Processes used in Polygonal 3D Modeling Technique
In polygonal modelling, an artist formulates a digital representation of a 3D object with a geometric screen composed of edges, vertices, and faces.
Faces are usually triangular and make up the facade of the 3D model.
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Throughout the use of the following techniques, a modeler methodically transforms a first 3D mesh into a complete 3D model:
Polygonal 3D Modeling Technique Common Box and Edge Modeling Workflows
Extrusion is a process of adding geometry to a polygon primitive and one of the primary tools a modeler uses to begin shaping a mesh.
Through extrusion a modeler manipulating the 3D mesh by either collapsing a face in upon itself or by extruding the face outward along its surface normal the directional vector perpendicular to the polygonal face.
Extruding a quadrilateral face creates four polygons to bridge the gap between its starting and ending position. Extrusion can be hard to visualize without a concrete example:
Consider a simple pyramid shape, with a quadrilateral base. A modeler might transform the first pyramid into a house like a shape by selecting the bottom of the pyramid and extruding it in the negative Y direction. The pyramid’s base is shifted downward, and four new vertical faces are created in the space between the cap and the bottom.
Edges can also be extruded. When extruding an edge, it is essentially duplicated the duplicate edge can then be pulled or rotated away from the original in any direction, with a new polygonal face automatically created by connecting the two. It is the primary means for shaping geometry in the contour modeling process.
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A subdivision is a way for modelers to add a polygonal presentation to a model, either selectively or uniformly.
Because a polygonal model typically begins from a low-resolution fundamental with very few faces, it is almost hard to build a finished model without at least some level of a subclass.
A uniform subdivision splits the whole cover of a model evenly. Uniform groups are completed on a linear scale, meaning every polygonal face is subdivided into four.
Uniform subdivision helps to eliminate “blockiness,” and can be used to smooth the surface of a model evenly.
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A uniform subdivision divides the entire surface of a model evenly. Uniform subdivisions are completed on a linear scale, meaning every polygonal face is subdivided into four. Uniform subdivision helps to eliminate “blockiness,” and can be used to smooth the surface of a model evenly.
Edge Loops: Resolution can be added by selectively placing additional edge loops. An edge loop can be attached across any contiguous set of polygonal faces, subdividing the selected faces without needlessly adding resolution to the rest of the mesh. Edge loops are used to add resolution in regions of a model that require a level of detail disproportionate to nearby geometry.
If you have been around the engineering, industrial design, or woodworking fields at all, the word bevel might already hold some weight for you.
By default, the edges on a 3D model are infinitely sharp a condition that virtually never occurs in the real world.
Look around you, inspected closely enough, almost every edge you encounter will have some taper or roundness to it.
A bevel takes the phenomenon into account and is used to reduce the harshness of the edges on a 3D model.
Example: Each edge on a cube occurs at a 90-degree convergence between two polygonal faces. Beveling those edges creates a narrow 45-degree face between the converging planes to soften the edge’s appearance and helps the cube interact with light more realistically. The length of the bevel, as well as its roundness, can be determined by the modeler.
Also referred to as “pushing and pulling vertices,” most models require some level of manual refinement.
When refining a model, the artist moves individual vertices along the x,y, or z-axis to fine-tune the contours of the surface.
A sufficient analogy for refinement might be seen in the work of a traditional sculptor: When a sculptor works, the first blocks out the broad forms of the sculpture, focusing on the overall shape of his piece.
Then he revisits each region of the statue with a “rake brush” to fine tune the surface and carves out the necessary details.
Refining a 3D model is so similar. Every extrusion, bevel, edge-loop, or subdivision, is typically accompanied by at least a little bit of vertex-by-vertex refinement.
The refinement stage can be painstaking and consumes 90 percent of the total time a modeler spends on a piece. It only takes 30 seconds to place an edge loop or pull out an extrusion, but it wouldn’t be unheard of for modeler to spend hours refining the nearby surface topology.
Click on below link: How to Model a Face – Low Poly Beginner 3D Modeling
In this Blog, we focus on some the specific tools and processes used in polygonal 3D modeling. To learn in depth and on high-level one should join our animation training institute. It is one of the best institutes in Ahmedabad which imparts advanced animation courses.