier tool. Setting the pipe's depth to adjust its thickness.
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| Figure 1.81 Pipe Component |
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| Figure 1.82 Duplicate |
And at long last, after some final overall checking and adjustments, the modeling process was completed.
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| Figure 1.83 Different Angle Outcomes without Wireframe |
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| Figure 1.84 Outcomes with Wireframe |
We don't just stop at the form as our model takes shape; in order to visualise what it is, we go a step further and apply basic materials, colours, and lighting to our creation. These attributes provides our 3D depiction a more realistic feel.
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| Figure 1.85 Coloured, Applied Texture and Materials |
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| Figure 1.86 Final Outcome without Wireframe |
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| Figure 1.87 Final Outcome with Wireframe |
Following Mr. Kamal's feedback, he suggested that I make some changes to the materials, particularly the metal and roughness values, to improve the overall appearance.
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| Figure 1.88 Before (Propeller) |
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| Figure 1.89 After (Propeller) |
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| Figure 1.90 Before (Wings) |
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| Figure 1.91 After (Wings) |
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| Figure 1.92 Before (Ambient Occlusion's Distance) |
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| Figure 1.93 After (Ambient Occlusion's Distance) |
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Eventually, after refining as advised, here's the result.
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| Figure 1.94 Final Submission without Wireframe |
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| Figure 1.95 Final Submission with Wireframe |
Week 9: Overall is great. Just need to make some adjustments to the shading and settings.
REFLECTIONS
Experience:
Undertaking the Hard Surface Modeling project was an exciting endeavor. I chose to model a aircraft as my selected object. This decision stemmed from my fascination with cute cartoons vehicles and the desire to challenge my modeling skills. Throughout the project, I immersed myself in various learning activities, from researching reference images to applying polygon tools and techniques in Blender. It involved hours of research and sourcing reference images, which heightened my understanding of the subject. It was a hands-on experience that allowed me to put theoretical knowledge into practice. As I delved into the world of hard surface modeling, I couldn't help but feel a growing sense of accomplishment with each polygon I manipulated and each detail I added.
Observations:
As I progressed, I noticed a significant improvement in my understanding and more familiar with the 3D modeling workflow. During the project, I was introspective about my strengths and weaknesses. I discovered the importance of patience and precision in the world of hard surface modeling. Additionally, I took time to evaluate my project from various angles. This allowed me to make observations not about my learning outcomes but also about the effectiveness of my chosen techniques and tools. Furthermore, I realized that meticulous planning is the key to success. Comparing my results to other 3D models online opened my eyes to different approaches and gave me valuable insights into what I could do differently.
Findings:
As the project neared its conclusion, I arrived at several key findings. I learned not only about the intricacies of creating a 3D model but also about myself. I recognized that attention to detail is my strength, but I need to work on time management. This project reinforced the importance of iterative learning. It is clear that I need to invest more effort in strengthening my weaker areas, so that I could finish more smoothly within the limited time.
In terms of the learning process, I found that planning and organization are critical components of a successful project. My findings also extend to the practical application of what I have learned. The skills gained in this project, from modeling to material and texture application, are invaluable and will certainly be put to use in future projects.
In conclusion, this project was not only about creating a 3D model but also a journey of self-discovery and honing valuable skills. It highlighted the importance of continuous improvement and also allowed me to immerse myself in the intricacies of 3D modeling, and identify areas for improvement.
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