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I'll start off by saying that I am not a writer, and this is written from
my own opinion and experiences. I am self taught, my ways might
be different that others, but in the end the only thing that matters are the
results. (and how long it took to get those results) I chose to write this,
because I have had a number of people asking me: "What should I do to my models to make them realistic and impressive?" and "Teach me!"
(paraphrased) Well, this subject is too large to simply teach in a few paragraphs,
it takes along time to learn. Here are a few of my thoughts, and hopefully
a little insight to my way of thinking, for anyone willing to listen.
Whether it is a vehicle, an electronic device, an instrument, or anything
in-between, most objects have lots of little details. Paying attention to
all these little details and creating them, is what makes a model impressive
and beautiful. I am not saying that advanced rendering techniques do not play
a roll in this (they do), but I am saying that advanced rendering techniques
can not make a sub-par model that lacks detail, look very impressive. The
model has to stand ground on its own; rendering is just the icing on the cake
so to speak.
So, how do I go about making "the details"? Here are a few
thoughts and techniques I have learned through the years. I will use vehicles
for the majority of my examples, as I have a great love for vehicles,
and vehicles seem to be quite popular in the 3d world.
A shell with no soul? A lot of vehicles I see on the web are
modeled out as just the body with wheels & tires. For some applications,
this is all that's required. And that's fine, but there
is a lot more to a vehicle than just the shell and wheels. There is an interior,
engine, transmission, drive line, wiring, tubes, hoses, bolts, and a whole other
host of parts that make up the entire vehicle.
References: You will need a lot of references while
tackling a project of this magnitude. Even if you are very familiar with
the subject matter you will more than likely need photos to get most of
the details down. www.google.com/images
is a great source for images, and while I use Google a lot, there are
plenty other places to find pictures or information. I for one, get magazines
that pertain to the subject model. Magazines will give you pictures as
well as information and write-ups about the subject. Don't over look the
advertisements though; they usually have good pictures as well.
A digital camera is a necessity for me, taking a picture of something specific
is a very good way to gather references. A high mega-pixel digital camera
can capture a lot of detail, even if you don't stick the camera intrudingly
close-up. (but sometimes, you just have to) I go to car shows quite often
to browse around the beautiful machines, and to take pictures (both for artistic
photography, as well as reference photos). Sometimes I am forced to go to
auto parts stores, and take pictures of the parts that way. I bring my college
ID with me, and I never have any problems taking pictures inside the store.
I even keep old parts off my car (or new ones that I have not installed yet)
as reference. Just keep them in a box by the computer, and pick them up when
it's time to model them.
Having a dual monitor setup makes the process of modeling a lot easier. You
can have a few reference pictures open on one monitor, and your 3d program on
the next monitor. That, combined with magazines and parts strewn all around,
should be plenty of reference.
Knowledge: Having a little knowledge about your subject
matter usually helps out quite a bit. Being mechanically minded, I like
to know how things attach to each other, and how they interact with each
other. You don't have to know all this, but it sure does help.
For instance, if you don't know how a particular part correctly attaches
as it would be in real life, you can attach it convincingly enough using
your knowledge of how other parts usually attach. That may be all you
need.
Accuracy: Granted, most 3d programs are not geared to
absolute real world accuracy; you can usually customize the units to SAE
or Metric standards and get acceptably close accuracy. Most 3d programs
are able to do this, but even then this is not enough to get perfect accuracy.
Accuracy is being able to tell the distance and angle from one object
to another, or the diameter of a bolt whole and angle in relation to the
other holes, or bend angle and slope of a tube: and being able to do this
quickly and easily. CAD programs and other mechanical design programs
are more suited to accuracy, but for the most part, if you can make something
believable, then it does not need to be absolutely accurate to the millimeter.
Some jobs may require a higher degree of accuracy, but for the majority
of models, being very close and believable is plenty good enough. I am
not saying do not pay attention to accuracy, if you pay attention to accuracy
as much as possible, there will be a lot less guess work and "eyeballing"
to do.
Sometimes, "eyeballing" is the only practical way around something.
Here, it is important to know the size and placement of object in relation
to their surrounding objects. For example, look at pictures and see: How
many tires long is the car? (6 and 2/3 tires long, for example) How many
headlights wide is the grill? How many bolts fit in-between two header
pipes, how many valve cover bolt-heads wide are the valve covers? When
you start thinking like this, any guess work you have to do, will be done
much easier.
Starting the modeling process: Starting a vehicle can be
a very daunting task, especially if you plan to make the vehicle from the ground
up: frame, engine, body and all. I suggest that you don't look at the vehicle
as a whole, and don't even look at is as "the engine" or, "the
interior". Break it down even further, down to the individual parts.
Think of it just as you would if you were to physically build or restore
a vehicle in real life. If starting out with the engine, look at the block
first, look to the next part attached, and the next part, and the next. Now
model them out as you study them individually. All the while hiding parts
that have been completed (except to get things aligned and scaled correctly).
If you think of the engine as simply a set of parts, rather than a huge contraption,
things will go a lot easier. This will ensure that you don't get mind boggled
by the huge task, and also that you don't skimp over any details. Be sure and use "layers" in 3d Max (not sure if other 3d programs have this or not) so that you can keep things organized.
Back to the "physically building or restoring" example, would a vehicle
run without fuel lines to deliver the fuel? Or breaks without a break line?
Would the hood stay open with out a prop or struts? Would a door open with out
hinges? Would the seats stay put with out seat rails? Would all those parts
stay on if there are no nuts, bolts or welds? I think you can see the pattern
here. Think of it literally, however ridiculous or insane that might sound.
Well, I hope that some of this information has been helpful to someone out
there. If you would like to have me expand on anything else related to high
detail modeling, or feel I have left out anything, please email me and I will
try to expand on those items. Once again, these are my opinions, and what
I have personally experienced over the years.
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