Organic Modelling Tips and Tricks

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    TIPS AND TRICKS FOR ORGANIC MODELLING

    Jul 18, 2012

    Improve your creatures and characters with expert advice on

    creating organic models from Glen Southern.

    Over the last 20 years, 3D modelling has come a long way. I say 20 years because for a lot ofpeople their awareness of 3D modelling was first sparked when they saw animated 3D creatures

    in films such as Jurassic Park.

    Modelling 3D creatures and characters is now a recognised career and spans many different

    sectors, including games, film, broadcast TV, web, print, advertising, marketing, medical and so

    on. As with most things these days, there are many ways to get any given job done, and just

    knowing one tool isnt always enough.

    Organic 3D modelling can use subdivision surfaces, voxels, DynaMesh, retopology tools, normal

    maps and a whole list of other features and tools. Understanding where to use each one and for

    what task can be confusing until you understand what they can do for you, so read on for my

    collection of tips and tricks.

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    01. Brush up on your drawing skills

    Understanding real-world anatomy is crucial for an organic modeller

    A lot of character and creature modellers are also accomplished 2D artists. Its a logical

    progression from concept sketch to 3D model, so it makes sense to try to work out your intended

    subjects anatomy on paper first. Most concept artists have to do turnaround images that show a

    character from several angles or perspectives. If youre asked to model a dog and you dont

    understand how the bones in a dogs (or any quadrupeds) leg fit together, then the whole model

    will be unconvincing. Take your time learning how bones fit together in nature. Understand how

    muscles attach to the bones and how they move and slide together.

    02. Enrol in a life drawing or anatomy class

    Life-drawing skills can very quickly be incorporated into fantasy creature modelling

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    If youve realised how important good anatomy skills are to the organic modeller, the next step is

    to get some experience. Start with a Google search for reference material and maybe a few books

    with good diagrams of anatomy. Begin to look at each muscle group and understand how that

    works and interacts with the next. To go one step further and really push your skills, you can

    enrol in life drawing classes. Once youve trained your eye and youre getting familiar with

    anatomy, youll notice an immediate improvement in your modelling and sculpting. Most

    universities run regular life classes and a lot of large studios arrange classes for their artists.

    03. Consider form and volume

    The model needs to work from all angles form and volume are everything

    Two big mistakes modellers make are adding too much detail too quickly and not getting the

    form and volume correct on certain parts of the subject. Whether youre box modelling or

    sculpting in 3D, one of the first things you need to achieve is the overall shape of the character

    youre making. If you nail the silhouette (form), then invariably the volume will be right. For

    example, if you were to model an arm, which is roughly speaking two cylinders, there would be

    much more bulk in the biceps area and the forearm than there is in the wrist area. The overall

    shape needs to be accurate from all angles. If you start to model details in the hands at this stage

    it becomes harder to focus on the overall form.

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    04. Edge loops and topology

    Flowing

    edge loops and good topology are crucial for rigging and animation

    Once youre actually modelling your desired character, there are a few technical rules that you

    may need to learn. When using subdivision modelling to create a model its essential that you

    have good edge flow in certain areas of the mesh. This flow often mirrors real-world anatomy, so

    this is where your newfound skills come in handy. An edge loop is basically a continuous ring of

    polygons that follows a specific path around a model. For example, the muscle ring around an

    eye that makes the eye open and close or the line of polygons that run under the chest, defining

    the pectoral muscles. Important loops are the shoulder area, the mouth, the hip and so on. This

    matters most if youre planning to rig the model for animation. A poorly made model is hard to

    rig and deforms badly when youre animating it.

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    05. Subdivision modelling and HyperNURBS

    Switching between smoothed and unsmoothed during modelling is essential

    Subdivision modelling is a modelling technique that smooths out a mesh by dividing and

    rounding the polygons based on a set of algorithms. Each polygon is divided into four and

    rounded off. The higher the subdivision level, the rounder and smoother the mesh looks. Most

    3D programs enable you to subdivide your mesh and then return it to the normal level, and that

    helps you keep the polygon count down while refining the look and form of the model. There are

    many ways to subdivide a mesh but often the underlying maths is the same. For example, ZBrush

    uses the same method as Cinema 4D, which calls it HyperNURB Tags.

    06. Quads, triangles and ngons

    Use quads where possible, triangles if you have to and no ngons

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    Generally speaking, try to model in quads. Quads (quadrangles four-sided polygons) are

    predictable and subdivide in a clean way, leaving less chance for bad artefacts at render time.

    You can use triangles for certain modelling jobs and game engines generally convert a mesh to

    triangles at render time anyway. However, if you get into the habit of using quads youre also

    modelling in triangles when each quad is split in half (a mesh with 1,000 quads can be converted

    to a mesh with exactly 2,000 triangles at the click of a button). The one to avoid if possible is the

    ngon (a polygon with more than four sides) these can cause problems in some programs and

    lead to issues if theyre subdivided. Theyre used in lots of modelling situations, but as a

    character modeller the ngon is not your friend. Avoid them!

    07. Box modelling or point-by-point?

    A

    combination of box modelling and point-by-point modelling is needed for most projects

    As an organic modeller, youll need to learn as many techniques as you can. Modelling with

    polygons can mean box modelling or point-by-point (or edge) modelling. The trick is to become

    proficient at both methods. Box modelling is so named because you start with a basic primitive

    shape (a box), and refine the shape by adding splits and cuts. Point-by-point or edge modelling is

    where you add more geometry onto existing polygons by extruding or stringing together points.

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    Learn both methods, and learn how to do them well. When modelling a head you may like to

    box-model the overall shape, but then refine an area such as the ear by extruding polygons to

    suit.

    08. ZBrushs DynaMesh

    You can create amazing characters and creatures by using DynaMesh, and never have to work

    outside ZBrush

    A relative newcomer to the digital sculpting world is DynaMesh, a modelling process found in

    ZBrush. ZBrush uses subdivision modelling at its core: when you pull out part of a model,

    sometimes the underlying polygons become stretched or elongated. DynaMesh solves this by

    remeshing the model on the fly. This is revolutionary you no longer need to consider whats

    happening to the polygons in your model as ZBrush is taking care of it in the background. You

    can sculpt almost anything and focus purely on form and silhouette. This method doesnt respect

    the rules about edge flow and good topology, though, so thats where retopologising comes in

    handy.

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    09. Retopology tools

    Using DynaMesh means you can focus on the modelling and think about the polygons later

    Models in a voxel-based program can be exported for further sculpting or retopology

    If you made a model with no regard for the underlying topology it would be impossible to rig or

    animate that mesh. To solve this issue, programs such as Maya, modo, ZBrush, 3D-Coat,

    TopoGun and many more now have tools to enable you to create a new base mesh with edge

    loops and edge flow to suit your needs. This goes back to the rules about modelling for

    animation and creating good loops around areas that will deform the most. Retopologising means

    effectively rebuilding a well-constructed low-polygon model over the top of a highly detailed

    sculpt, and comes at the end of the modelling process rather than the beginning.

    10. Use normal maps

    Using normal maps can enable you to use lower polygon models and still get a high-end look

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    Even with the more powerful CPUs and GPUs of today, theres still a limit to how many

    polygons can be moved around without lag or stuttering. To get a high level of detail into games

    with only limited polygons, you can use normal maps and theyre not limited to games. If your

    mesh has UV co-ordinates you can extract a normal map and apply it to the low-poly mesh,

    giving an approximation of the detail seen in the high-poly mesh.

    11. Voxel-based modelling programs

    Models in a voxel-based program can be exported for further sculpting or retopology

    Some voxel-based modelling programs, such as 3D-Coat and Sculptris, enable you to sculpt

    volume by adding triangles. This can be a great way to build up complex organic forms and

    structures, and you dont have to focus on topology or edge flow. The end result can be

    retopologised for animation in the same way as any other mesh. Voxel-based modelling is

    sometimes overlooked, but it can be a great addition to your organic modelling toolbox and is

    well worth the time spent learning how to integrate it.

    About the author

    Glen Southern is afreelance 3Dartist with over 15 years of experience in film, TV and game.

    Hes the owner ofSouthernGFXcreative services

    http://southerngfx.co.uk/http://southerngfx.co.uk/