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4.01 About the basic toolset
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This section describes some of the basic tools and `ways of working`
that you will find in Sub-division modelling programs. They have different
names in different packages so I have tried to include the more common
descriptions here. There are lots of Tools not covered in this Primer
but once you have mastered the Tools listed here you should be more
than confident to go on and explore the hundreds of other Tools, Commands,
Features, Scripts and Plugins that you can find in todays 3D Software
packages.
In fact, you may go on to write your own!
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4.02 Managing Objects and surfaces
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Every program has a different type of object management. By object
here I mean a piece of geometry that is isolated from another one.
An example might be a head: The head is one object, each eye is
another, the teeth will be defined as another etc. Some programs
use a layer system where each object can be placed on a layer and
can be isolated by turning that layer off or simply making it an
un-editable wireframe.
An example of this would be Lightwave:

Others programs have a hierarchical list system where each object
receives a name and can be selected from this list as needed. Usually
only items that are selected/highlighted can be acted upon. Also,
it is usual to find grouping and surface naming which allows for
easy selection as the model becomes more complex. Using the head
as an example again you may decided to group all the teeth together
in a set but also give each one a different surface allowing you
to select the whole set or just an individual tooth.
Regardless of the software that you choose it is imperative that
you plan your modelling and think about grouping and naming parts
well before you touch any geometry. Make things easy for yourself
and don't become sloppy in your approach to modelling. Laziness
early on in a models creation will lead to frustration for you at
a later stage when you want to go back and isolate a part of the
mesh.
Remember! Object and Surface management is handled differently in
every 3D program: Take time to appreciate what your program can
and can't do.
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4.03 Rotate, Zoom and Dolly and the viewports
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Moving around in 3D
An
understanding of your programs basic movement/navigation tools is
essential for you before you ever touch a model. Each program differs
slightly and uses different keyboard/mouse configurations but you
will need to know these three without even thinking about them if
you are to become a proficient modeller in the package of your choice.
Basically
these navigation tools help you to move around the model to help
you build it in 3D. It is you/your viewpoint not the model being
moved around inside the virtual workspace.
Rotate
is like arcing around your model and usually depends on what you
have selected.
Zoom is like
you walking backward and forwards to and from your model.
Dolly/Pan
is like you side stepping left or right.
Add to these such features as roll, bank, walk through, dolly up/down
etc. and you will have free reign in your virtual modelling world.
Remember!
Learn it and learn it well. If you can't navigate your workspace
efficiently you won’t progress very quickly. Navigation shortcuts
are the first shortcuts that need imprinting on your subconscious
or post-it-noting to your monitor sides.
Incidental
note: Not all modelling packages work on the Camera/3D virtual workspace
principle. ZBrush has a fixed viewpoint (no camera at all) and the
models are presented in an isometric view by default.
Lightwave has two modules (Modeller and Layout). `Modeller` doesn't
have cameras as such but does allow most of the navigation described
above.
Amorphium has a virtual potters wheel that keeps the model spinning
for you whilst you work.
Looking from different Viewports
Once you have a good grasp of how to move around your 3D World you
can start to look at it from different viewpoint and to do this
you need to understand Viewports.
So far I have only described things as seen from the `Perspective
viewport`. In most programs you have the option of viewing your
scene from the top, bottom,front, back, left or right. You can usually
have a number of viewports open at once which is commonly know as
a Quad view. This can be very helpful when modeling
complex meshes as you can see what is going on from a number of
angles all at once.
Example
of a Quad View
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4.04 Objects, Points, Edges and Faces
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XYZ and the workspace
Before moving on we need to understand how we know what position these
component parts have in the 3D world.
In most 3D Modeling packages the Move, Rotate and Scale function will
work relevant to the objects pivot point or its place in the 3D Workspace.
Every Object has its own center point or Pivot point. Each componant
part also has its own Pivot point.
The workspace for most packages is defined by a 3D space that has
a world centre at position 0 (zero). Every model (and it's component
parts) have relative positions in this world as defined by X, Y and
Z axis and the relative distance from world centre, negative or positive.
In everyday terms, if you were to look at an object from the `front`
(actually down the Z axis) then:
 Up
and down is the Y axis. Plus and minus up and down the Y axis.
 Left
and right is the X axis. Plus and minus left and right across the
X axis
 In
and out is the Z Axis. Plus and minus in and out of the Z axis.
The Polygon Object componants
So now you can move your own viewpoint around inside this virtual
world, how do you move your model or a part of your model?
Most
programs use a system that allows you to select an object either
as a whole or by individual components.
The most common modes/component parts are:
Object (The
object or model as a whole)
Polygon face
(Face)
Polygon Edge
(Edge)
Point or
Vertices (Vert).
Move,
Rotate and Scale
Each
of the componants that make up an object (and the object itself) can
be selected and acted upon in a number of ways most commonly:

Moved

Rotated

Scaled
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| Object/Move |
Object/Scale |
Object/Rotate |
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| Face/Move |
Face/Scale |
Face/Rotate |
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| Edge/Move |
Edge/Scale |
Edge/Rotate |
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| Point/Move |
Point/Scale |
Point
Rotate |
Componants
and Objects can move along X,Y and Z or freely in 3D space.
Componants
and Objects can be scaled as a whole
or along X,Y or Z axis.
When
an obect or componant part is selected is it common to see a
Manipulator of some type (sse the images above) This is a
often a multicolored collection of shapes that come together as the
manipulator and it can usually change to suit the
mode you are in e.g. Move, scale or rotate. Some programs have a manipulator
that do all three without changing.
Surface Normals - Or the way a polyon faces
One very important thing to remember is that a Polygon `Face` can
point in only one direction. The example below show two primitive
shapes. The orange lines are Surface Normals which
are lines protruding from the centre of a Polygon Face that can help
you to see which way a polygon is facing. All of the faces on these
two shapes are facing in the same direction
If I take away a few of the faces you can better understand what this
means to you as a modeler. In the next image you can see where I have
removed four polygon faces from the front of the Cube. Now you can
see that the Faces of the Cube are transparent from the back indicating
that they are facing the other way. You can still see the Surface
Normals pointing outwards. This happens because I have switched
on a feature called Back Face Culling (in other words
`Hide the back of the Face`)
In the next image the two Cubes look very similar until you notice
that the Surface Normals on the second Cube are all
pointing inwards. Both of these Cubes have Back Face Culling
turned off so you can see the back and the front of the Polygons
Faces. However, on the second Cube I have reveresed the Surface
Normals so that they face into the Cube. For a model to be
accurate you need to ensure that all your Surface Normals
are pointing in the right direction. There is often a feature that
allows you to check this or correct it (Unify Normals or Invert
Normals)
So
back to our Move, Rotate and Scale
commands. When working with polygons we want to be able to quickly
switch between these components (Usually with Keyboard short cuts).
Tweaking componants
Most packages allow some sort of Tweak feature (A
way to rapidly move points into more suitable positions to help define
the models shape) and more often than not it is associated with Points/Vertices
(although tweaking Edges and Faces
is now common place)
This is essential for moving points quickly without having to individually
select them. You may have just created a nose using an Extrude
command and need to re-shape it to suit your needs. With a few Tweaks
the re-located points change the shape completely.
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4.05 Mirror mirror
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Very often you will want to model a symmetrical object or creature.
To save time most 3D packages offer some sort of virtual mirror
or symmetry across an axis. Learn how your program of choice does
this as it is a real time saver. The mirrored half may only be an
Instance of the original half (An Instance is a copy that will up-date
and reflect the work you do on the original).
When the modelling is finished you may need to delete the instance
copy and use a true Mirror command to generate actual geometry across
the axis and the program will usually give you an option to merge
the points along the axis joining the two halves.

ZBrush
has a powerful symmetry feature that allows you to use it's Sculpting
Brushes on a model symmetrically. It also has a restore symmetry should
you mess up the symmetry or import a wireframe that has lost its symmetry.
`Connect
Poly Shape' is a very useful set of plugins for Maya that adds functionality
to this tool.
Tools/Scripts
for Max include CSPoly Tools, Meshtools, Polymagus 2.0 beta All
available at www.scriptspot.com
Wings
3D has a very powerful Virtual Mirror that is recommended by a lot
of modellers.
Cinema4d
uses a powerful "symmetry object" which allows multiple
mirrors simultaneously across all 3 axes.
Lightwave
has an excellent VirtualMirror plugin available here
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4.06 Adding Edges/Points and Cutting/Splitting Polygons
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Tools that add Edges/points and Cut polygons are the staples of
Sub-division modelling. To change a models shape and create flowing
loops you need to be able to change the way Polygon Faces are formed
and how many there are. As there are so many 3D Modeling programs
and so many tools within those programs it is hard to list them
all. I have tried to describe the main tools that you will see in
most programs and a brief explanation where to use them.
Some
of tools available are:
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Split Polygon
Allows you to select an existing point or sometimes a postion
along an Edge then select an adjacent Edge or point to add a
new point which splits the polygon by adding a new edge. |
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Knife
will run a split through the geometry that it crosses. very
useful in Views other than the perspective view.
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Split
loop/Bandsaw will split polygons in half by adding
a new edge down the centre. There is often some way to control
Exactly where the split will occur either a slider function,
graphically or numerically. |
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Spin
Edge/Spin Quad whilst not a cutting or splitting tool
is invaluable when used in conjunction with the other tools.
It is used to change the flow of an Edge loop by literally spinning
an Edge that falls between two faces thus altering polygon flow.
incidental info: SpinQuad Forums got
it's name from this little feature so it shows how important
it is to some people. |
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4.07 Connecting/Collapsing and Merging points
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Connect:
Another common Tool available in most 3D Modeling Packages.
Simply select two Vertex annd call Connect. An Edge will be
created splitting the polygon.
Collapse:
With a Face selected call Collapse and the entire Face collapses
into a single Vertex.
Merge
Vertices or Weld Points does what it says. It takes two or more
Vertex and joins them into a Single Vertex. The Vertex that
was selected last usually stays put and the one that was selected
first moves to the same location and is welded into a single
point.
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4.08 Extruding faces and edges
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`Extrude` or `Smooth shift` is common to most modelling packages
and is used frequently.
Select the component, either a Face or an Edge (If supported)
and call the `Extrude` command. This will pull a new Face or
Edge from the existing one and fill in the geometry around it.
The Examples of using Extrude opposite are:
1. Extrude 2 Faces from a Cube
2. Extrude and Scale down 4 Faces
3. Extrude and Inset 4 Faces
4. Extrude 4 Edges from the Cube  into
4 new Polygon Faces
5. Extrude 4 Edges creating 4 New Faces
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4.09 A different type of smoothing
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As we are now aware when an object is Sub-divided it becomes
visibly smoother.
Smooth, Tighten or Average Vertices are smoothing commands that
smooth selected Points (or Edges and Faces in some programs.
This can be used to selectively refine the look of an area on
a model without adding more geometry or Sub-dividing.
Using Smooth and your programs Tweak mode are the best way to
achieve a smooth model in its non-Sub-divided form. The Smoother
and more refined you can make your Mesh the better. Of course
be careful not to Smooth away the wrinkles and folds that you
want to keep. You can go over the top here!
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Incidental
info:Most
3D Programs have a Smooth Shade option of some type. This is usually
a surface attribute and as such lt is neither a Sub-division routine
or a smoothing Tool that affects geometry.
ZBrush
has several unique smoothing techniques including a Smoothing Brush
that allows you to paint an area of mesh and see it interactively
smooth. Another unique way is to use an Alpha masking tool to protect
part of the model and use a Smoothing deformation Slider to do the
smoothing.
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4.10 Limit the Polygon Count/Adding local detail
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One of the biggest challenges for the Polygon Sculptor is keeping
within a limited polygon count. If you use tools like Split Face
Loop a lot you end up with geometry around your model that simply
isn't needed. There have been numerous articles and forum threads
about this subject for a long time and here are some of the main
ways to add detail in a local area
 Quads
that look like Tris: A very well known technique, A four
sided polygon that looks like Triangle. This is the simply a way
to keep your poly count low. Using Connect/split polygon etc. you
can Split a run of Faces that lead to a Triangle. This gives you
a Quad that has the look of a Triangle but Sub-divides as a Quad
with no errors to worry about.
 Narrowing
the field: Essentially the same as the above example, the
examples below show how you can reduce the amount of polygons in
a set of Face loops. This does create five star poles but if placed
correctly these will not create problems for you. It is a common
way to allow you to have more detail in one area that is leading
into an area of less density e.g. A face and forehead.

 Adding
creases and wrinkles: There are a great many plug-ins around
these days that will do this for you. If you need Wrinkles on a
forehead and only want to add local detail you need to Split the
Face Loops across the top off the head and run the Loop back on
itself.

 Partial
Sub-divide
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4.11 Moving points with a magnet
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At differing stages during a models creation you may need to move
portions of the mesh around to achieve the required shape. Doing
this point by point is tedious hence the need for a magnet tool
also called Soft selection or Dragnet. There is often a way to adjust
the falloff or influence amount allowing greater or lesser amounts
of movement.
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