BA2 - Lecture: Subdivide and Conquer!
- charlightart
- Jan 14, 2015
- 3 min read
Weekly Tuesday Lecture: Subdivide and Conquer! Digital 'Objet d'art' (Notes and Research)
Form:
Shape, size. Function, anatomy, e.t.c.
Surface: The surface texture. Pores, wrinkles, scratches, scars, wood-grain, e.t.c.
Substance: The material the object is made of: Wood (Oak, Pine, Balsa), Metal (Aluminium, Iron, Steel), glass, skin, e.t.c. Colour: Frequency of light that is reflected (absoption) Defined by a shader and texture maps. R = ~700 - 635nm
G = ~560 - 490nm
B = ~490 - 450nm
Optimisation: For rendering and editing. (High poly - Keep in mind how it moves) 60 Frames per Second
The first Digital Model used in film was 'Future World'
Polygons
NURBS
Subdivision - Surfaces (Catmull Mark)
Object Types:
Polygon Divisions: Smaller - Quicker to render
Higher - Slower to render / More detail
Adding more information to a polygon object adjusts the silhouette.
Polygons are like 3D dot to dots. Limited resolution. More points = More information and Higher Detail
Doesn't relate to quality (Topology) NURBS Mathmatically calculted
Problems - Flat surface wrapped to a shape - Doesn't join up.
Patches multiple surfaces aligning together
Holes appear when you animate and hard to set up properly
Great however, for architectural visualisation
Not used in digital sculpting or a real time engine - too expensive to render
Subdivision Surfaces
Advanced Polygons - Additional vertices. Easy to manipulate and can be creased.
Pixar use Open Subdiv, which is a hardware implementation of subdivison surfaces.
This creates a fast number of Polygons quickly.
Voxel
Volumetric Pixel (Think digital cubes) zBrush Skin - Surfaces - Video = Mass Underneath / Volume there
Limited resolution. Think DPI dots per inch.
More points = More information = Intense. Think about surface and everything within it.
Processor Memory Intensive
Not often used in real time engines - Delta Force 4
Dot To Dot
Without enough information (Dots), you cannot define form.
Object Components:
Vertex:
A single point. Location of 3D space. Where lines intersect.
Defined Euclidean Space ( x , y , z ) Identify a location using space. 3 Axis, using Cartesian Co-Ordinates ( 0 , 0 , 0 )
Underlying Mechanics
Edge: Line between 2 vertices. A single edge has no volume.
Face: The geometry. Trangles on a single sided surface.
Light bounces off one direction of a polygon.
Polygon: Multiple conjoined face.
3 Sided - Tri , 4 Sided - Quad, 5 Sided - N-Gon (Bad)
Bad N - Gons
Single sided face polygons
Break shapes into triangles
Everything must be rendered with triangles. Always flat.
Advanced Components (Polygons) Green Lines - Surface Normal Must be Perpendicular (90 degrees towards the surface) Same direction the face is facing
Vector (A direction) zBrush - Enables me to see the lighting - Predicting where you can move it
zBrush - In 10 Years has evolved Traditional digital modelling - Primitive
Cube Sphere Cylinder - One torus
Utah - First to exist - Teapot, Monkey
Custom DIY
Box - Pull face out
ZBrush - Dynamesh.
Primitives: Cubes and spheres
Chop it up to start sculpting, then dynamesh, then import polygon mesh.
zSpheres
Shadow Box
3DWally.com
Work Low res to High res
zSpheres The Good: Quick to block out ideas
Easy to manipulate, resize and rotate
Maintain proportion
Defines clean topology
Press 'A' for a preview
Great for Limbs
The Bad: No numerical control
Volume does not always translate as expected
Not ideal for flat surfaces (Ex. Wings) The Ugly: Fiddly
Adaptive or unified skin
Used to rig and pose models clumsily
Dynamesh
The Good:
Allows for creativity.
Great for sketching, blocking, form finding. Test ideas. Used to boolean - One object to affect another The Bad:
Not great for detailing
No attention to topology
Can create hopes of the objects volume - Too thin The Ugly:
Patience needed.
Hard surface can be tricky to master.
Shadow Box
The Good:
Hard Surfaces
Scupting Package - Interim Components
3D silhouettes
Mechanical shapes using radial symmetry The Bad:
Doesn't retain crisp edges due to resolution
Geometry
Things to Remember:
- Read the manual
- Look at tutorials
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