Modeling is the process a taking a mold and forming it into a finished 3D mesh. The typical way to create a 3D model for example to create a 3D configurator is to use a simple object (primitive) and extend it to a refined and detailed shape. Primitives can be a single point (vertex), a two-dimensional line (edge), a curve (spline) or a three-dimensional object like a polygon.

Each of these primitives can be manipulated with the specific properties of the selected software to create an object. When you create a model in 3D, you usually learn your own methode for creating your model and use it again and again when you need to create new models. There are three basic methods you can use to create a 3D model, and 3D artists should understand how to create a model using that technique.

Spline or Patch Modeling.

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A spline is a curve in 3D space defined by at least two control points. The most common splines used in 3D works are Bezier curves and NURBS. Using splines to create a model is perhaps the oldest and most traditional form of 3D modeling that curently exists. A spline cage is created to form a skeleton of the object being created. The software can then create a polygon patch that extends between two splines and forms a 3D skin around the shape. Spline modeling is no longer often used for character creation, as creating good models take a lot of time. The models produced in this way are usually not suitable for animations or large modifications.

The following video gives an overview of the basics of spline modeling:

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Box modeling.

Box modeling is probably the most popular technique and is similar to traditional sculpture. Box modeling begins with a primitive and begins to add detail by cutting the cube into pieces and stretching surfaces of the cube to gradually create the desired shape. 3D artists use Box Modeling to create the basic shape of the model. With this techniques, acceptable results can be achieved in a very short time. The disadvantage of this method, however, is that continuous improvements are necessary during creation. It is also difficult to create a model that has a good surface topology for animation.

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Box modeling is useful for creating organic models such as characters. The development of hard objects such as buildings, on the other hand, is more difficult because the creation of complex and precisely curved objects is more complex.

The following video shows how to create a simple character:

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Poly Modeling.

Although it is not the easiest method, Poly Modeling is the most effective and accurate method. Poly modeling creates a 3D mesh point by point and face-by-face. Often you start with a single quad and extrude an edge of the square, creating a second quad.

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The 3D model is thus created step by step. Although Poly Modeling is not as fast as Box Modeling, it requires fewer mesh adjustments to obtain the desired result and the topology can be planned in advance for animation.

Box modeling is generally better suited for creating organic models. The following video illustrates the basics of poly modeling:

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A workflow that works.

The workflow you choose to create a model essentially depends on how comfortably a certain method can be handled, which objects is created, and which targets set for the end product.

For example, if you create an architectural scene, you can use cubes and other simple shapes to create basic models to make a sketch of the finished project.

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Meshes can then be refined or replaced with more detailed objects as the project progresses. This is an organized and well thought-out way to create a 3D scene. Professional 3D artists use this method because it makes creating scenes easy. Beginners, on the other hand, will first deal with the most detailed objects. This often results in excessive demands and frustation. That`s why artists should always start with sketching first.

As mentioned earlier, beginners tend to start by working on the most detailed areas of a model. This seems to be the reason why box modeling has become so popular. A modeller can easily create the complete figure before refining details like eyes, lips and ears.

Perhaps the best strategy is to use a hybrid workflow when creating organic models. A well planned organic model is created by a combination of box and poly modeling. Arms, legs and torso can be sketched with box modeling, while the fine details such as head, hands and feet are polymodelled. This is a compromise that professional modellers strive for and that prevents you from losing yourself in details. In order to finish a character, beginners should follow this advice.

Mesh topology.

Another aspect of the right workflow is creating a model with an ideal 3D mesh topology. Topology optimization is usually associated with the creation of models in animation. Models created without toplogy and flowing in a smooth, circular pattern may not animate correctly. Therefore, it is important that you plan ahead when creating a 3D object that will be used for animation.

The most commonly discussed topology is the correct creation or placement of edge pools. An edge loop is a ring of polygons that is placed in an area where the model can deform, such as an animation. These polygon rings are usually placed around areas where muscles can be located, such as the shoulder or elbow. The placement of edge loops is of great importance when creating faces. If edge loops are ignored, the models will show tears when animated, so the model often needs to be reworked or even completely rebuilt.

Next steps.

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The path to creating high-quality 3D models is often rocky and requires a lot of practice. Some of the best 3D modelers are also fantastic pencil and paper artists. So it`s worth spending time drawing, whether you`re a character artist or an architect. Good modeling requires a lot of commitment. The software used and the principles of 3D modeling outlined above must be well understood. In addition, character artists have to deal with the basics of anatomy and proportions.

Only when the basics of 3D modeling have been understood can beginners save themselves a lot of frustation and discouragement. So nothing stands in the way of becoming a 3D modeller.