When creating 3D configurators, your computer is of course an important tool. It allows them to create stunning environments and compelling characters that fill video games, commercials and movies. With all its power and power, your computer hides a small and dark secret. It ruins their models.
Create extremely sharp edges.
When you create polygon models with the computer, facets appear when the angle of an adjacent polygon surface changes. Think of the edges of a table, weapon, or smartphone. If you look closely, they’re not perfectly sharp edges. The problem is edges in real life, even sharp edges aren’t as sharp. By default, your computer makes these edges appear extremely sharp. So their models don’t look very real in the end because of the sharp edges. To solve this problem, you can bevel the edges. This creates a loop of surfaces that capture the light, or you can divide the model and set score values for that edge.
Perfect straight lines.
Your computer is really good at going the fastest way from point A to point B. This often means that the models you build are full of straight lines and flat surfaces. This can also be a problem because you usually want your models to have a certain sense of realism. Try to break up long lines and planes with a small irregularity. You may be able to vary the length of the long wooden support beam a little, or you may be able to add a little clumping to a floor or ceiling. As with all models you create, it is always good to consider the material your model represents. Your wooden rocking chair model may require an irregularity, but the panels of your Italian sports car model probably do not.
Arrange everything perfectly.
One of the great advantages of computer modeling is the ability to reuse existing geometries. Many objects have repeated parts and even sets often have objects that need to be placed at certain distances, such as street lamps or garbage cans. Computers are great at making these copies, but by default they’re all perfectly alike and a little unrealistic. For their part, it will take more effort to change the transformations on these copies to create a more realistic look. This can involve randomizing the position of some duplicated stones or manually moving, rotating and scaling books on a bookshelf.
Things fit too well.
Just as you can quickly duplicate objects, you can also easily reuse geometry to create fitting parts with your computer. Think about modeling a bed. You could start by building the mattress and then extract a part of the mattress geometry for bed linen, blankets, etc. You can also use the mattress geometry to create the mattress. But if you do, be sure to confuse these blankets a little. For example, add some folds and other irregularities to make sure they are not vacuum-packed to fit the mattress geometry. Extracting geometries can be a great way to avoid unnecessary modeling, but be sure to spend some time optimizing the new geometry for a more realistic look.
Symmetry is another double-edged sword when working with a computer. It’s a big time saver to build only half a model, because you know you can duplicate the other side at the end. This works well for things like vehicles and even characters, but the work shouldn’t stop here. Once the functions are done, especially for an organic character, you spend some time adding a little asymmetry to better reflect real life. The next time you create a 3D model, remember that even though your computer’s standard procedure can take you a long way to your end result, you shouldn’t stop there. Spending some time incorporating these little irregularities will give your models the finishing touches.
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