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3D Modeling Principles

These modeling principles are fundamental standards 3D artists need to think about EVERY time

they sit down to model something. Use of these principles will lead to great looking models.

Realism

Model based on Anatomical, Botanical, Geographical, Structural, or Mechanical Reference; helps

ground the object in reality.

Start by brainstorming your ideas

Research your ideas to find visual reference

Create new sketches showing how the research visuals will be used to build your objects

Guidelines:

Scale & Proportion

Objects/Characters sized and structured appropriately; proportions are based in reality; elements

are proportionate to each other.

Are you using scale & proportion to imply functionality? (doll’s house, giant’s house)

Are you using scale & proportion to exaggerate reality? (Hero vs. Average-Joe)

Are you using scale & proportion to imply weight? (boulder vs. pebble)

Guidelines:

Volume

Objects can be broken down into primitive 3D volumes.

Needed for initial modeling phase, when reducing geometry into low-poly meshes, or when

creating placeholder models. After all, the whole point of 3D is to use DEPTH.

Consider what the overall 2D shape (silhouette) of your object or space.

Circluar

Rectangular

Triangular

Consider the underlying 3D shapes your object or space is made of.

Spheres

Boxes

Cylinders

Pyramids

Guidelines:

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It is also important to note that the 3 "Basic Forms" (same from any angle) each

have implied values & emotions.

Sphere

Cube

Equilateral Pyramid

soft, round, friendly, cute,

comical, global, sweeping,

unbounded, non-directional

rigid, sturdy, objective,

conservative, conventional,

stuffy, authoritarian, straight

angular, pointy, pokey,

sharp, fast, aggressive,

dangerous, arrow-like,

directional

VW Bug:

cute & friendly

Hummer:

strong and in-charge

Batmovile:

fast & dangerous

Appeal

Good design (not necessarily “cute”); Designed for maximum emotional impact.

See the “Elements and Principles of Design” for more information on how to use (lines, shapes,

color, etc) to visually communicate an idea or mood.

Exaggeration

Modifying an object element to help push the idea you are trying to communicate.

Ultimately, 3D modelers are creating a thing that will have less information than the real-world

object/character. Therefore, you need to emphasize the essential elements of your model that

support what you’re trying to communicate to the viewer.

Sharp, dangerous teeth should be sharper and exposed, too big to fit in the mouth.

Long, sexy legs should be longer and more defined.

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Detail

Even simple objects have more to them than first meets the eye. Details make the object richer,

more interesting, more

Appealing.

Use reference to help you discover what details you might want to add to your objects.

Guidelines:

Functionality

All elements of an object or character, even facades or false accoutrements, should appear to have

a purpose, or appear in some way functional (even if the function is decoration). This helps

create the illusion of

Realism

and a sense of curiosity/interest about the object that makes it

Appealing

.

Use reference to help you discover what visual elements communicate how real-world

objects function.

Guidelines:

Weight

All objects have weight. You can create the illusion of weight by how you visibly support the

mass of your object (light & spindly vs. heavy & bulky; top-heavy vs. bottom-heavy, balanced

vs. unbalanced), or by showing how the unsupported mass hangs or spreads out under the force of

gravity.

Scaling properties of bulk matter

Scaling creates a loss of Surface Area to Volume/Mass

As an object grows bigger, its volume and mass increase much more rapidly than its

surface area

1950s horror movies such as THEM envisioned monster ants, but in fact such scaling

effects prevent insects from becoming very large. For one thing, they don't have

lungs, and have to acquire oxygen through pores in their exoskeletons. Doubling their

size would increase their volume and mass twice as fast as it would increase their

surface area, halving their ability to obtain oxygen for that mass, and at a certain size

a giant insect would simply suffocate.

Compressive Strength

A more important scaling issue that rules out giant insects is the issue of

"compressive strength", or the ability of a structural support to bear weight placed on

top of it. The compressive strength of a structural support, such as a column that

holds up a building, is proportional to the cross-sectional area of a slice through the

column. Lightweight insects generally have spindly bodies and legs, while a heavy

elephant needs great massive legs. If an insect were scaled up to large size, it would

simply collapse of its own weight.

These considerations of scale lead back to the notion of strength of materials, which in

turn leads to consideration of how materials are used for building structures.

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Concentrated weight needs to be distributed over a wide surface. The taller and heavier

the object, the broader the base needs to be to distribute and support that weight:

Structural supports have limits

Skyscraper: Giant Girder Grids

The central support structure of a skyscraper is its

steel skeleton

. Metal beams are

riveted end to end to form vertical

columns

. At each floor level, these vertical

columns are connected to horizontal

girder

beams. Many buildings also have

diagonal beams running between the girders, for extra structural support.

In this giant three-dimensional grid -- called the

super structure

-- all the weight in

the building gets transferred directly to the vertical columns. This concentrates the

downward force into the relatively small areas at the building's base. This

concentrated force is then spread out in the

substructure

under the building.

In a typical skyscraper substructure, each vertical column sits on a

spread footing

.

(see diagram).

This structure expands out lower in the ground, the same way a pyramid expands out

at its base. This distributes the concentrated weight from the columns over a wide

surface. Ultimately, the entire weight of the building rests directly on the hard clay

material under the earth. In very heavy buildings, the base of the spread footings rest

on massive concrete piers that extend down to the earth's

bedrock layer

.

One major advantage of the steel skeleton structure is that the outer walls -- called the

curtain wall

-- need only to support their own weight. This lets architects open the

building up as much as they want, in stark contrast to the thick walls in traditional

building construction. In many skyscrapers, especially ones built in the 1950s and

'60s, the curtain walls are made almost entirely of glass, giving the occupants a

spectacular view of their city.

Force

is a measure of the interaction between bodies

Force, Mass, Weight, & Load

Mass

is a measure of the amount of material in an object

Weight

is the gravitational force acting on a body

Load

usually means the force exerted on a surface or body

As you put more bricks onto a table, the load increases as the weight of the bricks spreads out

over the surface tabletop. That increases the force on the legs. The structural integrity of the

table will be tested as you add more bricks. First the tabletop will bend (depending on the

tabletop’s flexibility) where there is the least support (in the middle). Eventually the tabletop

will reach a breaking point and (depending on the quality of the material) it will bend, break &

References

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