Business and Computing Deanery
3D Modelling Tools
Week 1 Introduction
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Today’s Contents Introduce the module Planning your model Software & hardware 3ds max interface
Start Animated still life tutorial
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Module detailsModule Times Mondays 10.00 – 13.00 FML 413
Module Website http://hopelive.hope.ac.uk/imc/staff/hetherr/index.html
Module Leader Robina Hetherington
Room FML 208 Email
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About this module This module covers the concepts and
theories of three-dimensional modelling. In this module you will create three-
dimensional objects, avatars and environments using appropriate software.
You will also develop knowledge and critical understanding of the principles of three-dimensional modelling and how to apply them to gaming technologies.
This module is intended to complement the Graphics Programming module.
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Learning Outcomes Demonstrate knowledge and a critical
understanding of the principles of three-dimensional modelling.
Apply the concepts and principles of three-dimensional modelling to the generation of digital objects, avatars and environments for use in game development.
To evaluate and effectively communicate different methods and approaches to the generation of three-dimensional models used in a real game.
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Required reading Murdock K.L., (2005) 3DS Max 7
Bible, John Wiley & Sons Inc, ISBN: 0764579711
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Independent learning The lectures are for theory and
principles As university students you should
develop skills as independent learners
YOU need to learn the software 3ds max
How do you learn software?
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Assessments 1 Presentation 20% Portfolio 60% 1 In-class test 20%
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Presentation Individual elements Group elements
Department policy Team-working agreement
Assessment criteria A grade can only be awarded if there is:
a consistent and significant strand of critical evaluation in the work
a consistent use of Harvard style referencing
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PortfolioPortfolio Submission % Total
%
Models 1 - 10 Paper printout to tutor (model files to be saved onto disc for the final submission)
1 each 10
Models A and B plus documentation
Printed documentationModel and documentation on disc
to the office
25 each 50
Total 60
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Planning your model Do a rough sketch Think about the shapes that make
up the object Consider the materials Plan for animation
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Sketch or Storyboard
Adventure Gamers : Dreamfall: from sketch to 3D model (2005)
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More on planning Think about the shapes that make up the
object We will cover this during the next months There is more than one way to create a
model, you need to be able to choose and justify a way
Consider the materials We will cover this during the next months There is more than one way to add materials
to a model, you need to be able to choose and justify a way
Plan for animation
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Software Why is the interface so important? Great features do not always equate
with usability Good software makes the features
easily and intuitively accessible
Murdock K.L., (2005)
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3ds max v7 (2005)
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Wireframe modelling Wireframe modelling requires less
computing power than any form of rendering
Default 3 viewports wireframe 1 viewport rendered
Will use either OpenGL or DirectX to achieve the rendered view
But not proper rendering with lighting and shadows Takes even more processing power
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3ds max v7 (2005)
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Different viewports 3ds max allows lots of different
viewport arrangements
3ds max v7 (2005)
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Viewports Customisable
viewports Top Left or right Perspective Camera
Pan Slide around
Zoom in or out Zoom all
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Impendent study Directed reading 3DS Max 7 Bible
Chapters QS,1, 2, 5, 6 and 7 Finish off Animated still life tutorials Prepare for next weeks tutorial
Modelling a Space Scene Work on your presentation
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Self assessment List three things you should consider in
planning your model Why is the Interface of a piece of
software important? List 4 menu commands that you would
find in both Word and 3ds max? Explain the difference between wire
frame and rendered model, why is the former used by software such as 3ds max?
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Next weekLecture Parametric modelling Transformations
Tutorial Modelling a Space Scene
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References 3ds max v7, (2005) User Reference and Tutorials Adventure Gamers : Dreamfall: from sketch to
3D model http://www.adventuregamers.com/article/id,477/p,2, accessed 23/09/2005
Giambruno M, (2002) 3D Graphics & Animation, 2nd Edition, New Riders, ISBN: 0-7357-1243-3
Kerlow I. V., (2003) The Art of 3-D Computer Animation and Effects , 3rd Edition, John Wiley & Sons Inc; ISBN: 0471430366
Murdock K.L., (2005) 3DS Max 7 Bible, John Wiley & Sons Inc, ISBN: 0764579711
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