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Lecture/Workshop Notes

3D BA1b

These are varying notes taken throughout the 3D modelling section of BA1b, from both lectures and workshops with Chris.

4th Dec - Lecture

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  • Going back to 3D modelling

  • Includes digital sculpting, retopology, UV mapping, baking and texturing

  • Always check resources on the VLE

  • Industry is only looking for the best so concentrate and work hard

  • Work can be stylised - heavily used in games like Overwatch​​

Vertex - a point in 3D space

Edge - 2 vertices joined

Faces - a closed set of edges

N-gons - polygons with 5+ edges (to be avoided as causes rendering issues)

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  • Triangles are the simplest form of polygon

  • Quads are the preferred method of 3D modelling

  • All polygons can be turned into quads and tris by adding edges

  • Face normals display the direction of the face

  • Polygons only face one way

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Display > polygons > face normals

Display > polygons > normals size

  • Manipulating vertex normals affect the appearance of shaded polygons

  • Hard edges - faceting, flat shading, hard or creased

  • Soft edges can emulate results similar to a mesh containing 247 times the geometry

  • UV mapping unfolds a 3D object onto a 2D surface

  • Cutting 3D shapes creates seams for 2D space

  • U and V correspond to the X and Y axis - XYZ is UVW

  • 0-1 space is used - aim to use as much of this space as possible

  • Symmetrical unwrap has the same texture on both sides, like a basic sword

  • Computer textures are all to the power of 2, for example 2048 would be 2k textures

  • Can use rectangular texture sizes, e.g. 512 x 1024 pixels

  • Substance Painter lets you choose

  • A texture file represents how a model will look, like colour or reflectivity

  • A material is multiple textures used to dictate how the model will look under light

  • Changing textures greatly affects how the material will look

  • We can pack textures for greyscale textures to conserve memory

 

PBR - Physically Based Rendering

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Albedo Maps - the base colour input, or diffuse map

Ambient Occlusion Maps - control light elements on a surface (not technically 'real')

Normal Maps - simulate surface details transferred from a high-poly mesh via baking

Roughness Maps - control reflectivity of a surface

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  • it utilises RGB channels to correspond with XYZ - Z is a flat colour in 2D space

  • metals or rock materials must be set to a value of 0 or 1 on roughness maps

  • a texture must contain black of white information

  • transitional material states fall between 0 and 1

  • 0 (or black) is smooth, similar to a mirror

  • 1 (or white) is rough and will create a very matte finish

  • Using a variation adds history and character to a model

 

7th Dec - Workshop

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  • Go back over basics like mesh selection, hotkeys/shortcuts and object movement

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Create new project file:

file > project window > new > find file > new folder

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Creating tabs:

> channel editor -> left mouse click + drag

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Scaling - R scales up and down via center square

  • Reverting back to a cube requires a scale of 1

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Shelf:

edit > delete all by type > ctrl + shift > left click

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  • Attribute editor allows you to govern scale, rotation etc.

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Freeze transformations:

modify > freeze transformations > ctrl + shift > left click

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  • freeze transformations allows you to take apart an object to edit it

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Change pivot:

object mode, magnet tools

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Snap to Point:

hold X to snap to grid

hold C to snap to curve

hold V to snap to point

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Press D and move pivot center, press D again to confirm move

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modify > centre pivot > ctrl + shift

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Duplicate Mesh:

ctrl + D

create > polygon primitive > plane

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  • Use tool kit for combining and separating meshes

  • Smooth tool allows you to add divisions

  • Extruding and bevels

  • Changing segments creates a softer shape

  • Depth changes concave & convex

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Multi-cut tool:

hold ctrl for straight cut and edge selections

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  • save as Maya ASCII

  • quality over technicality

  • block out original design

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Deleting geometry:

ctrl + backspace

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Polycount:

display > heads up display > polycount

11th Dec - Lecture

​

  • Go back over basics like mesh selection, hotkeys/shortcuts and object movement

​

Create new project file:

file > project window > new > find file > new folder

​

Creating tabs:

> channel editor -> left mouse click + drag

​

Scaling - R scales up and down via center square

  • Reverting back to a cube requires a scale of 1

​

Shelf:

edit > delete all by type > ctrl + shift > left click

​

  • Attribute editor allows you to govern scale, rotation etc.

​

Freeze transformations:

modify > freeze transformations > ctrl + shift > left click

​

  • freeze transformations allows you to take apart an object to edit it

​

Change pivot:

object mode, magnet tools

​

Snap to Point:

hold X to snap to grid

hold C to snap to curve

hold V to snap to point

​

Press D and move pivot center, press D again to confirm move

​

modify > centre pivot > ctrl + shift

​

Duplicate Mesh:

ctrl + D

create > polygon primitive > plane

​

  • Use tool kit for combining and separating meshes

  • Smooth tool allows you to add divisions

  • Extruding and bevels

  • Changing segments creates a softer shape

  • Depth changes concave & convex

​

Multi-cut tool:

hold ctrl for straight cut and edge selections

​

  • save as Maya ASCII

  • quality over technicality

  • block out original design

​

Deleting geometry:

ctrl + backspace

​

Polycount:

display > heads up display > polycount

11th Dec - Lecture

​

  • Go back over basics like mesh selection, hotkeys/shortcuts and object movement

​

Create new project file:

file > project window > new > find file > new folder

​

Creating tabs:

> channel editor -> left mouse click + drag

​

Scaling - R scales up and down via center square

  • Reverting back to a cube requires a scale of 1

​

Shelf:

edit > delete all by type > ctrl + shift > left click

​

  • Attribute editor allows you to govern scale, rotation etc.

​

Freeze transformations:

modify > freeze transformations > ctrl + shift > left click

​

  • freeze transformations allows you to take apart an object to edit it

​

Change pivot:

object mode, magnet tools

​

Snap to Point:

hold X to snap to grid

hold C to snap to curve

hold V to snap to point

​

Press D and move pivot center, press D again to confirm move

​

modify > centre pivot > ctrl + shift

​

Duplicate Mesh:

ctrl + D

create > polygon primitive > plane

​

  • Use tool kit for combining and separating meshes

  • Smooth tool allows you to add divisions

  • Extruding and bevels

  • Changing segments creates a softer shape

  • Depth changes concave & convex

​

Multi-cut tool:

hold ctrl for straight cut and edge selections

​

  • save as Maya ASCII

  • quality over technicality

  • block out original design

​

Deleting geometry:

ctrl + backspace

​

Polycount:

display > heads up display > polycount

14th Dec - Workshop

​

During this session we focused on learning the basics of ZBrush and importing low poly models from Maya to work on for task 1.

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  • ​In Maya select in object mode and export selection as an obj.

  • In ZBrush select the 3D sphere and go to import, find the file and open

  • Left click and drag to create

  • Hit edit to begin sculpting

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Manoeuvring:

  • alt+left click+let go of alt+ drag = scaling

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Subtool shows what is with which layer

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  • Go to geometry>divide

  • The history bar is at the top

  • delhigher deletes highest amount of subs

  • smth off

  • Top right for save as

  • store morph target freezes points

  • When importing new object make sure existing object is not selected

  • Dynamesh for more effective resolution

  • To work on parts individually subtool > split > group split

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After this we were able to play with the software to discover the various tools and materials.

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8th Jan - Retopology Lecture

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​Restrictions for sign:

  • Maximum texture resolution is 2048x2048

  • Don't overcomplicate model

  • Triangle limit is 4000 

  • Quality over quantity

  • Polished simple models are better than elaborate unfinished ones

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Retopology and decemation allows you to create new topology and significantly reduce the amount of polygons used to save memory.

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  • masking can preserve specific areas of the model before decemation

  • Zplugins > decemation master

  • Between 10k and 50k points is comfortable

  • Keep high poly mesh seperate from decimated mesh for baking

  • Decimate meshes individually

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Check the VLE for resources!

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  • Zplugin > decimation master

  • Pre processing current

  • Leave at 20%

  • Decimate current

  • Preprocess agian

  • Decimate again

  • Export and label as decimated_objectname

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When exported into Maya:

  • right mouse click object

  • Make Live

  • Quad draw tool

  • Create polygons by selecting points

  • Hols shift to create polygon

  • Hold tab drags out shape

  • Click magnet to deactivate live surface

  • Hold shift to relax

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Quads are preferable when creating the mesh but triangles are fine: NO N-GONS!

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11th Jan - Workshop

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  • Press F to frame within the scene (Maya)​

Never move, scale or rotate the model once you have imported the decimated mesh to Maya

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Display > heads up display > polycount

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  • Within the layers V controls visibility

  • P is animation play back, turn it off

  • Third box is a template

  • R is reference, doesn't allow you to do anything, locks it

  • Rename all layers, spaces are allowed

  • Clear extra verts once finished quad drawing

  • Hold tab to extend an edge

  • Verts snap when you move them together

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