Download as pptx, pdf, or txt
Download as pptx, pdf, or txt
You are on page 1of 15

9th Meeting

3D Modeling
Bambang Robi’in, S.T., M.T.
Overview
In general, there are 6 stages in creating 3D animation, including Modeling,
Texturing, Lighting, Background & 3D Effects, Animation and Rendering. In 3D
modeling techniques, a modeler sometimes has different views and styles of
techniques, but basically they can be grouped into 3 techniques.

This time we will discuss 3 techniques in modeling animation that can be used
every time we create a model using a 3D modeling application
Modeling Stages
There are many techniques for creating objects using 3D modeling applications
such as 3ds Max. Starting from simple techniques such as making 2D lines and
then adding thickness to make them 3D. You can also use the technique of
'sculpting' a 3D box so that it becomes a new object shape. There are also more
advanced techniques for more complicated objects. But basically, to create
objects you can use the following three techniques.

• Primitive Modeling Technique (Solid Geometry Modeling)


• Polygonal Modeling Technique (Sculpt Modeling)
• NURBS Modeling Techniques (Curve Modeling)
Primitive Modeling Technique (Solid Geometry
Modeling)
Also called Constructive Solid
Geometry, because this 3D modeling
technique uses solid objects that
already exist in standard geometry.
The objects in question are boxes,
spheres, cylinders, planes and other
standard objects.

Modeling with this technique can combine basic objects without changing the shape of the
object. With these limitations, this technique can only be used to create standard models. It is
very difficult to be able to create models with complex surface shapes. This limitation is also the
basis for the primitive name, in terms of basic techniques and is still fairly simple.
Polygonal Modeling Technique (Sculpt Modeling)
Polygonal Modeling is also known as
sculpting, this is because the results
of modeling using this technique
resemble the results of sculpture.
Among the 3 techniques we
discussed, polygonal modeling is the
most widely used 3ds max modeling
technique. This technique method is
simple, easy to learn and relatively
fast in making a model, the three
reasons above make it a favorite
technique.

In addition to the reasons above, this technique is widely used by modelers because it does not require
large computer resources. The use of this technique starts from selecting a shape on a standard geometry
and then converting it into an editable mesh or editable poly so that the basic shape can be edited. Then
the basic shape was adjusted to the desired model by editing the vertex, edge, face, poly, border, or
element. Techniques can be used to create models with complex shapes in a relatively fast time.
NURBS Modeling Techniques (Curve Modeling)
NURBS is a modeling technique
in 3ds max with a focus on
utilizing curves and 3d surfaces,
in accordance with the
abbreviation of NURBS itself
Non-Uniform Rational B-Spline.
This technique allows modelers
to create shapes with curves of
high complexity, so this
technique has become the
modeling standard in the
creation of objects with curved
surfaces.
This technique begins by converting solid object shapes from standard geometry into editable shapes using
the NURBS method. As for surface objects (non-solid) can be directly converted to through the geometry
panel. Of the three techniques above, a modeler can only use one technique, or combine it with other
techniques. It is even possible for a modeler to use three techniques at once in the object modeling stage,
depending on the level of complexity of the object to be created.
Shading
Shading refers to depicting the depth of an object in a 3D model or illustration
by varying the level of darkness of an object (darkness).

Drawing Shading is a process used in drawing with a certain level of darkness on


a paper by using a denser medium or showing darker shadows for darker areas
and using less dense media or showing lighter shadows for darker areas. bright.
There are various kinds of shading techniques, for example cross hatching
where perpendicular lines at varying distances from each other (proximity) are
drawn on a grid pattern to form shading areas. The closer the lines are, the
darker the area will appear. Vice versa, the farther the lines are, the brighter the
area that appears.

Shading changes the color of the display in the 3D model based on the angle of
the surface to sunlight or other light sources.
Light Source
1. Ambient light – Ambient light illuminates all objects in a scene evenly,
making objects bright without adding shadows.
2. Directional light – Directional light shines on all objects evenly from a certain
direction. It is like a bright area of unlimited size and distance from the
scene. There is a shadow, but it is not a distance falloff.
3. Point light – Point light originates from a single point and spreads out in
multiple directions.
4. Spotlight – Spotlight originates from a single point and spreads in the
direction of the cone.
5. Area light – Area light originates from a flat plane and illuminates all objects
in a certain direction originating from that plane.
6. Volume light – Volume light is an enclosed space that illuminates objects in
that space.
Flat VS Smooth Shading
Flat shading is a lighting technique used in 3D computer graphics. It shadows
each polygon of an object based on the angle between the surface normal of
the polygon and the direction of the light source, their respective colors, and
the intensity of the light source. It is used in high-speed image creation where
shading techniques are more difficult and computationally more expensive.
However, in the late 20th century, affordable graphics cards offered smooth
shading that could be used in fast drawing processes, eliminating flat
shading.The downside of flat shading is that it gives the model a low-polygon
appearance. Sometimes this view can be beneficial as well, for example in
modeling a box-shaped object. Painters sometimes use flat shading to see the
polygons of the solid models they create. Advanced and more realistic lighting
and shading techniques include Gourad shading and Phong shading.
Model Shading
The shading model determines how an object's surface appears in different
lighting conditions. Several mathematical models can be used to calculate
shading. Each shading model processes the relation of the surface normal to the
light source to create a specific shading effect.
- Phong
- Lambert
- Blinn
- Cook Torrance
Phong Shading
Uses diffuse, ambient, and specular colors, as well as a refractive index to
calculate specular highlights. This shading model is identical to the Phong
shading model, except that the shape of the specular highlight reflects lighting
more accurately when there is a high angle between the camera and light.

This shading model is useful for rough or sharp edges and for simulating metal
surfaces. The specular highlights appear brighter than the Phong model.
Reflection, transparency, refraction, and texture can be applied to objects
using Blinnshader.
Lambert Shading
Uses ambient and diffuse colors to create a matte surface without specular
highlights. It interpolates the normals of the adjoining triangular surfaces so
that the shading changes progressively, creating a matte surface.

The result is an object with smooth shading, such as an egg or a ping-pong


ball. Reflection, transparency, refraction, and texture can be applied to objects
using Lambert shaders.
Blinn Shading
Uses diffuse, ambient, and specular colors, as well as a refractive index to
calculate specular highlights. This shading model is identical to the Phong
shading model, except that the shape of the specular highlight reflects lighting
more accurately when there is a high angle between the camera and light.

This shading model is useful for rough or sharp edges and for simulating metal
surfaces. The specular highlights appear brighter than the Phong model.
Reflection, transparency, refraction, and texture can be applied to objects
using Blinnshader.
Cook Torrance Shading
Uses diffuse, ambient, and specular colors, as well as a refractive index to
calculate specular highlights. It reads the orientation of the normal surface
and interpolates it to create a smooth shading appearance. It also processes
the relationship between normal, light, and the camera's angle of view to
create specular highlights.
This shading model produces results that are in between the Blinn and
Lambert shading models, and is useful for simulating soft and reflective
objects such as leather. Reflection, transparency, refraction, and texture can
be applied to objects using the Cook-Torrance shader.
Shading Comparison

Pong Blinn

Lambert Cook Torrance

You might also like