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3D Modeling

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Revolve. The Revolve command allows you to create a curved solid from ... Revolve can be used with an object made from Polygons, Circles, Ellipses, and Splines. ... – PowerPoint PPT presentation

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Title: 3D Modeling


1
3-D Modeling
  • Designing in the world of 3-D

2
Sources
  • www.prodesktop.net
  • http//www.3dcafe.com
  • http//www.transvisioninc.com
  • http//www.pixar.com
  • http//www.tecso.com.pl/flash/flashindex.html

3
3d Modeling
  • Modeling in 3 dimensions is the future of
    computer design and animations. This technology
    has been available for many years, however due to
    the enormous costs to develop, this technology
    was out of affordability range for most
    companies.
  • The uses for 3D design are almost limitless.

4
Some Common Uses
  • 3D development of landmarks even before they are
    constructed.
  • Creating computer animated movies such as Pixars
    toy story.
  • http//www.pixar.com/shorts/index.html
  • Home builders can show a virtual reality tour of
    homes before they are built or can show buyers
    how their home looks with the custom options they
    choose.
  • Automobile purchasers can see how their car looks
    with ther selection of colors, rims, accessories
    and additional options before they commit to
    purchasing their vehicle.
  • Industry can utilize 3d modeling programs to show
    clients perspectives jobs before completion.
  • http//www.tecso.com.pl/flash/flashindex.html

5
3d Animation
6
3-D Coordinate Space
  • 3-D Coordinate Space
  • Everything done in a 3d computer application
    revolves around the concept of a 3-d coordinate
    system.
  • Imagine yourself (as difficult as it may be to
    do) at the very center of the universe. There are
    six directions ranged about you in three pairs
  • Left and right--the horizontal or x directions.
  • Up and down--the vertical or y directions.
  • Forward and backwards or the z directions--for
    which we have no general name.
  • Because of gravity, up and down have a physical
    meaning quite distinct from left and right or
    forward and backward, however we must try to
    throw away our concept of gravity for the use of
    3d modeling.

7
Boolean Operations
  • Boolean Operations are modeling methods that make
    use of two objects that overlap and therefore
    share part of the same space.
  • In Boolean union, the geometry of the overlapping
    area is eliminated and a single object is created
    from the two using all of the exposed surface
    area. Union is generally used to merge objects
    that are most easily built from component parts
    that have been modeled separately.
  • Boolean subtraction is used to sculpt out the
    overlapping volume from one object or the other.
    After the operation, one object is left, minus
    its overlapping region with the other object.
  • Boolean intersection preserves the overlapping
    region only, eliminating all the rest of both
    objects.

8
Boolean Operations Quiz
is each picture?
What type
of operation
9
Results of Boolean Operations
Boolean Subtraction
Boolean Union
Boolean Intersection
10
Model
  • In the language of 3-D graphics, a model is a
    data file that contains the information needed to
    view or "render" a 3-D object. This information
    includes two types of information
  • 1. The geometry--the shape--of the object.
  • 2. The surface attributes of the object--meaning
    data that allows the object to be properly
    colored so that it looks like it is made of some
    kind of material (e.g. metal, glass, wood,
    plastic, etc.)

11
2 Aspects of Modeling
Geometry
Surface Attributes Varnished Wood
12
Primitive Solids
  • Primitives are the basic 3D geometric shapes that
    are automatically generated by 3D modeling
    applications, and which therefore need not be
    constructed from scratch. A very considerable
    amount of modeling (perhaps most) begins with
    primitives, which are then edited and used with
    other primitives to create more complex objects.
  • All applications provide spheres, cubes,
    cylinders (sometimes called disks) and cones.
    Some provide a wider array. All primitives have
    parameters that define their size and shape. A
    sphere necessarily has a center point and a
    radius, though the application may also provide
    for defining the sphere by its x,y and z
    extents--in effect defining the sphere by a cube
    into which the sphere will fit.

13
Primitive Solids
  • Cylinders Cubes Prisms/Cones

14
Rendering
  • Rendering is the process of producing images from
    a view of 3-D models in a 3-D scene. It is, in
    effect, "taking a picture" of the scene. An
    animation is a series of such renderings, each
    with the scene slightly changed.
  • A camera is placed at a location in a 3-D
    coordinate space, pointing in a given direction.
    Those polygons that fall within the camera's
    field of view are mathematically projected onto a
    plane, just as a real camera projects an image
    onto film. The rendering process necessarily
    involves some means of determining whether a
    given surface of a model is obscured by another
    surface closer to the camera.

15
Rendered Block
16
Common 3d Modeling Commands Extrusion
  • Extrusion is the process of creating
    three-dimensional geometry out of flat,
    two-dimensional shapes by drawing the 2-D shape
    along a path in 3-D space. The extrusion path may
    be a straight line or any kind of curve. If the
    path is linear, it may be normal to, or at any
    other angle to the extruded shape.

17
Extrusion
18
Revolve
  • The Revolve command allows you to create a curved
    solid from a 2D object by sweeping it around an
    axis. Revolve can be used with an object made
    from Polygons, Circles, Ellipses, and Splines.
    Objects must have a closed path to be revolved.

19
Revolve Command
Profile
Axis
20
Loft Command
  • The loft command allows you to create a solid
    object by extruding 2 or more shapes offset at a
    desired distance from each other. The shapes may
    be the same or different to use the loft command.

21
Loft Examples
22
Sweep Command
  • A sketch is swept along a defined path to create
    a surface or solid. Some important
    considerations in sweeps include the relative
    location of the sketch to the sweep path and the
    curvature of the path. The sweep command can
    also be used to create a helix or a spring type
    object.

23
Sweep Examples
Path
Profile
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