3D Modelling/CAD
  • acemuzzy
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    Acemuzzy (aka murray200)
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    I haven't played with it for literally years. But then I have seen artistic talent and no idea if what I'd make with it, so maybe there's good reason for my abstinence
  • If you need any person-scale 3D modelling I highly recommend Gravity Sketch in VR.
    Eg for lookdev on a VR effect I was working on I needed a rough spaceship cockpit, so it was super easy to sketch it out at 1:1 scale, actually preview sit in it and check how the sight lines work out etc
    No wonder architects were early adopters of VR.
  • dynamiteReady
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    I'm tempted to get an Oculus, just for TiltBrush.
    So you're preaching to the choir in my case.

    Has to be the future of 3D modelling, VR...
    "I didn't get it. BUUUUUUUUUUUT, you fucking do your thing." - Roujin
    Ninty Code: SW-7904-0771-0996
  • One of the new things with 2.8 that looks really impressive is the new grease pencil stuff -

     

    I think one of the things that's bothered me a bit with traditional 3D modelling is how you kind of need to know what you want to make beforehand, a method that would allow for a much more sketchy improvisational style is really interesting. I haven't looked into this in depth yet though, just seen these small clips that look really cool.

    VR is certainly going to lead the way in terms of really natural intuitive feeling modelling, and I still need to get hands on with Dreams...
  • Wow that looks so cool, would certainly get me more involved.
  • Left my last personal project posted before.
    Couldn't get back into it so chalked it up as learning.

    Done this instead
    IVkPywj.jpg
  • That is very nicely done, check out the BALLS on that dog tho'
  • Cheers man.
    Ha yeah, he's got those kahunas. I deliberately angled him to show them off.
  • I should be getting some practice in for the first three weeks of September, as I am finally moving flat and Ev has finished her final project.
  • Get on it man.
    Is your course geared more toward realtime/games?
  • dynamiteReady
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    Tempy wrote:
    That is very nicely done, check out the BALLS on that dog tho'

    CANT UNSEE.
    "I didn't get it. BUUUUUUUUUUUT, you fucking do your thing." - Roujin
    Ninty Code: SW-7904-0771-0996
  • kUmYEvH.png?

    Screenshot from Ev's final project in her Master's. It's only one shot from it, but I think it gives you an idea of part of what she's done. Took her a while but I still think it's impressive to have come from no background to this in a year.
  • LivDiv wrote:
    Get on it man. Is your course geared more toward realtime/games?

    Shit, I missed this. It's basically a groundwork masters but peopl tend to specialise in one of four areas: architecture, games, motion graphics or 3D printing - the latter has the least uptake.
  • acemuzzy
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    Which dya reckon you'll go for?
  • Dunno, probably games because it's a growth industry etc
  • EV's project looks great, good on her.

    It's a funny thing 3D, I have always found it is a series of difficulty spikes. Easy to get going but then you will hit a tough bit like UV unwrapping something complex, render settings, baking textures etc. Other times you just do something and it looks heaps better than your past work.
    Either way I generally refer to as "levelling up".

    Interesting that your course has options.
    I would say games has the most jobs out of any industry, it also has decent career progression that can be missing in other sectors. Although there are the well documented shit sandwiches that go with it.

    Arch Viz is what I do. Or more accurately want to do but mostly do sub categories of mainly.
    I will do events, branding, marketing and product visualization. Much of the same principles overlapping just timeframes dictating output quality.

    Mograph I think is best avoided if 3D is your main aim. More and more it seems to be expected that 2D mograph artists can do the 3D side of things, while editors are now expected to pick up the other end of mograph doing basic titling and 2D imagery.

    3D printing is a really exciting industry that is definitely growing. From my hands on experience I think that sort of role is better suited to CAD technicians, product designers and other fabricaters. It is cool and growing but it is a different mind set to the more creative endeavours.

    I think going the games route is a good choice. You have EV on hand for those little questions on things you forgot, there are always things you forgot. I said it before but I also think your technique and experience in the GW painting stuff will serve you well here.
    You will have picked up more than you realise on form and the layer painting etc will cross over to software like Substance painter.
    If you have some free time definitely obtain Substance painter.
  • A few bits of general advice that I have given to my interns in the past.

    1. Filing systems.
    Have one or follow the provided one religiously. There is nothing worse than missing bitmap.
    Also understand how your chosen software deals with this.
    C4d automatically lumps stuff in the folder where the file is saved. 3ds Max you have to setup a project. This is important for keeping things tidy but it will also dictate your auto-save locations.
    Auto-save is saintly so ensure it is setup correctly and frequently enough for the job in hand. Also be sure to up your number of undos in preferences.


    2. Keep modelling as procedural as possible.
    I'm not too familiar with Blender and C4d is shit for it but in Max you have a modifier stack that can include smoothing, UV mapping, chamfers, bends, ffd (look it up its handy). These can be collapsed but at that point they cant be manipulated individually.

    3. Tape Measure.
    It doesnt matter if you are making a pack of cigarettes or a building. Making a photo real living room or a demon crab monster. Scale is important and not always obvious when looking at a 24inch monitor. Have a tape measure at hand to quickly check what a metre or 50mm or 7 inches actually looks like.
    Additionally try to learn a few basic measurements.
    1650mm is a fairly average eye height.
    Desks are 800mm high.
    Bars are around 1100mm.
    Door frames are 800mm wide.

    Sounds all very architectural but getting these things right can ground a fantasy environment.

    Also work in millimetres or metres. Centimetres are for children, imperial is for racists.

    4. See in Topolgy.
    I think this is really important.
    Start to view the world in how it could be 3D modelled.
    On the bus, bored at work. Put your phone away and focus on something around you. Think about how you would model it.
    Is it best to start with a primitive object and manipulate it?
    Could it be better produced by drawing a spline and adding a sweep or loft?
    How would you add that detail? Model it? Displacement or bump map?

    5. Keep it simple.
    Try to keep topolgy basic and use modifiers to add detail like smoothing or displacement.

    For example if I was to make a wine glass I would start with either a 6 sided cylinder that I then edge extruded to follow the profile of the glass. Or a linear spline with a handful of points in key places.
    Either way I would then apply a Subdivisional modifier to get the curvy shape. If it wasnt correct I can then manipulate one or two points rather than hundreds.

    6. Dont be afraid to ask.
    No one knows everything in 3D software. It isnt possible. Even if they know all the tools they may not know the best way to use them and even then there is more than one way to skin a cat.
    I spent a few months at a brilliant architectural design house a few years back. The two visualisers were insanely good but I happened to have skills and understand tools that they didnt.

    7. Chamfer/bevel.
    3D software will create perfect primitive such as cubes or cylinders which is great but not realistic.
    The edge of one face will be at absolute 0,0,0 to the edge it meets. This never happens in reality so applying a a chamfer (or bevel) to simple shapes will make them much more realistic.
    The softer material the larger the chamfer, soft wood might be 3mm, hard wood 2mm, metal 0.5mm etc.
    Generally I wouldn't want iterations in this though. A single chamfer can pick up light really nicely.
    If you look at my visual above. The side table next to the sofa is a good example of this. The front legs are picking up light toward the top. That is just a cuboid shape with a single chamfer iteration.
  • I've seen stuff about procedural modelling in Blender recently, maybe a handy addon or something you can find. There's been a bunch of cool features talked about in the Blender Today series, and the latest episode happens to be live right now.


  • New Intel Open Image Denoiser is great (works on AMD CPUs also), allows you to massively reduce render times by using less samples then running a denoising pass to remove noise and 'fireflies', retaining image quality really well.

    Still not ideal for use with rendering out animations sadly, as slight variance between frames induced by the denoising process leads to flicker when playing back the video. The developer of this is working on 'temporal coherence' apparently though, not sure how long that will take, but that will be fantastic for rendering out great looking animations very quickly.
  • I am a bit behind in my course because I have been stupidly busy with work and had two events out of Glasgow booked from ages ago. So I sat down for a few hours yesterday and today and worked my way through a plural sight tutorial on how to model a bin. It ain't perfect, but it ain't awful either, and I feel I have a slightly better understanding than I did before. 

    THe classes are very hands off, which is ok for approximately half the class who appear to be professional modellers and after effects wizards that have joined the course simply to get a degree. 

    Here is The Bin

    [img]https://cdn.discordapp.com/attachments/624591863290134538/638833546970267648/bin_test.png
  • That looks alright Tempy.
    Do you have a wireframe image of it?

    Would be good to see the topolgy as that is quite key.
    When you get to the end of the course and are putting a portfolio together definitely try to show a wireframe as well as a beauty render, for Junior roles that is what I would be looking at.
  • I’ll have a look at a tutorial for how to push a wireframe render out. It’s a bit dodgy. Some errant lines and some T-polys - also triangles for the triangles, but as I said it was a tutorial so I mostly followed along and did my best to emulate what he did without following it beat by beat. Lots to learn.
  • Can just do a screengrab mate.

    Yeah a lot of it can just be finding ways of working and what primitives to start with.
  • And messing around with all the modifiers that invariably fuck up shit randomly.

    Best part was working for about an hour and a half on the lid and the hinges - extruding and cutting holes before bridging the borders, then cloning the gotta be an easier way - and zooming out to realise I had somehow, at some point, shrunk the lid to a fifth of its size. Baffling.
  • Haha, I still dont know what a lot of modifiers do but I have my favourites.

    It's like anything though practice will help you find quick ways of working and your confidence will build with it.
  • Are you using Blender Tempy?
  • 3DS Max, somI can get help from the teachers easy enough
  • Oh I thought you were blender.

    Yeah the Max modifier list really is daunting, it is full of legacy stuff as well that you will never use, ever.
  • Nah, for reasons listed above. Hopefully the fundamentals transfer.
  • Yeah, if you can use 3dsMax you will be able to pick up Maya/Blender/Cinema4D.

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