| 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. |