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.