3D Modelling and Animation
FN91 11
Last updated
FN91 11
Last updated
https://www.sqa.org.uk/files/nu/FN9111.pdf
3D objects are made up of point called vertices. These point are joined together by lines called edges. Two or more edges can be filled to create a Face.
Box Modelling
In box modelling we use a cube and extrude points outwards and inwards to create a rough form, detail is then added using edge loops and tweaking topology
Sculpting
In the Sculpting Workflow we start with a high poly blob and use sculpting tools to define the form - we don't worry about topology until later
Scanning
We can scan objects into the computer by using a laser scanner or an array of photos - Scanned object have poor topology
In order to give objects colour and details we need to texture them.
We can use Vertex Painting to apply just colour
We can use an existing image tiled across a surface
We can UV unwrap the model to apply texture detail in specific locations
We can use a texture painting feature
We can use procedural textures
We can layer various materials to create a more realistic surface
We can use normal maps to 'bake' in surface data
We can use specularity maps to simulate reflection
We can use a Physically Based Rendering ( PBR )
We always want our subject to be well visible and clear on the screen
Most commonly - a three point lighting system is used
We can use simple real-time lights to illuminate our scene
We can use a ray-tracing system to simulate real light
We can use forced lighting
3D Animation can be achieved in a number of ways
We can create keyframes at different times to vary the location, scale and rotation of an object
We can control surface topology over time used shape keys
We can control mesh deformation by using a skeletal rig