3D Modeling - Project 2


May 13th, 2022 - June 13th, 2022 (Week 6 - Week 10)
Rusydina Fazlin Athirah Binti Fauzi
3D Modeling
Week 9 [May 27th, 2022]
Project 2 -Organic Modeling


INSTRUCTIONS



Lectures



Project

Project 2
May 27th, 2022
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In the first part beginning the second project which is organic modeling, we are assigned to pick a character of the following choices in the project 2 briefs provided by Mr. Kamal, and the character that would be the most at ease to practice and model is Patrick.

Project 2, Brief:


Then on, adding a reference to the character (Patrick star) to the scene of Blender would be the second step in this project. Any kind of reference or images of the characters will do as long as it displays the front and side of the character. A simple character turnaround would be good enough to progress.

 As seen below: 

Figure 2.1 - Reference and shaping Patrick's model, June 1st, 2022

After adding in the reference and placing it in its rightful positions to make modeling the shape of the character much easier. I just worked my way around the reference of forming Patrick's body as accurately as I could. 

I did a few explorations, I started off with a cylinder to shape Patrick from the side view, but it got a little hard in trying to adjust the scale and the movements of the edges of the object.

So I went in and worked from a circle and started extruding and scaling the shape of Patrick up to his head.

Figure 2.2 - Working my way around the edges, June 1st, 2022

I still struggled a little when it came to the slight curve of Patrick's head from the side view. I had to dissolve a few edges and connect a few vertices back to better understand achieving the curve.

Figure 2.3 - More extruding and scaling, June 1st, 2022

When I finally have the somewhat of some shape to Patrick's model. I started to work on the method that Mr. Kamal demonstrated in class on the top of Patrick's head as seen below, where we add in a sphere and delete the bottom part of it to connect it to the top of Patrik's head.

Although I found a few difficulties in connecting the vertices with the knife too so I decided to scrap that method. I decided on just extruding the edges of the top of Patrick's head and scaling it to the reference of the front image.

Figure 2.4 - separate object to combine, June 1st, 2022

Seen below are more adjustments made by moving the vertices to shape and form the exteriors of Patrick's circular body.

Figure 2.5 - adjusting more vertices, June 1st, 2022

There were still a few more parts to Patrick's model, such as the hands and legs. 

Figure 2.6 - adding the top of Patrick's head, June 10th, 2022

Since I had a few struggles working out Patrick's head, I finally had a solution to it which was to add a cube mesh object > apply a modifier > subdivision surface > levels viewport (Set it to the desired level) around 2-3 would be good enough to shape the top of Patrick's head. From there the cube would end up looking more circular, entering edit mode I was able to just shape it from there through the vertices and edges adjustments.

Figure 2.7 - Patrick's body display, June 10th, 2022

When I was satisfied with Patrick's head with a little assistance from Mr. Kamal, I moved on to his arms.

Figure 2.8 - Adding Patrick's arm, Progress #1, June 10th, 2022

The first step to adding Patrick's arm- is since there are many methods to it. This is one of the methods that Mr. Kamal taught the class in the first to second weeks of 3D modeling. 

-determining the opening of attaching another object to the main model of the character, the edges of the opening should be equal to the edges of the additional object too.

Figure 2.9 - Adding cylinder for Patrick's arm, Progress #2, June 10th, 2022

When adding in the cylinder that is to shape Patrick's arm, I had to make sure that it has the same edge as the opening from the main body which was 10 edges.

Figure 2.10 - Adjusting cylinder for Patrick's arm, Progress #2, June 10th, 2022

Something to keep in mind as well as to make sure these separate objects are joined into one object, to do that is to access Object mode > object > join (make sure two separate objects are selected).

Figure 2.11 - attaching cylinder for Patrick's arm, Progress #3, June 10th, 2022

-and that these two objects are close to one another when conjoining them into one. From here, select both edges of the cylinder and the main object (alt > double click edges> repeat with shift for other object edges).

By selecting these two edges, in edit mode accessing the tab above edge > bridge edge loops which would conjoin additional vertices, edges, and surfaces. But if it doesn't work through that option, by selecting one edge on both separate objects and pressing the F key it will join it together.

Figure 2.12 - adjusting the shape of the arm from the body to arm, Progress #4, June 10th, 2022

From here I just started adjusting the shape of Patrick's shoulder as close as I can to the reference.

Figure 2.13 - shaping the arm, Progress #5, June 10th, 2022

Since Patrick's end of the arms aren't exactly flat I had to shape it to make it more blunt and circular, by just extruding and scaling the edges down to their desired size. Once at the end of the arm, by selecting the edges underneath the face tab of the object mode and selecting grid fill would close off the opening of scaling down the edges.

Figure 2.14 - adjusting more vertices for Patrick's pants, June 10th, 2022

Once I was done with Patrick's arms I moved on to his pants which was a definite challenge to work through, there was another method to solve the issue but I decided on the first method.

Where I had to close off the bottom part of Patrick's body and then start extruding and determining the size and width of Patrick's pant sleeve and start shaping and adjusting the vertices from there.

Figure 2.15 - Patrick's whole-body progress, June 10th, 2022

Once I manage to achieve the shape of Patrick's Pants, I moved on to detailing the bottom sleeve of his pants and adding in the pant waistline of his pants.

Figure 2.16 - Patrick's pant sleeve detailing, June 10th, 2022

The method  I used to finish off Patrick's pant sleeves is by extruding the edge of the sleeve and scaling it inwards. There were a few repetitive processes of extruding and scaling it inwards to achieve a folded-like look as seen above.

-when completed, as seen above as well Patrick's legs have already been shaped, but below are my chosen method of forming his legs.

Figure 2.17 - Patrick's leg forming progress #1, June 10th, 2022

Figure 2.18 - Patrick's leg forming progress #2, June 10th, 2022

Just like forming the top of Patrick's head, I used the same method which was adding a cube and adding the modifier 'subdivision', and turning up the level viewport until the desired shape is as accurate to the reference of Patrick's model.

-then deleting half of the surface of the curved cube, then extruding and scaling to the reference.

Figure 2.19 - Patrick's leg forming progress #3, June 10th, 2022

Figure 2.20 - Patrick's leg forming progress #4, June 10th, 2022

Once I finished one side of Patrick's leg, I duplicated the object and placed it on the left side, acting as Patrick's left leg. Of course not forget to join these two objects as one through the object model.

Next was working on the topology of Patrick's 3D character model, the first part was the mouth then I built up into working on the eyes and his eyebrows.

I used the annotation tool to help in sketching out where I wanted the vertices to be to shape his mouth. It took a while and a lot of utilizing the knife tool to get it right from the front and side view.

Figure 2.21 - Patrick's mouth shaping progress #1, June 10th, 2022

As seen below, there were many adjustments to the vertices to shape out where Patrick's actual smile will soon be visible. The use of adding these outer edges and vertices on Patrick's face is to make sure that the surface and depth of Patrick's face remains.

Figure 2.22 - Patrick's mouth shaping progress #1, June 10th, 2022

Figure 2.23 - Patrick's mouth shaping progress #2, June 10th, 2022

Adjusting it from the sides to accurately achieve the underlip of Patrick's mouth.

Figure 2.24 - Patrick's mouth shaping progress #3, June 10th, 2022

Figure 2.25 - Patrick's mouth shaping progress #4, June 10th, 2022

When I was satisfied to the best I could to achieve at least a mouth opening Patrick's mouth can be seen below.

Figure 2.26 - Patrick's mouth shaping progress #5, June 10th, 2022

Finally, before coloring the model with the materials, it was time to model his eyes and eyebrows.

Just like the top of Patrick's head and legs, his eyeballs and pupils were used with the same method of adding a cube mesh and applying a modifier of subdivision which curves the curve making it appear more sphereical. 

Figure 2.27 - Patrick's eyes shaping progress #1, June 10th, 2022

From then on I scaled it to the reference of Patrick and applied another modifier 'mirror' to have the other eyeball implanted without having a repetitive tedious process of making the other eyeball. By doing that in the mirror panel an eyedropper tool was accessible, by selecting it I selected the main body of Patrick's body that sets the other eyeball of Patrick in its opposite position of the original position.

Figure 2.28 - Patrick'seyes shaping progress #2, June 10th, 2022

Next was using the knife tool and removing the surface where I drew out edges and vertices to create eye sockets for Patrick's eyeballs, seen below.

Figure 2.29 - Patrick'seyes shaping progress #3, June 10th, 2022

-next was to just adjust the vertices to make it appear as if the eye sockets were fitting in with the eyeballs.

Figure 2.30 - Patrick's eyes shaping progress #4, June 10th, 2022

By adding a subdivision modifier on the main body it'll make the round edges of the eye sockets much smoother.

Figure 2.31 - Patrick's eyes shaping progress #5, June 10th, 2022

Next was Patrick's pupils and it remains the same method of applying the 'mirror' modifier to have an opposite position of the original pupil and to form the pupil was to add another cube mesh > subdivision modifier > viewport display scale and adjust the size to reference image.

Figure 2.32 - Patrick's pupil shaping progress #1, June 10th, 2022

Figure 2.33 - Patrick's pupil shaping progress #2, June 10th, 2022

Again the same repeated method was applied to the eyebrow. Except, there was no subdivision modifier that was applied. I shaped the vertices to the eyebrows from reference to form the cubic-like eyebrow.

Figure 2.34 - Patrick's eyebrow shaping progress #1, June 10th, 2022

Figure 2.35 - Patrick's eyebrow shaping progress #2, June 10th, 2022

Figure 2.36 - Patrick's eyebrow shaping progress #3, June 10th, 2022

When completing the topology of Patrick's 3D model, moving into coloring the model. Which was quite simple. But before assigning the material with color, add a mark seem by selecting the edge of the wireframe of the part of the object you want to separate the color from > right-click > mark seam.

Figure 2.37 - Adding a marked seam to assign material with color, June 10th, 2022

Figure 2.38 - assigning material with color #1, June 10th, 2022

When coloring the material, in edit mode by selecting the upper half of Patrick and adding a new material > assign > base color Patrick would be all colored in.

The process is repeated with new colors for the Patrick model from the reference.

Figure 2.39 - assigning material with color #2, June 10th, 2022

Figure 2.40 - Color completion, June 10th, 2022

Once completed what's left to do is apply to light and/or mess around with the type of scene/world lighting for the Patrick model for viewport image rendering.

Viewport Image Render (PDF):


SketchFab submission (link):


Reflection

June 12th, 2022
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It was an interesting lesson throughout the second project of 3D modeling. I was actually quite proud of being able to model a whole 3D character model. The more and more I look into learning the outcomes of these 3D modeling projects and exercises I find it more and more interesting and eager to work out my own 3D models. 

Even before carrying out the second project, after the 1st project, I was already quite impacted into exploring and learning more about how to model in Blender but of course, with the guidance and lectures that Mr. Kamal carries out, I wouldn't be able to be as interested in learning and completing the projects in this 3D modeling module.

There were at times when I struggled and wanted to give up on completing the work because I didn't want to endure the struggle of trying to get a model working. But I realized that I really had to push myself and experiment with the way Blender works or else I wouldn't be able to learn and find it interesting to know more about 3D modeling.

Looking forward to meeting up with the new potential of my knowledge in 3D modeling for the final project of this module. 


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