Introduction to 3D Computer Modeling

Author(s): Andres Montenegro

Edition: 1

Copyright: 2023

Pages: 434

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$68.00 USD

ISBN 9798385189083

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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

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

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."