With reference to a 3D model that you have created, describe
how you create the model in detail.
1.
Outline the steps for preparing reference images
for the task.
a.
We need to find a blueprint of the model that
you wanted in side view, front view and back view.
b.
Edit the brightness and contrast in Photoshop to
make the lines darker so that it is easier to do in 3ds Max.
c.
Align it according to the picture below in
Photoshop so that the model will be created properly.
QUESTION 2
2.
Explain THREE (3) methods of modeling that you
have used in the modeling task.
a.
You can find Extrude inside the rollout of a
editable poly. These two tools are really useful when you do modeling. Extrude,
as the name implies, it extrudes faces either inwards or outwards.
b.
The Bevel modifier extrudes shapes into 3D
objects and applies a flat or round bevel to the edges. A common use for this
modifier is to create 3D text and logos, but you can apply it to any shape. Bevel
takes a shape as the base of a 3D object. You then extrude the shape up to four
levels and assign an outline amount for each level.
c.
The Symmetry modifier is especially useful when
modeling characters or building ships or aircraft
This modifier is unique in that it allows you to perform three common
modeling tasks:
·
Mirror a mesh about the X, Y, or Z plane.
·
Slice a mesh, removing parts if necessary.
·
Automatically weld vertices along a common seam.
You can apply the Symmetry modifier to any geometry, and you can animate
the mirror or slicing effect by animating the modifier's gizmo.
QUESTION 3
3. Explain how you map textures on your model.
3. Explain how you map textures on your model.
Texturing Gundam 3D model using
Multi/Sub-Object Material. This material type lets you texture different polygon
using different material. Basically you need to specify polygons to
corresponding material ID.
a.
In table below, I noticed that there's 7 colors
needed to fully textured a Gundam RX-78-2 3D model. I also wrote specific ID to
each color.
ID
|
COLOR
|
Additional Information
|
1
|
WHITE
|
|
2
|
GREY
|
|
3
|
BLUE
|
|
4
|
YELLOW
|
|
5
|
RED
|
|
6
|
DARK GREY
|
Only for Rifle
|
7
|
GREEN
|
Only for eyes
|
b.
Hide all objects, except head. We will focus on
the head first. Base color for the head should be white (ID=1). Go to Modify
tab and activate Polygon selection. Select all polygons and in Surface
Properties rollout, enter Set ID=1. (Note: if you create Gundam object by
yourself, you will have Editable Poly object and Material ID setting is located
in Polygon Properties rollout).
c.
Next, choose all polygons that needed to be
textured using RED color. Set Material ID=5. Continue with other polygons and
enter the corresponding ID (refer to table above).
d.
When finished, you need to create material. Turn
off all sub-object selection. Open Material Editor. By default, one sample slot
is selected. I changed material name into "basic color". Apply this
material to head object (you can click Assign Material to Selection while head
object is selected). Click Standard button. In Material/Map Browser window,
choose Multi/Sub-Object. In Multi/Sub-Object Basic Parameters rollout, click
Set Number and enter 7. You need 7 sub-materials. Notice that each sub-material
has its own ID. Then, click button under Sub-Material. You will go to each
sub-material settings. Change sub-material name and change its diffuse color.
Use color described in table above. When finished, click Go to Parent window to
go back to Multi/Sub-Object Basic Parameters rollout. Repeat the process until
each sub-material has its own name and color.
e.
Finished textured head project.
f.
Use the same process to apply material to all
body parts. Set polygons to their specific IDs. You can refer to image below
how to choose IDs. All of this process may take a lot of time, so be patient.
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