Since the release of Jurassic Park and recent movies like X-Men, the interest surrounding 3D modelling and animation has been going up and up. We look at the big screen and we see these characters that we know are not real but yet we almost believe that they are. 3D Characters, vehicles, buildings, animals and so much more are brought to life by artists who dabble in a huge variety of sectors including film, computer games, TV shows, internet, print designs, various field of advertising and more. 3D modelling and animation is something that we have all become used to and a lot of people want to get involved in.
Mark Dune is listing his some things for 3D “Top 10 3D Modeling and Animation Tips”Here are top ten tips to help you with your 3D modelling and animation future
3D Modelling and Animation Top 10 Tips
- Take a life drawing class
Having good anatomy skills is vital to understanding the movement of both people and animals. Training your eye to become familiar with the anatomy will make you a better sculptor and designer allowing you to really improve your skills and progress faster.
- Improve your drawing skills
You have to start somewhere and that somewhere for most people is with 2D. Some people would argue that it’s a logical progression from concept sketch to 3D model so it makes sense to be able to draw on paper first before taking it any further.
- Think about form and volume
If you are sculpting or modelling in 3D, you need to get the exact profile of the character that you are constructing. If you get the form (silhouette) right from the beginning, then the volume will follow.
- Topology and Edge Loops
Once you get to a point where you’re actually modelling your character, there are some practical rules that need to be learned. You must have good edge flow in certain areas of the mesh in order to successfully mirror real world anatomy. The edge loop is the ring of polygons which follow a set path around your model.
- Quads triangles or ngons?
Most of the time you should try to model in quadrangles, they are more predictable, subdivide cleanly and leave less opportunity for bad artifacts.
- What technique?
Whether you are just starting out or you are an accomplished modeler, you will need to learn as many techniques as possible. Being comfortable with point by point and box modelling is essential as generally a combination of the two is used in projects.
- Use normal maps
Despite advancements in CPUs and GPUs, there are still limits to how many polygons can be moved around with lag. To ensure a high level of detail, use normal maps.
- Learn voxel-based modelling programs
Voxel-based modelling programs are a great way to build up intricate organic forms and structures without focusing on topology or edge flow. It is sometimes overlooked but can be a great addition to any modeler’s skill set.
- Become familiar with subdivision modelling
This is a technique that smooth’s out mesh by rounding and dividing polygons based on a number of algorithms.
Reasonably new to the digital sculpting world, Dynamesh is a modelling program found in ZBrush. It solves the problem of underlying polygons becoming stretched or elongated by re-meshing the model there and then.
Mark Dunne is a freelance blogger and social media consultant for a range of Irish and UK businesses. This article was written on behalf of Gnet 3D who are a 3D Architectural Visualisation company with offices in London, Manchester, Dublin and Cork.