Introduction to 3D Computer Modeling
Author(s): Andres Montenegro
Edition: 1
Copyright: 2023
Pages: 434
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The methodology exposed in this book is focused on the learning process of creating precise 3D models, and essentially the acquisition of foundational modeling techniques based on polygons, geometric shapes, and surfaces generated from curves. During the progressive attainment of the different tools and techniques, the users, in this case students taking the class Intro to 3D Modeling, will be able to achieve solid foundations of what is going to be a versatile set of models developed and available for different output production.
Whether this involves a CAD exchange, a prototyping rendition through photorealistic visualization, a standard or a high-definition 3D print, they will obtain the configuration of proper settings and attributes constructed for a Realtime Render functionality which involves video game and XR immersive environment production. A 3D model that complies with a versatile and multipurpose set of requirements is not only a strategic asset, but also a functional object that can be reutilized and modified with ease and efficiency by multiple users and systems. An important reminder to keep in mind when users are first introduced to the 3D modeling world is what is going to be the preferred software to start?
To attain the different modeling techniques, students, users, or first timers will learn Autodesk Maya in this book, in this case the latest version. Autodesk Maya is the leading industry standard software equipped with unrivaled 3D modeling methods for the creation of simple or sophisticated prototypes, with perhaps its most outstanding features being character animation and the simulation of visual effects for motion pictures. The modeling module in Maya will yield users with a cultural and educational back-ground to understand not only a particular software package, but a wide array of others available that share the same seminal technological and computing principles. Several software packages are available in the world of 3D modeling that fit the beginner’s learning path; however, I recommend a formal study with one program at a time.
Autodesk Maya seems to be the first option to try out at the start, and after-ward there is no restriction when applying the same modeling methodologies in other 3D packages like 3D Studio Max, Blender, Cinema 4D, Houdini, or Rhinoceros. The content of this book is committed to provide you with an open-minded attitude toward 3D modeling and freedom of conceptual visualization, allowing you to explore techniques for further or more complex elaborations. 3D modeling skills are not only centered on sculpting techniques, but also on establishing the most effective way to fine-tune highly detailed models with befitting retopology into a versatile model for a multipurpose objective relying on its solid and well geometrically constructed foundations
About the Author
Foreword
Introduction
CHAPTER I Getting to Know the 3D Modeling Application
Understanding the Autodesk Maya Software User Interface
Maya’s Preferences Settings
Setting a Project
Setting the Project’s Working Units
Using the Tool Box, Quick Buttons, and Shortcuts
Handling the Modeling Standard Workspace
Working With Polygon Primitives
EXERCISE Learning the Precise Creation of a Box Using Measure Units, Grid, Snap Tools, and the Universal Manipulator Tool
CHAPTER II
Learning Introductory Operations With Polygons
Editing Meshes
Understanding Polygon Components
Understanding and Learning in Context the Transformation Tools
Applying Selections for Mesh and Components
Learning the Mesh Tools
Learning the Duplicate Special Operations
EXERCISE Learning the Mesh Tools Through the Creation of a Coffee Mug
CHAPTER III Learning Introductory Operations With Curves
Drawing and Editing Curves
Applying Curves Modifiers and Operators
Applying Construction Aids
Applying Curves to Meshes
Extracting Curves From Meshes
Importing Scalable Vector Graphics
EXERCISE Create a Curve Profile Using the Snap Group, Measuring, and Arc Tools
Chapter IV Learning How to Work With Curves and Surfaces
Definition of NURBS
Learning the Essential Components of NURBS Surfaces
Learning NURBS Display Properties
Creating Surfaces From Curves
Learning and Applying Surfaces Modifiers
Converting NURBS Surfaces to Polygons
EXERCISE Generate a NURBS Surface Using the Profile Curve Created in Chapter III Exercise
Chapter V Learning to Model Using Image Planes
Working With Image Planes to Set a Model’s Modeling Process
Understanding the Shading Menu for Proper Model’s Visualization
Systematize the Working Views and Panels for Proper Visualization
Applying the Mesh Tools to Trace a Shape From an Image
Understanding the Optimization Tools, Mirror, Conform, Transform, and Smooth Proxy
EXERCISE Create the Basic Shape of an Animal Using Image Planes, Mesh Tools, and Smooth Proxy
Chapter VI Getting to Know the Basics of UV Mapping
Understanding the UV Mapping Concept
Learning How to Utilize the UV Editor
Learning UV Mapping Methods
Working With UV Modifiers to Lay Out UV Shells
Working With the Tools Menu
Using the UV Toolkit in the UV Editor
Applying UV Methods to Low Poly Meshes
Understanding UV Snapshots and PSD Networks
EXERCISE Create and Set Up the UV Layout System From the Animal Shape Created in Chapter V
Chapter VII Getting to Know the Geometry Optimization for the UV Process
Learning How to Use the Sculpting Tools Applied to Polygon Meshes
Understanding the Retopologize Application
Optimizing the UV Layout Based on Low Poly Meshes
Optimizing UVs Using the UV Tools
Preparing the Model for UV Snapshot and PSD Network
Starting the Texturing Works Using PSD Network in Photoshop
Assigning a Shader to the Model for Texturing
Texturing Process Using Arnold Render Engine
EXERCISE Use the Animal Mesh Created in Chapter VI to Assign a Standard Shader
Chapter VIII Learning the Shading, Texturing, and Rendering Methods
Working With the Hypershade Interface
Assigning Shaders to a Model Using the Hypershade Window
Introduction of How to Work With Shader Properties Using the Graph Network
Modifying Shader Values and Working With Presets
Understanding, Handling, and Effectively Applying the Render Settings Panel
Shader Conversion for Transparency
Introduction to IPR Render and the Render Setup Editor
Introduction to Arnold Lighting System
EXERCISE Perform the Render View of the Animal Model Already Textured in Chapter 7 Using Arnold SkyDome Light
Chapter IX Learning How to Prepare a Scene for Camera View
Introduction to a Camera Implementation in a Project
Implementing Camera Settings for a Particular Scene Composition
Integrating Depth of Field and Environment Properties to a Given Camera
Setting Cameras With Undoable Movements
EXERCISE Implement a Camera Other Than a Perspective View to Render the Animal Model Rendered in Chapter VIII
Chapter X Learning How to Illuminate a Scene
Implementation of an Illumination System Using Arnold Lighting
Implementing and Editing Cast Shadows and Filters in Arnold Lighting
Working With Photometric Light Shapes
Implementation of a House Interior Room Illumination Containing Volumetric Objects to Produce Indirect Illumination
Implementation of an Exterior Scene Including the Model of a House
Applying Modeling Techniques to Construct a House Project Using Measures, Floorplans, and Pictures as Construction References
Applying to the House Project Materials and Textures
EXERCISE Creating a Full Render View for One of the Interior Rooms of the House and Producing an Accurate Exterior Render View of the House Project Exterior
Chapter XI Learning Paint Effects and XGen Introductory Effects
Understanding the XGen and Paint Effects Tool
Paint Effects
Making a Rolling Hills Surface
Learning XGen Interactive Groom Splines
Using Paint Effects Strokes Elements to Render Special Scene Effects
Displaying Properly the Paint Effect Stroke Shaders in the Hypershade Graph Network
EXERCISE Populating in the House Project, Landscaping Elements Using XGen and Paint Effects Shaders to Convert Them to Arnold Standard Shaders
Chapter XII Outputting 3D Modeling Methods and Techniques
Understanding the Process for Models for 3D Printing
Applying Retopology for High Poly Models and Meshes
Files Exchange Between Autodesk Maya and CAD Software
Files Extension Optimization for Models and Meshes
3D Modeling Efficient Practices and Methods for 3D Printing
3D Models and Meshes for Export for XR Technology
Baking Complex Arnold Shaders for Use in Game Engines, Realtime Rendering, Lightmapping, and Extended Reality Production
EXERCISE Create the Model of a Spanish Galleon Using the Modeling Techniques Learned in This Book . Develop the Correct Settings for XR Visualization and for 3D Printing
Conclusion and Final Thoughts
Glossary
References
Index
Andres Montenegro is an animator, and Associate Professor of 3D computer animation, 3D modeling, and advanced rendering in the Department of Visual Communication and Design at Purdue University. Fort Wayne. His work develops immersive environments using real time 3D animations while integrating Augmented Reality and Virtual Reality interactive animations. He has an extensive experience with software and hardware oriented toward the generation of different styles of rendered images using painting as the main source of research.
His personal work uses metaphors and symbolic narrative to assemble a conceptual language depicting cross-cultural references. His work of art begins in the 80´s regarding painting as the main vehicle of production, and experimentation being the framework for mixing language, aesthetics, and conceptual venues based on Art History as well. His digital work begins in 1990 with early experiences using 3D animation software. From 1983 – 2009 he presented one man shows and collective exhibitions in Chile, South America, Europe and the United States. He received his BFA in Art and Education from University of Chile in 1986, his MA from University of Playa Ancha Chile in 1996, and his MFA in Digital Arts from University Of Oregon in 2006 While he was studying there, he was awarded the Clarice Krieg Scholarship, and University of Oregon Scholarship in 2004, 2005, and 2006.
His filmography includes:
“The Little Quest OF Petrovsky” short film produced after being awarded at Annecy 2013 “Carrefour De La Creation.” 2014.
“The Secret of The Lost Station.” 2013.
“El Paseo Imaginario” The Imaginary Promenade. 2002
Areas of Specialization
Virtual Reality Worlds, Mixed Reality, Immersive Environments, CGI Animation, Physical Computing, Interactive Media
Notable Courses Taught
Intro to 3D Computer Modeling, Advanced 3D Computer Modeling, Games and Virtual Worlds, Advanced 3D Computer Animation, Digital Imaging, CGI Character Development."
The methodology exposed in this book is focused on the learning process of creating precise 3D models, and essentially the acquisition of foundational modeling techniques based on polygons, geometric shapes, and surfaces generated from curves. During the progressive attainment of the different tools and techniques, the users, in this case students taking the class Intro to 3D Modeling, will be able to achieve solid foundations of what is going to be a versatile set of models developed and available for different output production.
Whether this involves a CAD exchange, a prototyping rendition through photorealistic visualization, a standard or a high-definition 3D print, they will obtain the configuration of proper settings and attributes constructed for a Realtime Render functionality which involves video game and XR immersive environment production. A 3D model that complies with a versatile and multipurpose set of requirements is not only a strategic asset, but also a functional object that can be reutilized and modified with ease and efficiency by multiple users and systems. An important reminder to keep in mind when users are first introduced to the 3D modeling world is what is going to be the preferred software to start?
To attain the different modeling techniques, students, users, or first timers will learn Autodesk Maya in this book, in this case the latest version. Autodesk Maya is the leading industry standard software equipped with unrivaled 3D modeling methods for the creation of simple or sophisticated prototypes, with perhaps its most outstanding features being character animation and the simulation of visual effects for motion pictures. The modeling module in Maya will yield users with a cultural and educational back-ground to understand not only a particular software package, but a wide array of others available that share the same seminal technological and computing principles. Several software packages are available in the world of 3D modeling that fit the beginner’s learning path; however, I recommend a formal study with one program at a time.
Autodesk Maya seems to be the first option to try out at the start, and after-ward there is no restriction when applying the same modeling methodologies in other 3D packages like 3D Studio Max, Blender, Cinema 4D, Houdini, or Rhinoceros. The content of this book is committed to provide you with an open-minded attitude toward 3D modeling and freedom of conceptual visualization, allowing you to explore techniques for further or more complex elaborations. 3D modeling skills are not only centered on sculpting techniques, but also on establishing the most effective way to fine-tune highly detailed models with befitting retopology into a versatile model for a multipurpose objective relying on its solid and well geometrically constructed foundations
About the Author
Foreword
Introduction
CHAPTER I Getting to Know the 3D Modeling Application
Understanding the Autodesk Maya Software User Interface
Maya’s Preferences Settings
Setting a Project
Setting the Project’s Working Units
Using the Tool Box, Quick Buttons, and Shortcuts
Handling the Modeling Standard Workspace
Working With Polygon Primitives
EXERCISE Learning the Precise Creation of a Box Using Measure Units, Grid, Snap Tools, and the Universal Manipulator Tool
CHAPTER II
Learning Introductory Operations With Polygons
Editing Meshes
Understanding Polygon Components
Understanding and Learning in Context the Transformation Tools
Applying Selections for Mesh and Components
Learning the Mesh Tools
Learning the Duplicate Special Operations
EXERCISE Learning the Mesh Tools Through the Creation of a Coffee Mug
CHAPTER III Learning Introductory Operations With Curves
Drawing and Editing Curves
Applying Curves Modifiers and Operators
Applying Construction Aids
Applying Curves to Meshes
Extracting Curves From Meshes
Importing Scalable Vector Graphics
EXERCISE Create a Curve Profile Using the Snap Group, Measuring, and Arc Tools
Chapter IV Learning How to Work With Curves and Surfaces
Definition of NURBS
Learning the Essential Components of NURBS Surfaces
Learning NURBS Display Properties
Creating Surfaces From Curves
Learning and Applying Surfaces Modifiers
Converting NURBS Surfaces to Polygons
EXERCISE Generate a NURBS Surface Using the Profile Curve Created in Chapter III Exercise
Chapter V Learning to Model Using Image Planes
Working With Image Planes to Set a Model’s Modeling Process
Understanding the Shading Menu for Proper Model’s Visualization
Systematize the Working Views and Panels for Proper Visualization
Applying the Mesh Tools to Trace a Shape From an Image
Understanding the Optimization Tools, Mirror, Conform, Transform, and Smooth Proxy
EXERCISE Create the Basic Shape of an Animal Using Image Planes, Mesh Tools, and Smooth Proxy
Chapter VI Getting to Know the Basics of UV Mapping
Understanding the UV Mapping Concept
Learning How to Utilize the UV Editor
Learning UV Mapping Methods
Working With UV Modifiers to Lay Out UV Shells
Working With the Tools Menu
Using the UV Toolkit in the UV Editor
Applying UV Methods to Low Poly Meshes
Understanding UV Snapshots and PSD Networks
EXERCISE Create and Set Up the UV Layout System From the Animal Shape Created in Chapter V
Chapter VII Getting to Know the Geometry Optimization for the UV Process
Learning How to Use the Sculpting Tools Applied to Polygon Meshes
Understanding the Retopologize Application
Optimizing the UV Layout Based on Low Poly Meshes
Optimizing UVs Using the UV Tools
Preparing the Model for UV Snapshot and PSD Network
Starting the Texturing Works Using PSD Network in Photoshop
Assigning a Shader to the Model for Texturing
Texturing Process Using Arnold Render Engine
EXERCISE Use the Animal Mesh Created in Chapter VI to Assign a Standard Shader
Chapter VIII Learning the Shading, Texturing, and Rendering Methods
Working With the Hypershade Interface
Assigning Shaders to a Model Using the Hypershade Window
Introduction of How to Work With Shader Properties Using the Graph Network
Modifying Shader Values and Working With Presets
Understanding, Handling, and Effectively Applying the Render Settings Panel
Shader Conversion for Transparency
Introduction to IPR Render and the Render Setup Editor
Introduction to Arnold Lighting System
EXERCISE Perform the Render View of the Animal Model Already Textured in Chapter 7 Using Arnold SkyDome Light
Chapter IX Learning How to Prepare a Scene for Camera View
Introduction to a Camera Implementation in a Project
Implementing Camera Settings for a Particular Scene Composition
Integrating Depth of Field and Environment Properties to a Given Camera
Setting Cameras With Undoable Movements
EXERCISE Implement a Camera Other Than a Perspective View to Render the Animal Model Rendered in Chapter VIII
Chapter X Learning How to Illuminate a Scene
Implementation of an Illumination System Using Arnold Lighting
Implementing and Editing Cast Shadows and Filters in Arnold Lighting
Working With Photometric Light Shapes
Implementation of a House Interior Room Illumination Containing Volumetric Objects to Produce Indirect Illumination
Implementation of an Exterior Scene Including the Model of a House
Applying Modeling Techniques to Construct a House Project Using Measures, Floorplans, and Pictures as Construction References
Applying to the House Project Materials and Textures
EXERCISE Creating a Full Render View for One of the Interior Rooms of the House and Producing an Accurate Exterior Render View of the House Project Exterior
Chapter XI Learning Paint Effects and XGen Introductory Effects
Understanding the XGen and Paint Effects Tool
Paint Effects
Making a Rolling Hills Surface
Learning XGen Interactive Groom Splines
Using Paint Effects Strokes Elements to Render Special Scene Effects
Displaying Properly the Paint Effect Stroke Shaders in the Hypershade Graph Network
EXERCISE Populating in the House Project, Landscaping Elements Using XGen and Paint Effects Shaders to Convert Them to Arnold Standard Shaders
Chapter XII Outputting 3D Modeling Methods and Techniques
Understanding the Process for Models for 3D Printing
Applying Retopology for High Poly Models and Meshes
Files Exchange Between Autodesk Maya and CAD Software
Files Extension Optimization for Models and Meshes
3D Modeling Efficient Practices and Methods for 3D Printing
3D Models and Meshes for Export for XR Technology
Baking Complex Arnold Shaders for Use in Game Engines, Realtime Rendering, Lightmapping, and Extended Reality Production
EXERCISE Create the Model of a Spanish Galleon Using the Modeling Techniques Learned in This Book . Develop the Correct Settings for XR Visualization and for 3D Printing
Conclusion and Final Thoughts
Glossary
References
Index
Andres Montenegro is an animator, and Associate Professor of 3D computer animation, 3D modeling, and advanced rendering in the Department of Visual Communication and Design at Purdue University. Fort Wayne. His work develops immersive environments using real time 3D animations while integrating Augmented Reality and Virtual Reality interactive animations. He has an extensive experience with software and hardware oriented toward the generation of different styles of rendered images using painting as the main source of research.
His personal work uses metaphors and symbolic narrative to assemble a conceptual language depicting cross-cultural references. His work of art begins in the 80´s regarding painting as the main vehicle of production, and experimentation being the framework for mixing language, aesthetics, and conceptual venues based on Art History as well. His digital work begins in 1990 with early experiences using 3D animation software. From 1983 – 2009 he presented one man shows and collective exhibitions in Chile, South America, Europe and the United States. He received his BFA in Art and Education from University of Chile in 1986, his MA from University of Playa Ancha Chile in 1996, and his MFA in Digital Arts from University Of Oregon in 2006 While he was studying there, he was awarded the Clarice Krieg Scholarship, and University of Oregon Scholarship in 2004, 2005, and 2006.
His filmography includes:
“The Little Quest OF Petrovsky” short film produced after being awarded at Annecy 2013 “Carrefour De La Creation.” 2014.
“The Secret of The Lost Station.” 2013.
“El Paseo Imaginario” The Imaginary Promenade. 2002
Areas of Specialization
Virtual Reality Worlds, Mixed Reality, Immersive Environments, CGI Animation, Physical Computing, Interactive Media
Notable Courses Taught
Intro to 3D Computer Modeling, Advanced 3D Computer Modeling, Games and Virtual Worlds, Advanced 3D Computer Animation, Digital Imaging, CGI Character Development."

