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Lecture 2 - Box Modelling

This document provides information about the COMP1777 3D Modelling course, including details about the coursework. The coursework involves creating 3D models and assets for an environment in a game engine based on research into a historical location and time period. Students must submit design documentation, a critical evaluation, and 3D model files. The design documentation includes research images and developmental designs. The critical evaluation analyzes and critiques the modeling techniques used. Students will learn modeling techniques like box modeling and scene management tools.

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0% found this document useful (0 votes)
63 views

Lecture 2 - Box Modelling

This document provides information about the COMP1777 3D Modelling course, including details about the coursework. The coursework involves creating 3D models and assets for an environment in a game engine based on research into a historical location and time period. Students must submit design documentation, a critical evaluation, and 3D model files. The design documentation includes research images and developmental designs. The critical evaluation analyzes and critiques the modeling techniques used. Students will learn modeling techniques like box modeling and scene management tools.

Uploaded by

korewaonigiri
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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COMP1777

3D Modelling

Martyn Broadhead
3D Modelling
This Lecture will begin at 10.00am.

While you are waiting draw a place of worship.


Use pen & paper, or whatever software you like.
WEEK 2
1. Coursework brief
2. The design documentation
3. Scene Management
• Renaming
• Grouping
4. The Pivot Point
5. Mesh Editing
• Box Modelling
• Components
• Face
• Edge
• Vertex
Coursework

• 3D Model with design


documentation and evaluation.

• Deadline 05/12/2023

• 100%

• 50 Hours
Coursework 1
Learning 1. Analyse and critique the key concepts
Outcomes and techniques for the creation of 3D
models.
2. Demonstrate the construction of scenes
and objects in a 3D modelling program.
3. Employ a specific modelling workflow
pipeline to produce a model for a given
purpose.
4. Demonstrate the origins of ideas by
referencing sources used in work and
producing pre-production documentation.
Coursework 1 All deliverables uploaded to Moodle.
Deliverables • A single PDF which contains the critical evaluation and
design documentation as an upload to Moodle
(COMP1777

• 20% - Critical Evaluation (1500 words) – Evaluation


which analyses and critiques the key concepts and
techniques used in the creation of the 3D models.

• 20% - Design documentation. Create research,


design and planning documentation, This work must
not be included as part of the word count of the critical
evaluation.

• 60% - 3D model files - Unity package for your


models (include all support files: material maps, etc.).
Coursework 1
• You are required to create 3D models
Detailed (assets) to be used in an environment in a
specification game engine.
• You will identify and research a
geographic location and a historical time
period, (for example, 15th century Inca
Empire). You will develop 3D models
using this research . You do not need to
create models which recreate the period,
but your models should be clearly
influenced by the research, for example,
you could create a community on another
planet, using a South American Inca
architecture as the reference.
Coursework 1
Detailed You will produce design
specification documentation for your work,
1 Design this will include:
• Research images with supporting
written documentation. These images
must be referenced,
• Developmental designs which will
address factors such as form, scale,
colour and texture. These will be plans,
images and diagrams which you have
created.
Coursework 1
You should model buildings, structures, scene elements
Detailed and other props.
specification

2. Development
Do not model characters, creatures or animals. You can
select the modelling techniques.

Using the models you have created you will create a


scene which showcases your work. The scene file will
be no larger than 100m x 100m. Assets must be built to
a 1:1 scale.

The scene and 3D models will be saved as a Unity


package; a format which retains, textures, materials
and shaders. The package will be well organised with
models and folders being well labelled. You must
submit a Unity package not a Unity project.
Coursework 1
Detailed
specification-

3 Evaluation
• You will write an evaluation which analyses
and critiques the key concepts and
techniques used in the creation of the 3D
models. The evaluation should refer to the
design documentation and include
screenshots of models created.
Assassin’s Creed
(Syndicate)
UBISOFT (2015)

Victorian London - https://www.youtube.com/watch?v=8L8XBxxTIlw accessed 25/09/2023


Research
Castles

Aarburg Castle – Switzerland 12th Century The Citadel of Carcassonne – France – 4th Century The Pena Palace – Portugal 19th Century

Schloss Neuschwanstein – Germany - 19th Century Bodiam Castle – England - 14th Century Matsumoto Castle - Japan - 16th Century
Research

• Nicholas
Hawksmoor -
Architect (1661 –
1736)
• English Baroque
Style
• Contemporary of
Sir Christopher
Wren (St Pauls)
• The six churches
• St Alfege's Church,
Greenwich,
• St George's Church,
Bloomsbury,
• Christ Church,
Spitalfields,
• St George in the
East, Wapping,
• St Mary Woolnoth
• St Anne's Limehouse

Comments?
Research
Assassins
Creed

St. Paul's Chapel –New York


- Assassins Creed III -2012 -
Ubisoft

Do not use Video Games as research material for this Coursework


Design Documentation
Research

1. Identify the location


and period.
2. Collect some
reference material.
3. Ensure that all
material is
referenced.
4. Write comments on
materials, textures,
colours, styles of
architecture.
5. Do not use video
games as source Student Work Research images from a student who was
material. investigating a civilization in decline.
Research
Design Documentation -Fine Art

Greenwich Hospital from the North Bank of the Thames Greenwich Hospital by Thomas Lawranson Date: c. 1750
by Canaletto – Date: 1752 (National Maritime Museum) (Government Art Collection)

The Thames and Greenwich Hospital by Moonlight by Henry Greenwich from the Isle of Dogs by Robert Dodd – Date:
Pether Date c.1854–1865 (National Maritime Museum) 1792 (National Maritime Museum)
Research
Design
documentation
Photographs

• Depending on the
location it may be
possible for you to take
photographs.
• Take care using the Old
Royal Naval College for
the CW
• There a many other
interesting sites
• London Wall
• Stonehenge
• The Globe Theatre
….and you don’t need
to be tied to London or
England.
Research
Design Documentation
Research
Design Documentation

• Create designs based on the


source material.
• Add comments
• Ensure you address colour,
textures and materials.
Environment
Student Example

Alexe Bradley – Environment Inspired by the work of Tim Burton (Gothic)


Independent
Study Task

• Conduct research into an


environment to model for
the coursework.
• You need:
• Civilization
• Location
• Period
• Collect some source
material (with
references)
• By next week you
should know what you
are working on for the
CW.
SELF DIRECTED STUDY TASK

Egypt – Temple of Horus at Edfu Glazed ceramic earthenware Architectural capitals

• Identify a location and period.

• Keep a record of the source for


referencing

• Annotate
Pyramids at Giza

Focused - Ancient Egypt - 3100-2686 B.C?


Assassins
Creed
Lab Work

• While you were waiting at the


start of today’s lecture you
were asked to draw a Place of
Worship
• There is no “correct answer”.
• Collect student images and
review.
• Needs….research, or more
information
• Today’s lab requires you to
model from a reference
(above)
• Box modelling
Recap Wk. 01

Last week looked at SELECT


creating, selecting,
moving and rotating
primitives.

MOVE
SCALE
Note: A wider
range of
primitives can be
ROTATE
located under the
Create menu
ROBOT MODEL UPLOADS

• XXXXX students have so far failed to upload.


• This course will get challenging quickly if you don’t keep up to
date with the work!
• I need to be able to see student work to assess abilities
• Deadline later today!
Recap Wk. 01
Modelling with
polygon primitives

• Basic models were created


with polygon primitives.
• Effective to layout a scene
but has limitations.
Scene
Management

• A 3D model will
quickly become
unmanageable if
objects are named
using the defaults
(pcube1, pcube2,
psphere1 etc)

• All 3D modelling &


animation
packages will
have a method of
organizing:
• Renaming
• Grouping
• Selecting 3ds Max uses
• Filtering
Maya uses the the Scene
Outliner Explorer

Demo
Pivot Points
• Pivot point is the origin of the object.
• Defines the position around which objects or components
are rotated and scaled.
• By default (in Maya), the pivot of an object/group/component
is located at its centre.
• You want to rotate an around a specific point:
• An arm rotates from a shoulder.
• A door rotates at its edge.
• You may need to adjust the pivot's position.

• Press and hold “D”


• or
• Press “Insert” Demo
Box
Modelling
The is a technique used in 3D modelling to
create objects.
Basic primitive shapes (spheres, boxes,
cylinders or other shapes) are used to create
“rough draft”.
This draft is then sculpted at the component
level into the final model
The process uses various techniques and
tools to edit the primitive shapes.

Images accessed from


http://en.wikibooks.org/wiki/Wings_3D/Tutorials/Box_modeling_a_c
ar_with_all_Quad_topography 30/00/2013
Selection
Modes
Polygon - Mesh Edge
• Edges connect vertices by drawing a

Components •
straight line between them
Can be moved, rotated and scaled.
• Shortcut (F10)

Face
• faces are mode from 3 Vertices
or more connected • A single point in 3D space.
edges. • Can be moved but not scaled.
• that that are created by a • This simple cube has 56
series of edges, at least 3. vertices, one on each corner.
• This simple cube has 65 • 3 or more connected vertices
faces. make a face
• Can be moved, rotated • Shortcut (F9)
and scaled.
• Shortcut (F11)

UVs
• UVs are 2D coordinates
which are required to
display or render a texture
on a mesh
• We will cover these with
Object Mode - selects the whole object materials.
• Shortcut F12
Polygon – Mesh Editing
Components
Right click and
swipe to quickly
access
components of
an object.

Shortcuts
Edge = F10
Face = F11
Vertex = F9
• There are many mesh editing tools (Maya/Blender/3Ds Max)
• Some are used more than others:
• (Bevel
• Extrude
• Insert Edge Loop)
• You will need to practice and experiment
Polygon Mesh
Common Techniques - Extrude

Extrude
Polygon Mesh
Common Techniques –Bevel Edge

Bevel Edge
Polygon Mesh
Common Techniques –Multi Cut

Multi Cut
Polygon Mesh
Common Techniques –Insert Edge Loop

Insert Edge Loop


3D Modelling

COMP1777 - Lab
Lab Task
Model a chapel

• These North American


chapels have similar
architecture
• Carpenter Gothic
• Apex roof and entrance
with apex roof
• Overhanging eaves
• Painted white
• Timber built
• Single spire (pyramid)
Lab Task
Box Modelling

Step 1 Step 2

Step 3 Step 4
Lab Task
Box Modelling

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