Week 1 – Week 7 | 25/09/24 – 06/11/24
Emily Soh Ching-Ling | 0359478
Bachelor of Design (Honours) in Creative Media
3D Modelling | Section 02 | MMD60804
Exercises
TABLE OF CONTENTS
1.0 LECTURES
1.1 WEEK 1 — INTRODUCTION
We were introduced to 3D Modelling along with the expectations and objectives of the module. We were also given a summary of our weekly lecture plan and shown examples of our seniors' work.
1.2 WEEK 2 — INTRODUCTION TO BLENDER
BRIEF OVERVIEW OF BLENDER:
- 1. Key Features:
- 3D modelling, sculpting, animation, rendering, non-destructive modifiers, physics simulation, video editing, and scripting.
- 2. Why Blender is Becoming Industry Standard:
- Cost-effective, comprehensive toolset, active community and development, flexible integration (Python scripting), cross-platform versatility.
USER INTERFACE:
- 1. Primary Parts of The Interface:
- Top Bar:
- Menu: File handling, settings, and workspace management.
- Options: "Default:, pre-sets, and add workspaces.
- Areas:
- Divided sections for different editors, e.g. 3D Viewport, Shader Editor.
- Areas can be rearranged and customised.
- Status Bar: Displays information, e.g. scene statistics, selection count, and tips for active tools.
- 2. Areas:
- Area Arrangement:
- Area Type:
- Between Areas:
- Resize: Adjust the size of an area by dragging its edges.
- Split: Divide an area into smaller parts.
- Join: Merge two areas.
- Swap: Exchange the contents of two areas.
- Duplicate: Create a copy of an area.
- Inside Areas:
- Main Region: The core content window (e.g. 3D Viewport, Node Editor).
- Header: The bar at the top or bottom of each area with options related to that area.
- Toolbar: A side panel that offers tools relevant to the active editor.
- Sidebar: Contains additional options and settings related to the editor.
- 3. Tabs & Panels: Organises tools and settings within the sidebar and toolbar.
NAVIGATION:
- 3D Viewport Editor:
- What is it: The primary editor for viewing and interacting with 3D scenes.
- View Axis: Orientation in 3D space (X, Y, and Z axes).
- Quad View: Splits the 3D viewport into four views (top, front, right, and camera).
- Perspective VS Ortho: Switches between perspective (real-world) and orthographic (parallel) views.
- Viewport Navigation Techniques:
- Track: Move the view left, right, up, or down.
- Rotate: Orbit around the scene / object.
- Dolly: Zoom in and out of the scene.
- Header, Toolbar & Sidebar: Access to tools and settings.
OBJECT:
- 1. Object Selection:
- Select Object: Clicking on an object selects it.
- Deselect Object: Clicking elsewhere deselects an object.
- Multiple Selection (hold Shift):
- Tweak: Dragging to select.
- Box: Drawing a box to select.
- Circle: A brush-like selection tool.
- Lasso: Drawing a freeform shape to select.
- 2. Object Transformation:
- Object Transformation: Move (G), Rotate (R), and Scale (S) objects.
- Reset Transformation:
- Clear any transformations applied.
- Move (Alt + G), Rotate (Alt + R), and Scale (Alt + S).
- Transform Properties: Fine-tune transformations (Sidebar > Transform).
- Transformation Orientation: Choose between different transformation orientations, e.g. Global, Local, and Normal.
- Transformation Snapping: Snap objects to grid / other objects.
- Pivot Point (Edit & Reset): Set the pivot point for transformations, e.g. Center, Bounding Box, and Cursor.
- 3D Cursor: Set the position of the 3D cursor for precise transformations and object placement.
- 3. Add, Duplicate & Delete Object:
- Add: Shift + A.
- Duplicate: Shift + D.
- Delete: X / Delete key.
1.3 WEEK 3–4 — DESTRUCTIVE MODELLING
DESTRUCTIVE MODELLING:
- 1. Destructive Modelling:
- Definition:
- Changes made to the model's geometry directly affect the object permanently.
- These changes cannot be easily reversed unless undo is used.
- Purpose:
- To provide fine control over geometry.
- E.g. Detailed work: Game assets, product designs, complex surface modelling.
- 2. Symmetrical Modelling:
- Definition: Creating a portion of a model and mirroring it across one or more axes.
- Usage: Often used in character modelling, where symmetrical features (e.g. faces, limbs) need to be modelled evenly.
- How to Do It:
- Manually.
- Mirror Modifier (non-destructive).
- 3. Destructive Modelling Tools:
- 1. Loop Cut & Slide:
- Purpose: To add a loop of edges to the mesh.
- How to Do It: Ctrl + R > slide the loop along the surface.
- 2. Extrude:
- Purpose:
- To extend a face, edge, or vertex outwards.
- Useful for creating 3D shapes from 2D surfaces.
- How to Do It: E.
- 3. Inset:
- Purpose:
- To shrink or expand a face within its boundary.
- To create additional faces within the original face.
- How to Do It: I.
- 4. Bevel:
- Purpose: To round off sharp edges and corners.
- How to Do It: Ctrl + B.
- 5. Bridge:
- Purpose:
- To connect two edge loops with new faces.
- Useful for filling gap and joining geometry.
- How to Do It: Select two edge loops > Bridge Edge Loops Tool.
- 6. Fill:
- Purpose: To fill selected edge loops or gaps between vertices with faces.
- How to Do It: Select the open edges > F.
- 7. Knife:
- Purpose: To manually cut edges and create new vertices on a mesh.
- How to Do It: K > click on the mesh.
2.0 INSTRUCTIONS
3.0 EXERCISE 1 — PRIMITIVE MODELLING
Instructions:
- Model any object that can be simplified into a combination of primitive shapes (spheres, cylinders, cubes, cones, etc.).
- ☑ Manipulate the object (transformation tools).
- ☑ Deform the object (modifier tools).
- Software: Blender.
- Requirements:
- The object must be assigned a basic material and colour.
- The object must be presented with light and shadow (Viewport Shading).
- The object must be composed within the camera with the right angles and framing.
- Output Size: 720p (1280 × 720).
- Submission:
- Final render (solid) without wireframe.
- Final render (solid) with wireframe.
3.1 RESEARCH
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Figure 3.1-1: Mood Board, Week 2 (06/10/24) |
I decided to model a wooden toy for this exercise, specifically a toy truck. I chose this because toys tend to be made of simpler shapes for children's ease of understanding.
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Figure 3.1-2: Shape Breakdown — With Superimposed Mood Board, Week 3 (07/10/24) Red: Cuboids, Yellow: Spheres / Cylinders, Green: Triangular Prisms, Purple: Half-Cylinders |
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Figure 3.1-3: Shape Breakdown — Without Superimposed Mood Board, Week 3 (07/10/24) Red: Cuboids, Yellow: Spheres / Cylinders, Green: Triangular Prisms, Purple: Half-Cylinders |
Before sketching, I broke down the shapes used in various toy vehicles to get a better understanding of the shape make-up. They seem to be primarily made up of cuboids, spheres and cylinders, with some half-cylinders and prisms.
3.2 SKETCHES
3.3 MODELLING
Figure 3.3-1: Base & Wheels — Attempt #1, Week 3 (08/10/24) |
Midway through building the model I realised it felt off-putting because the shapes were all sharp-edged, whereas children's toys were supposed to be round-edged.
I bevelled the edges following this tutorial and extended the axes for a bit more dimension.
Figure 3.3.-3: Boolean Modifier Not Working, Week 3 (11/10/24) |
There seems to be a problem with the Boolean Modifier and Bool Tool. Try as I might, the effect won't apply and my computer is dying of heat stroke every time I touch the Boolean Modifier.
After (I kid you not) over an hour of troubleshooting and video-watching, I came upon an annoyingly simple solution: lowering the poly count of the base and cutter object. I did just that before applying the modifier and it worked!😭
Figure 3.3-5: ¼ Cylinder — Attempt #1 & #2, Week 3 (12/10/24) |
Figure 3.3-6: 3D Model — Without Colour & Texture, Week 3 (12/10/24) |
It was relatively smooth sailing after that. I completed the model using various cubes and cylinders. The triangular prisms (headlights) are made by reducing the vertices of a cylinder to three.
The ¼ cylinder (bumper) was a bit tricky to make. My first attempt was made with a cylinder mesh. I got confused when creating the edge loops in Edit Mode and ended up with this monstrosity (Figure 3.3-5: Left). Attempt #2, I followed this video and started with a circle mesh instead. I deleted the unnecessary faces and then extruded the shape. I also positioned the bumper slightly differently from my sketch.
3.4 COLOUR & MATERIALS
Figure 3.4-1: Texture of Wood — Before & After, Week 3 (12/10/24) |
I made a wood texture in the Shader Editor. I wanted the wood to look slightly shiny (like it has been lacquered) so I increased the Index of Reflection (IOR) to about 1,300. Considering the size of my model (a toy truck), I kept the size of the wood grain relatively large.
I'm not too happy with the colours. They look dull and muddy. If I have to guess, it's because I decreased the value of the base colour (lighter colour) without increasing the saturation when creating the wood grain colour (darker colour).
For Attempt #2, I decreased the value and increased the saturation for the wood grain colour. I also changed the blue to a teal simply because it complimented the yellow better.
3.5 LIGHTING
Figure 3.5-1: Photoshoot Set-Up, Week 3 (13/10/24) |
I considered using an image as the backdrop, but after realising that shadows wouldn't show, I created my own backdrop out of planes instead.
3.6 FINAL SUBMISSION
4.0 EXERCISE 2 — CYLINDRICAL MODELLING
Instructions:
- Model any object that has a cylindrical shape (e.g. plate, bottle, bowl, glass).
- Make a composition of multiple different objects.
- Get as many references (i.e. blueprints, images) for your selected objects.
- Software: Blender.
- Requirements:
- The object must be assigned a basic material and colour.
- The object must be presented with light and shadow (Viewport Shading).
- The object must be composed within the camera with the right angles and framing.
- Output Size: 720p (1280 × 720).
- Submission:
- Final render (solid) without wireframe.
- Final render (solid) with wireframe.
4.1 RESEARCH
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Figure 4.1-1: Mood Board, Week 3 (11/10/24) |
I like the variety and appearance of ceramic pottery, so that's what I'm referencing for my models.
4.2 MODELLING
Figure 4.2-1: Plates, Week 4 (18/10/24) Left to Right: Plate #1 (Circle Mesh), Plate #2 (Bezier Curve), Plate #3 (Bezier Curve) |
I modelled plates using two methods:
- 1. Circle Meshes (Plate #1).
- 2. Bezier Curves (Plate #2 and #3).
Circle Mesh Plate:
- Extrude and upscale a Circle Mesh to create the bottom and rim of the plate.
- Add a Subdivision Modifier. Increase the subdivisions of the plate.
- Add a Solidify Modifier.
- Extrude and scale the bottom of the plate.
- Add and adjust loop cuts at the inside edges for a more defined look.
The Circle Mesh plate was easier, if more tedious, to make. A very typical-looking plate.
- Create the shape of half a plate using a Bezier Curve.
- Add a Screw Modifier to turn the curve into a 3D object.
- Add a Subdivision Modifier. Increase the subdivisions of the plate.
- Add a Solidify Modifier.
The Bezier Curve plate was a bit tricky to get right because if the curves aren't aligned properly, the plate will have a gaping hole in it once you apply the Screw Modifier (Plate #2 and #3 are my third attempts at the Bezier Curve method). That said, the effort was worth it as it can be easily remodelled into various bowl and plate designs by adjusting the curves.
This method looks better for rounder, hipster-looking plates (i.e. Plate #3) as opposed to standard dinner plates (i.e. Plate #2; less defined).
4.3 COLOUR & MATERIALS
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Figure 4.3-1: Texture Distribution, Week 4 (19/10/24) |
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Figure 4.3-2: Texture of Ceramic & Colour Palette, Week 4 (19/10/24) |
I made the ceramic textures mostly the same way I made the wood texture from Exercise 1. I started by making the glossy smooth ceramic texture, then derived the matte smooth and textured ceramic texture by changing the roughness, glaze, and bump strength.
4.4 LIGHTING & COMPOSITION
4.5 FINAL SUBMISSION
5.0 EXERCISE 3 — BOX MODELLING
Instructions:
- Model any object with a box shape (e.g. electronic device, vehicle, furniture).
- Get as many references (i.e. blueprints, images) for your selected object.
- Model the object using a primitive cube. You are allowed to combine it with other shapes but the dominant shape must be in a box.
- Software: Blender.
- Requirements:
- The object must be assigned a basic material and colour.
- The object must be presented with light and shadow (Viewport Shading).
- The object must be composed within the camera with the right angles and framing.
- Output Size: 720p (1280 × 720).
- Submission:
- Final render (solid) without wireframe.
- Final render (solid) with wireframe.
5.1 RESEARCH
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Figure 5.1-1: Week 5 Tutorial — Reference VS WIP Model, Week 5 (24/10/24) |
We were told we could use the model made during the Week 5 tutorial for this exercise. I'm, however, not too satisfied with my model as I think the proportions look off, so I'll be making another model from scratch.
I looked for inspiration on TurboSquid (a digital media company that sells 3D models) until I came upon this police car design that I like. I will attempt to emulate this design.
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Figure 5.1-2: Mood Board, Week 5 (24/10/24) |
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Figure 5.1-3: Police Car Blueprint, Week 5 (24/10/24) |
I looked for inspiration on TurboSquid (a digital media company that sells 3D models) until I came upon this police car design that I like. I will attempt to emulate this design.
5.2 MODELLING
I modelled the base using Edit functions such as Bevel, Inset, and Extrude. To keep the model from looking messy, I dissolved unnecessary seams when needed.
Figure 5.2-2: Additional Parts, Week 5 (25/10/24) |
Figure 5.2-3: Wireframe Mode, Week 5 (25/10/24) |
The additional parts (e.g. the tyres and door handles) were made from separate shapes and combined with the base.
5.3 COLOUR & MATERIALS
Other than the windows, which I assigned a glass texture in the Principled BSDF panel, the rest of the car has a smooth matte texture.
5.4 LIGHTING & COMPOSITION
Figure 5.4-1: Camera Perspective, Week 5 (26/10/24) |
I kept the backdrop dark grey so that the car (black and white) wouldn't blend in. Played around with some pink and blue lighting to look like police lights.
5.5 FINAL SUBMISSION
6.0 EXERCISE 4 — KERAMBIT MODELLING
Instructions:
- Use the provided image as a reference for your modelling.
- Software: Blender.
- Requirements:
- The object must be assigned a basic material and colour.
- The object must be presented with light and shadow (Viewport Shading).
- The object must be composed within the camera with the right angles and framing.
- Output Size: 720p (1280 × 720).
- Submission:
- Final render (solid) without wireframe.
- Final render (solid) with wireframe.
6.1 MODELLING
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Figure 6.1-1: Reference VS WIP, Week 6 (30/10/24) |
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Figure 6.1-2: Sharpened Blade, Week 6 (30/10/24) |
I started by making a hollow cylinder, then extruded and scaled the side until I achieved the kerambit's shape. I then closed the distance between the vertices at the edge and tip of the blade so that it'd have a sharp point.
Figure 6.1-3: Blade Handle, Week 7 (06/11/24) |
Figure 6.1-4: Screws, Week 7 (06/11/24) |
6.2 COLOUR & MATERIALS
6.3 LIGHTING & COMPOSITION
6.4 FINAL SUBMISSION
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Figure 6.4-1: Exercise 4 — Final Render — Without Wireframes (Final Submission), Week 7 (08/11/24) |
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Figure 6.4-2: Exercise 4 — Final Render — With Wireframes (Final Submission), Week 7 (08/11/24) |
7.0 FEEDBACK
7.1 WEEK 5
General Feedback:
- For Exercise 3, you can use the model made during the tutorial.
- If you want to make your own model, make sure to look up a lot of blueprints or do a shape analysis.
8.0 REFLECTION
8.1 EXPERIENCE
So far, Blender has been an absolute pain. I needed to look up tutorials for every single step of the way, and then additional videos to solve whatever issue I encountered while following the tutorials. I am this 🤌 close to pulling out my hair and tossing my computer out the window.
That said, box modelling is surprisingly easy, at least compared to primitive modelling.
That said, box modelling is surprisingly easy, at least compared to primitive modelling.
8.2 FINDINGS
- Always lower your poly count.
- To make an unconventional prism, create the shape in 2D first before extruding.
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