Week 1 - Week 15
2. Final render solid with wireframe.
During the process, I learned how to use cutting lines to change the details
of the object, and the final product.
I used the knowledge that the teacher taught us in class to model. I built a
cup, a straw, a vase, a plate and a bowl in turn.
QIULIHUA/0365036
Design Research Dissertation / Bachelor of Design (Honours)in Creative Media
3D modeling- EXERCISE
EXERCISE
EXERCISE 1: MODEL BLOCKING FROM PRIMITIVES OBJECTS
- Think of any object such as train, snowman, robot, house etc. that can be simplified with a combination of primitive shapes (Cube, Sphere, Cylinder, Cone, Pyramid etc.)
- Sketch your idea for inspiration.
- Using Blender, model the objects using primitive geometry available such as Sphere, Cylinder, Cube, Cone, etc. Use transformation tools to manipulate the object and you may use modifier tools to deform the model. You are not allowed to use edit mode technique.
- Assign basic material to the objects. Using viewport shading technique using Workbench Render (Solid), set the final look to make it presentable by manipulating the light and shadow appearance. Compose the object within the camera for final output by adjusting the right angle and frame. Only viewport rendering is allowed for this exercise.
- Set the output size as 720p (1280 x 720). Use Viewport Render Image to render the final image and save as png format.
- For submission, render 2 images:
- Final render solid without wireframe.
- Final render solid with wireframe.
During the class, the teacher showed me how to use blender to make
objects.
We used cylinders, monkey figurines, cones, and cuboids to make the
model.
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| Fig 1.1 Final render solid without wireframe |
Then I tried modeling using blender myself. I wanted to use different models
to make a snowman.
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| Fig 1.2 Final render solid without wireframe |
Exercise 2: Cylindrical Modeling
- Think of any object made of cylindrical shape such as a plate, bottle, bowl, glass etc.
- Think of any composition idea that is made up from multiple different objects as shown in the example sheet.
- Get as much as references such as blueprint or images for selected objects.
- Model the object using a primitive cylinder in Edit Mode by utilising modeling tools such as Extrude, Bevel, Inset and Loop Cut. Apply a smooth modifier and adjust the sharpness or smoothness of the object’s corner using various techniques ( Bevel, Crease )
- Set the output size as 720p (1280 x 720). Use Viewport Render to render the final image and save as png format.
- For submission, render 2 images:
2. Final render solid with wireframe.
- For other submission:
- e-portfolio blogspot link (format *.doc)
- Blender file (will be used for feedback session demonstration)
In class, we chose a picture of a bottle and then modeled it according to the
teacher's instructions.
Use a cylinder as the base model and then change it
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| Fig 1.4 process |
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| fig 1.5 final product |
To highlight the occlusion of objects, I used cylinders and columns to build
the table, and also added two planes as the background.
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| Fig 1.7 Final render solid with wireframe. |
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| Fig 1.8 Final render solid without wireframe. |
Exercise 3: Low Poly Modeling
- Study the shapes and proportions from the blueprint.
- Model the object using a primitive Cube by utilising modeling tools that you have learned in class using box modeling techniques. You are allowed to combine with other shapes like cylinders, spheres etc but Cube will be the predominant shape.
- Apply basic material and colour.
- Set the output size as 720p (1280 x 720). Use Viewport Render to render the final image and save as png format.
For this task, we need to create a model based on the image provided.
First, I created different shapes, and then changed the shapes of the
models to create the car.
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| Fig 2.0 Modeling process |
After completing the modeling, I used materials to color the specified
parts.
final Low Poly Modeling:
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| Fig 2.2 Final render solid with wireframe. |
EXERCISE 4: MODELING AN ORGANIC OBJECT
- Download the provided image:https://drive.google.com/file/d/1uvW3kQN-CaE9R85_o9H_HdXPyd_Apmaz/view?usp=sharing
- Use the image as the top orthographic view as reference for your modeling.
- Model the karambit using organic modeling techniques and tools that you learnt (Extrude, Inset, Loop Cut, Knife, Symmetry) and implement a good polygonal surface of and try to avoid bad surfaces of N-Gon surface. Triangle surface is allowed for non-deforming areas.
- Apply Subdivison modifier and creasing techniques (crease tool, supporting edge loop)
- Apply basic material and colour.
- Set the output size as 720p (1280 x 720). Use Viewport Render to render the final image and save as png format.
- For submission, render 2 images:
- Final render solid without wireframe.
- Final render solid with wireframe.
- For other submission:
- e-portfolio blogspot link (format *.doc)
- Blender file (will be used for feedback session demonstration)
For this project, we need to create a reference image of a knife. First,
we'll import the image into Blender, reduce its opacity, and then begin the
project.
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| Fig 2.4 刀—reference |
In the initial modeling stage, I first created a ring and adjusted its
thickness. Then, I extruded one face according to the overall direction of the
knife to form the basic structure of the handle. In this project, I learned to
use Shift + Z to switch the object to transparent mode, allowing for a more
intuitive comparison of whether the front and back of the model are aligned,
effectively improving the accuracy of the modeling. Furthermore, I used the
Subdivision function in Modifiers to make the model's surface more rounded and
smooth, enhancing the overall three-dimensionality and completeness.
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| Fig 2.6 Final render solid without wireframe. |
REFLECTION
In this 3D modeling exercise, I practiced basic modeling skills through classroom assignments and understood how to transform theoretical knowledge into visual results. The course started with the most basic geometric combinations, teaching me to use primitive objects such as cubes, cylinders, and spheres for model blocking, thereby understanding how complex shapes are gradually constructed from basic shapes. Through this method, I improved my initial judgment of model structure and recognized the importance of good spatial distribution for composition and visual presentation.
In the modeling exercises, I experimented with basic modeling tools such as Extrude, Bevel, Inset, and Loop Cut. This exercise helped me understand how the selection and combination of tools affect the overall shape of the model, and by setting subdivisions and adjusting sharp edges, I achieved a smoother model, while also deepening my understanding of subdivision and vertex control. By repeatedly adjusting and combining basic shapes such as cubes, I gradually constructed objects such as vehicles. This exercise strengthened my control over shape proportions, edge flow, and structural planning, and also taught me how to achieve a clear object form using a minimal amount of geometry.









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