| | 3D GENERAL | | | Hierarchies are used to link the translation rotation and scale of objects to each other. They are super handy for organising scenes and grouping objects together. Author: Andrew Silke | | 3D POLYGON MODELLING | | | The polygon is the building block of all 3d models. Here we explore the properties of a polygon and show how complicated objects are made of lots of these little suckers Author: Andrew Silke | | | In this tutorial we discover how polygons can be displayed as having more than three sides. We also look at how polygons intersect and how this can be useful in certain circumstances. Author: Andrew Silke | | | Smooth shading avoids the usual hard creased edges of a polygon model. This tutorial demonstrates this concept, and shows how vertex normals influence the shading of a polygon. Author: Andrew Silke | | | Here are a couple of examples of how smooth shading can affect real objects. Although this demo is in Maya, the concept applies for other packages too. Author: Andrew Silke | | | Objects are simply bundles of polygons with a common pivot point. This tutorial shows how any combination of polygons can make an object, and why objects are so useful. Author: Andrew Silke | | | Primitives are objects like spheres, cubes and cylinders. These objects are a handy starting point for any model. Take for example this lizard which we make using primitives. Author: Andrew Silke | | | Hierarchies are used to link the translation rotation and scale of objects to each other. They are super handy for organising scenes and grouping objects together. Author: Andrew Silke | | | Subdivision Surfaces smooth a polygonal object to create nicely rounded models. This popular technique is widely used by artists for creating smooth objects. Author: Glen Moyes | | | The topology or mesh pattern of a model can drastically affect the smoothing of a model. Here Greg Petchkovski demonstrates how to avoid smoothing artifacts. A must watch for anyone modelling with subdivision surfaces. Author: Greg Petchkovsky | | 3D RIGGING | | | Hierarchies are used to link the translation rotation and scale of objects to each other. They are super handy for organising scenes and grouping objects together. Author: Andrew Silke | | | Here we take the concept of hierachies to create a rig for this hover robot. Here we see the rig in action in two different scenarios, flying and swinging. Author: Andrew Silke. | | | Rotations in 3d are not easy to understand. This tutorial examines Euler and Quaternion rotations, and explores their advantages and disadvantages. Author: Andrew Silke. | | | In this video we explore "Euler rotations" and "gimbal" in detail, this is a common problem that frustrates animators. Author: Andrew Silke. | | 3D TEXTURING | | | This tutorial covers the basics of texture unwrapping, otherwise known as UV mapping, the process of wrapping a 2d texture image onto a 3d object.
Author: Robby Frank | | | Bump and displacement maps affect the surface of objects, by raising and lowering portions of a model from a texture. In this video we explore how these maps work. Author: Paul McGrade | | | | | | |
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