Need help with the way of approaching a 3d model


#1

Hello everyone, I am a newly self-taught 3D modeler, been doing this for a few months. I still always have a problem when I approach a ref image of a real-life object, I still getting confused about what type of shape should I use to get this specific look of the object or I don’t know how to break it down part by part to see the general looks of the thing. So I got a question for anybody who already has a certain amount of experience in 3D modeling.

What is the first thing you gonna do when somebody handed you some ref images of a real-life object and ask you to make a 3D model of it?

How are you gonna look at the object to turn it into a 3D model? (which shape use for which part, use this shape and do this to get this look…)

I’ve been doing tutorials for a quite of time but still struggling to do a 3D model 100% myself.

Thanks for your time and attention.

for an example, I’m trying to model a Vespa scooter but still do not know where to start.

I’m a new member so I can not upload an image, sorry for that.


#2

I firstly assess for which output the model is for. Be it viz, games, animation, 3d-printing. It affects the way the mesh should be created. There is nurbs modeling for precision, zbrush for organic forms, poly modeling for simple parametric objects, marvelous designer for clothes.

If the shape is round\circular, I perhaps would use rotate command or a round promitive. If it’s boxy, I would also start from the box. If it’s similar to wires, I woud use splines and turn it into a volume. If it’s shape is complex, I might start from making a spline outline, then extrude it for sub-d model, and refine it. Or I might start from drawing polygon grid for sub-d model onto a reference image, and turn it into a 3d later.
If the model is a complex form, I might use zbrush for shaping, and use retopo. I can also paint details location in zbrush using polypaint, as you can export this data into topogun retopology program. Then I would refine it in 3ds max.
If a model has very tiny concave or convex details I might use nurbs.
Basically, you need to know sub-d modeling and hipoly modeling. This would cover many of your needs. then add zbrush and retopology to your toolset, and see from there what you need\enjoy.

You see, you can use whatever type of modeling, it’s just some are way more effective and faster for specific tasks.


#3

Honestly it’s a little different for everyone, but when you run into mental blocks like that often the best way to approach/break through is to build as much as you can with multiple primitives without concerning yourself initially with where pieces interpenetrate, group them, lock them and then use that super rough “3D sketch” as a 3 dimensional template to build around that already has the general scale, volume and form of what you’re trying to build.


#4

Thanks a lot for your very detail comment, sir. Really appreciate this. Anyway, can you show me one of your 3D rough sketch before you working on it in a 3D software. I already noted all you advice and I’m gonna practice on it right away.


#5

That’s also a good and helpful way to approach the problem. Thanks a lot for your comment sir.


#6

I haven’t needed to do this in a while since I’ve been doing mostly organic modeling/sculpting but this old project (which I need to resurrect and finish one of these days) started as basically the front scoop piece, manipulated spheres for the center bottom and top and a manipulated cube for the tail:

I remember even being a beta tester for a long since gone 3D app called Amapi and built the “Head/Helmet” piece with some superb spline tools they had in there before bringing it into Maya. Man I wish Amapi was still around but I have to look at Rhino3D and MOI 3D again.


#7

For mechanical hard surface object’s, especially if there’s some level of complexity I’d always ensure that the blocked out base mesh is optimized as far as possible prior too refining the individual shapes and typically starting with the larger pieces first.


#8

Just my two cents: When approaching a model you should probably start with the largest part of the model and use an object to start. Change it’s attributes: length, width and depth to 4. That way you have an even amount of faces to work with. Test out your abilities by working with basic tools in poly modeling. Use Extrude to pull faces out. Use scale to resize pieces to get a feel for the process. Rotate from axis to get a feel for that too. QWER are your keys to use. Q = nothing, W = direction, E = rotate and R = Scale. Play with these for a while and make a mess. You can delete and start all over again and the sooner you realize that the more you will accomplish.