6 Key components of 3D Modelling
There are 6 key components when it comes to 3D Modelling.
1. Form:
First thing you want to do, is think about the overall shape of what you want to model. Complex shapes are made up of smaller, simpler shapes (which will help you get the underline structure)
Identify the most defining features first, then fill in the gaps later (I.e jaw line, rings around the eyes) use a reference as you go to check your angles, don’t rely too much on modelling sheets, as you will jump into the different views as things may look odd when you zoom out. (Orthographic is a good example to see your model) if you start with very little detail, and only add more detail when the shape is as good as it can get. If the model is looking mushy it means you’ve added too much detail.
2. Detail:
It’s important to understand what details to make and where to place them. There are limits when you have a certain rendering budget you can’t add an exponential amount of detail. Levels of detail allows for you to read your model better, it will add details that will make it easier for the modelling process. A good 3D artist to look at is Niel Blevands (primary, secondary, terciery shapes), he basically says that having big areas of detail, medium areas of detail, and small areas of detail mix between each other to create your model. It’s important to have clear “focused” areas with tons of detail, and then have some blank areas for “breathing space”
When modelling you should work in paces, make your big details first then move onto your medium, then your small details. If you focus on a big area, then move onto another area and fully detail it, it may look good when zoomed in, but it may hinder the overall model when you’re zoomed out. By working all around your model, quickly switching between areas and only focusing on big first, then move onto the smaller ones, it will help the iverall model look harmonious
3. Scale:
Scale will make a difference with how lighting works on your set. It’s important to be consistent with your models and between scenes regardless of the file, as it will help with making things look just right. Use references to check the bevelling, the width, length and the depth of what your making. Good example of this is a table, if you get the measurements online and scale it to those exact measurements it may look a bit off, for example you may have added too much bevelling or the legs are too wide. Make sure everything is in proportion.
4. Adaptation:
Keeping the object as easy to modify as possible. Also needs to adapt to new positions when animated, whither it be joints in the arms, you gotta make sure everything is looking the same way and have the different joints move as a proper arm would.
5. Reuse:
No one likes to do the same work countless times, IE using the mirror modifier, or duplicating parts of your mesh so you don’t have to start from scratch. Something you could use is ALT+D instead of SHIFT+D to have an instance of an object with different scales and different positions but still have linked geometry so that if you make a change to one, you make a change to all. This can safe a lot of time and can help you make your objects look visually appealing.
6. Surface Quality:
This is how your objects look whilst rendered. How you model your object and the way geometry flows in has a big impact on how the light impacts the surface. Be on the look out for pinches, bumps that aren’t/shouldn’t be there, this is a sign that the topology isn’t matching up with the form of the object.