Sunday, April 17, 2011

3D skinning

Here's a general mini explanation on some 3d modeling.  :)  Yesterday I talked about using skinned surface curves in the Blender application, in order to build a 3d model of a rat.  Here's a simpler example, showing a basic pitcher shape (without the handle).  You can click for a bigger view:



The first image shows the various cross sections that I created (in this case, each section is known as a "V isocurve"). Basically I started with the most complicated cross section in the model, in this case judged to be near the top, where the spout is.  (The reason you start with the most complicated one, is that skinning requires all cross sections to have the same number of vertices.  A complex section will naturally have the most vertices, so it's your guide as to how many vertices will appear in ALL cross sections). 


Then I continue to build cross sections which I feel describe the general shape of the pitcher.  Once the cross sections seem adequate, I then "skin" the object, which image #2 shows.  This effectively creates the "U isocurves" which in this case are curves running up and down the pitcher. This creates a skin for the pitcher. At this point, flaws in the overall shape are usually spotted, and I have to go in and move vertices around, and typically add more rows of vertices to get a smooth shape.  Once I'm happy, I render the wire model to produce the third lovely image.  The model is now ready to have color and texture added to it (I simply rendered a basic white color).  


The rat was modeled in the same way, but was much more work of course.  The cross sections shrunk and double backed on themselves, in order to produce the mouth of the rat.  Then the eyelids and ears had to be dragged kicking and screaming from the primordial void where most created things come from.  :)  


The pitcher is part of another 3d scene which I've been working on just for practice.  I'll post the end result of that project very soon.  :)

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