de­sign prin­ci­ples and Mod­el­ling the­ory

3D Artist - - MODEL HARD SURFACES IN BLENDER -

COOL HARD-SUR­FACE MOD­EL­LING RE­SOURCES

Over at Poly­count there is a very spe­cial link to do with mod­el­ling that ev­ery mod­eller should be aware of. Leg­end has it the info was in­scribed at the foot of Mt Topo. Here in this sa­cred rit­ual we pass it to you, as many other mod­ellers have done through the ages, and which per­haps you will one day also pass on down to the next mod­el­ling gen­er­a­tion, be­hold: WIKI.POLY­COUNT.COM/WIKI/ SUBDIVISION_SURFACE_MODELING.

DIS­TRI­BU­TION OF SHAPES

Among all other de­sign prin­ci­ples, the dis­tri­bu­tion of shapes the­ory pop­u­larised by Neil Blevins re­ally stands out. It sounds sim­ple yet it’s cru­cial for cre­at­ing ap­peal­ing 3D mod­els. Let’s sum­marise it: • There are pri­mary, se­condary and ter­tiary shapes (big, medium, small) • Main­tain a cer­tain ra­tio be­tween them • Dis­trib­ute medium and small shapes in a some­what un­pre­dictable way • Bal­ance the ar­eas of de­tail with the ar­eas of empty space

MECH DE­SIGN

It’s al­ways worth break­ing down what you’re try­ing to de­sign. To do this for a mech char­ac­ter that might mean first think­ing about its in­ter­nal ar­tic­u­lat­ing frame (skele­ton) and things like pis­tons and beams. Next comes the es­sen­tial mus­cles/ or­gans, things like bat­tery packs, ven­ti­la­tion, sen­sors and so on. This is cov­ered with the skin, in some cases com­pletely shielded, other times only par­tially pro­tected with pan­elling. Usu­ally joints are where plat­ing is miss­ing to al­low for that easy ar­tic­u­la­tion and are rem­i­nis­cent of some hu­man joints, el­bows, knees and knuck­les that make the me­chan­ics of those ar­eas more ap­par­ent.

TOPOL­OGY FLOW

If you’ve ever mod­elled some­thing and re­alised that it feels al­most im­pos­si­ble to take the ge­om­e­try that you have, and make the changes you need (to make it look like what you want), then you’ve felt the need for good topol­ogy flow. Like if we want to cut a river flow­ing at the base of some hill, it’d be way eas­ier if the edge-loops of the mesh flowed along the in­tended river­bank and not just be an even grid of square poly­gons raised and low­ered to fit the gen­eral land­scape.

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