3D Modelling Speak! Get used to the 3D rendering and modelling Terminology!
If you are a car-buff and want to print a 3D render car model or you are a movie/TV series fan and want a caricature of your favourite character…worry not! 3D printing has reached the masses now! There are ample software and even printers available now days to convert your fantasy into reality! But before plunging into the frenzy you need to understand a few key concepts listed below.
- Polygon Geometry:
Polygons are the most commonly used geometry type in 3D. A polygon is a 2D shape formed with the help of straight lines. Triangles, pentagons, quadrilaterals and hexagons are all examples of polygons.
This geometry uses the polygons to represent the objects that are to be modelled.
- Polygon Mesh:
A polygon mesh is a collection of vertices, edges and faces and surfaces. This mesh uses vertices, faces, edges or polygons for defining the model to be created &/or printed, they are commonly used in 3d rendering.
- NURBS surfaces:
NURBS stands for Non-Uniform Rational B-Spline. NURB Splines are curves used to create smooth, minimal surfaces in geometry. NURBS are commonly used for very smooth objects because they don’t require as many points to create the same look as polygon geometry would. A NURBS curve is defined by its order, a set of weighted control points, and a knot vector. Creating NURBS curves and surfaces is instinctive because the control points act as if they were connected by a rubber band.
- Subdivision surfaces:
They are also referred to as NURMS (Non-Uniform Rational Mesh Smooth). Subdivision surfaces use an algorithm to take polygon geometry and smoothen it automatically. It is a combination of polygon & NURBs geometry.
Through extrusion the 3D mesh is manipulated by either collapsing a face in upon itself (to create an indentation), or by extruding the face outward along its surface normal—the directional vector perpendicular to the polygonal face. Simply speaking the extrude command allows you to pull out extra geometry from a face, edge or vertex.
An Edge Loop is a series of edges connected across a surface, with the last edge meeting the first edge, creating a ring or loop.
An edge loop has the tendency to mimic real muscles and if it is built correctly, it will give you a control over the contour and silhouette in any position. It is also the best way to control the subdivision surface when smoothing an object. It creates a rendering-efficient model.
You can also watch this video below for basic tutorials:
For more amazing tutorials and 3D Render examples you can visit https://www.the3darchitect.com.au/3d-rendering
Tune in to the next part of this tutorial series for more Intel!