Saturday, April 02, 2011

Iguana Model


I finally finished 2 models last month. I am posting the first one here. It is a small model of iguana head. I worked on it for a class on modeling using a software called Mudbox.
I must admit that I have not heard about Mudbox before the class. With Mudbox, we sculpt instead of model. At first I found the process awkward, but after a while I started to enjoy sculpting. For the purpose of this class, we were basically encouraged to go overboard with details on our model (with the hope that we learn more about sculpting that way), so small models were encouraged. The modeling process is more or less illustrated in the following image.
Basically we used Mudbox to sculpt details on our models and then create a displacement map. Next, we applied the displacement map to a base model using 3ds max and then (after setting up lights) rendered the output images.

I am quite happy with this model even though I am not fully satisfied with the diffuse map. However, with my current skills, I do not know what I can do to improve it :p Anyway, here are more renders.


Here is one thing I learned while working on this model. With Mudbox 2011, exporting a Mudbox model to an OBJ file behaves in a way I did not expect. It creates 1 OBJ file; however, the OBJ file has multiple models at the same position. (I have not yet tested if the multiple models are from sculpt layers in the Mudbox file or from the sculpt levels.) I expected that I would get 1 model that has merged details from all sculpt layers. Still, this unexpected behavior can be easily fixed by opening the resulting OBJ file and then deleting models that does not have the merged details.

Monday, January 24, 2011

On 3D Modeling

It has been a long time since my last post, so allow me a quick, unpolished post this time.

I have been learning how to create 3D models the last 10 months. Here are what I learned from my modeling lessons.
  • Modeling is basically putting vertices on 3D space in such a manner (for example, 2 vertices are connected to form an edge, 3 or more edges form a polygon) that the computer can create an image that we can recognize as objects.
  • Polygon modeling using 3ds Max, to me, means defining edge loops at points important to define a shape; then let the computer interpolate the area in-between (using the TurboSmooth modifier). As a computer science graduate, I see this style of modeling as a way to selectively add details.
  • Modeling using Mudbox begins with defining a basic shape (called the base model). Vertices on the base model should be spread as uniformly as possible; equivalently, quads on the base model should be as close as possible to a square. Next, we sub-divide the base model and add details by pulling out or pushing in vertices. As a computer science graduate, I feel this style of modeling reminiscent to brute-force algorithms. We rely on the computer hardware to handle the large amount of data generated as we keep sub-dividing the base model in order to add finer and finer details.
I found myself agreeing a friend when he said that modeling using Mudbox is just using a fancy FFD (Free Form Deformation). However, further use convinces me that the tools provided by Mudbox are much more powerful than FFD. The difference among the tools are subtle enough to fool me into thinking that sticking to one tool is enough. They, however, serve different purposes and are useful on different scenarios/problems.

All in all, I find modeling using Mudbox much closer to drawing. I can concentrate on getting proportions right, enhancing shapes, and other high-level thinking instead of worrying about the topology of the model.