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stutiRastogi

I really love the movie Big Hero 6, and one of the main characters is Hiro Hamada.

I found a video which models his head, believe it or not, using only the operations that we have studied! I found it pretty cool!

You can just have a look at the final model too.

Here are some of my comments on this video:

  1. Firstly, it's fascinating how sophisticated software like Maya and Blender use the same operations that we are gonna implement in our upcoming assignment. It showcases the power of primitives and simplicity.

  2. Notice how the modelling artist uses the image of Hiro as a background reference. It's a demonstration of how in the animation features pipeline, the modelling artists work on the output of the art department. Even though in Scotty 3D we cannot do something like this right now, I feel it is always better to have a 2D image of the 3D model we intend to create, rather than just applying operations to get what we want.

  3. While modelling the lips of the character (at 9:35), the artist applies operations on a number of faces together. This is neat because it saves time and gives a better idea of the entire geometry of the lips. However, it is also important to take care that a number of neighbouring polygons can be affected that are part of the geometry of the face.

  4. Lastly, Hiro has really messy hair and I love the way they were done in this video. The artist chose to attach them separately rather than just protrude them from the box of the head. I guess this was just to make it easier. He also copy-pastes separate portions and edits them as per need. So, the hair is not made from one starting cube like the face but are all different entities. Is this because they behave independently of each other when they will be animated?

Hope this is interesting! :)

rshanor

This video (https://vimeo.com/70600180) does a good job of showing a large variety of objects that can be created using subdivide. Zooming into individual components on the playground, you begin to see how different components started out as simple rectangles. My favorite example is the slide at 5:45. It really amazed me that something as complex as a spiral could be created from just a few rectangular prisms and a single subdivide. I think it goes to show that you have to develop the skills to imagine complex shapes in their most simple form to be a modeler.

haojun

I am a big fan of the game Heroes of Might & Magic. I found an interesting video in which town screens were rebuilt.

Heroes of Might & Magic | town screens project |

What impress me is that we can do something interesting repeatedly using the mesh. For example, a building have several walls, in CG, it might be faces. We dig several shapes in one face, which is represented as meshes. We can just copy that part and then translate and rotate it and after that every wall can have the same shape in it.

In all, meshes provide a simple way to show a shape which can be easily reused.

Just figured out how to use links in comment. Just use html. :)

RomanArena

When I was looking this video (https://www.youtube.com/watch?v=CMLjlZnjPzs) about head modeling from box, some scenes of the movie Mission Impossible came into my mind. Which is common in the movie is that when Tom Cruise needs to disguise himself as someone, he just took the face pictures of that man in different angles and uploaded the pictures into the computer and then a face mask came out. And I think this task is mainly about two parts: first part is recognition, which gets the data of the face, like the eye size, distance between eyes and so on. Then the second part is making a real model of the face. And I think the second part can be achieved by box modeling. First we build a general box model, and then add details into the model, such as divide the polygon into more small polygons,and apply some local mesh operations like bevel to the elements to get the desired shape. And I think the algorithm for generating the final model is really cool, since the input is just some data about the face, and it can change it into a model which is very close to the real face.

rftucker

This video is of someone speed-modeling Pikachu in Autodesk Maya

What I found interesting about it is that the front and side reference pictures he used seemed to be from two completely different games, meaning the models are slightly different from each other, but he was still able to create a model that is true to both of them. What I like about this video is that it shows how 3D modeling is still an art form, despite having looked at it from purely a mathematical/technical viewpoint in this class. However I also think that understanding more about the computational side of everything also makes me appreciate how powerful these mesh operations are despite them being more simple than I would've originally guessed.

nmrrs

This video is a tutorial for modeling a simple figure starting from just a box. I find it really interesting that the artist is able to envision how the mesh will look when it is subdivided even when it's still in a pretty primitive state. It gives them the ability to create much more complicated models without having to worry about all of the details of every single surface on the figure.

jellybean

https://www.youtube.com/watch?v=KbQGcidQdUw

Above is a video of a truck made through box modeling. The majority of the features are created by beveling surfaces inward. This is definitely a very simple example in comparison to some of the faces and more complex objects created with this technique, and seems to have no smoothing. I think this tutorial shows how easy it is to get started with box modeling on simple objects.

ambientOcclusion

https://www.youtube.com/watch?v=3ZuLmd9OSYc

It's pretty neat that you can make something fairly complex with only a few tools. For the most part, box modeling seems to be mostly a mix of extrude, inset, and bevel, with some vertex and edge tweaks to get the desired shape.

Orthographic views seem quite useful when working in 3D to verify that you're following your reference images properly. But I imagine it's still pretty difficult to get the contours just right without some practice.

PPCC

This link (http://aliismail.com/tutorial_car_modeling.html) gives a short tutorial on modeling cars using polygon mesh. The main point in this tutorial is how to model the curvature of cars' body. This curvature usually comes from computation or simulation based on aerodynamics. Usually it has complex function or expressions. The tutorial focus on explaining how it is possible that we can approximate such complex surfaces using the simple polygon mesh. This one may not be that fundamental but very interesting as an example of real application.

hsuehtil

The link, https://www.youtube.com/watch?v=BgL0mq-eDRo, is an example of modeling Jigglypuff. From the video in the class, box modeling seemed very time consuming to drag every vertex to desired position. However, an interesting technique called Cage-based Deformation allows us to move many vertices at the same time by moving a control point on the cage. This video simply shows how useful it is!!

wumengjz

https://www.youtube.com/watch?v=B51Dtt_mFOs

My undergraduate major was architecture, so I got to use many 3D modeling tools to model buildings. But I was always curious about how to model animation figures. This tutorial explained a lot the process of modeling Judy from Zootopia. I can see how the author used background pictures to model the bunny from scratch. I suppose this approach is a very common technique in the animation industry, where original illustrations might be used in creating 3D models.

haoala

Here the modeler models part of the original Stormtrooper helmet: https://www.youtube.com/watch?v=NBRmyjeFUYw

What surprises me is how much time it takes to model something like that, which doesn't initially come across to me as a complex model.

shhhh

https://www.youtube.com/watch?v=60PEKOO80vY This is a model for a cartoon like character.

I find it interesting that the person in the video used two perpendicular 2D images to form the shape of the model.

bpx

https://www.youtube.com/watch?v=BjW_060pIFA

This is a video of modeling Lugia. While the model is somewhat crude (definitely could've added more details to the wings, for example), there were a few interesting points. The model and body of Lugia was created in parts and then joined. Instead of creating the model in the form of the reference pictures, the body was created and then deformed/bent to get the correct pose (the head and the wings). It was also interesting to see the model being textured, albeit rather quickly.

michell3

Here is one of my favorite demo reels by a professional 3D artist, Leticia Reinaldo. Her geometry is amazing. https://vimeo.com/89271178

Although the industry standard for character modeling now I believe is to 3D sculpt using tools like ZBrush and then retopologizing. I'm not sure what her process is.

I also have a reel if anyone is curious. 3D modeling is one of my favorite things to do so if anyone wants to geek out about it COME FIND ME. https://vimeo.com/160552083

ooCast

https://www.youtube.com/watch?v=FZvKGIoYTsI

This video is about modeling Hatsune Miku. In the whole procedure, different reference pictures are used, which may actually not align well with each other. When making detailed parts (e.g mouse and nose), the modeler first creates boundaries around the area, and make higher poly meshes for these organs, and connect them with the head mesh.

yizhous

https://www.youtube.com/watch?v=lzli6X-nF30

This is a tutorial/demo of modeling a pikachu with maya. I like the way maya allows users to put reference pictures together with the model so that users know exactly the size of each portion. This way they don't need to re-adjust the size over and over again to obtain the correct proportion. I observed that he starts by drawing 2d shapes around the reference on two planes and turn them into a 3d box, even though it's a little unclear how this transformation process is done. I also noticed that maya has an operation called Extrude, which basically extend the shape along certain direction. It seems scotty3D doesn't has this operation. I don't know how are we gonna achieve the same effect.

ironman

https://www.youtube.com/watch?v=ojtV3PtrFJM

This is an interesting video about box modeling, as well as primitives and other types of modeling (such as extrusion modeling). A takeaway for me (watching the video) was that while box modeling is important, usually to create the type of complex renders often seen in animation, a combination of box modeling and other types of modeling (such as extrusion modeling) are often required in conjunction. This allows more flexibility in an artistic and a geometric sense, as using one type alone can sometimes be somewhat limiting. The little animated dude in the video...I wonder what kind of modeling he's made with.

Min

https://www.youtube.com/watch?v=hr2OehrdQIs

This is a video about making a dolphin model and animating it. I found it interesting because it showed that animation of the model is possible with what seems to be minor adjustments(minor because it was added within 5 minutes). It also shows that the camera angle of the model can be modified at the end.

sclaure

https://www.youtube.com/watch?v=6farqSH2JZg

The video above demonstrates the process for modeling the hearthstone box that pops out at the start of the game. While much of the process involved maping shapes to the background (which is set to the box model), there is room for creative decision making (such as the level of depth to some of the sections of carvings). The entire creation was done in Maya.

Zihan

https://www.youtube.com/watch?v=CmAiNUU-5MI

This video is special because most of the 3D modeling is based on a reference. For example, if you want to make a face, you need to have a nice picture of a face from front and maybe another picture from the side, so that you can have a 3D-like picture to work with. However, this modeling is based on nothing. Just start from scretch to make an anime character. Really amazing to make an imaginary model.

Emtwelve

https://www.youtube.com/watch?v=XzmtmRGeh90

A truck is made via box modeling in this video. It's cool to see how such a detailed model can be made with multiple applications of simple transforms. What was mainly used in this video was shearing and scaling after a subdivision was applied.

Haboric

https://www.youtube.com/watch?v=ckOTl2GcS-E

This video uses gorilla head as an example to demonstrate several aspects of subdivision modeling. One important note from this video is that we should balance the level of subdivision with rendering speed in reality.

viveksri

https://www.youtube.com/watch?v=0mCzG-9zz-o

This is a really awesome tutorial I actually went through a couple years ago in Maya, it's pretty cool to see how easy it is to make characters just from two reference images.

Animagus

https://www.youtube.com/watch?v=spi4lGxnMZg

It's amazing to watching this master modeler building a human in Maya. And an interesting function I noticed is sometimes he just makes the model that is not manifold, that he needs to connect each vertex and make them a whole piece. This reminds me of the halfedge data structure. How can we merge two pieces into one based on halfedge data structure? And how many corner cases we have to handle in this problem?

aunnikri

https://www.youtube.com/watch?v=6csRiAJnQwk

This is an interesting way of modelling a Minion. I think that's Stuart. It is interesting how he starts with a simple box and a cube and at the end of the speed run, it results in something that polished and accurate. In this video, the artist plays around with symmetry. He builds one-half of Stuart and then, mirrors it to create the other part.

mhofmann

https://en.wikibooks.org/wiki/Wings_3D/Tutorials/Box_modeling_a_car_with_all_Quad_topography This is not really the most interesting example, but I like it because I find it easier to follow along step by step rather than having to keep pausing videos. However, what it doesn't cover is how to get to complex life like surfaces. Most of my modeling experience is with modeling mechanisms in tools like Solidworks. That seems much more driven by parameters and data rather than this freeform sculpting approach.

mattlkf

https://www.youtube.com/watch?v=q3rMJ6QFIrU

This video shows the human ear being modelled. This example caught my eye because I was curious to see how the complicated folds and curves of the ear would be generated.

cche

https://www.youtube.com/watch?v=hK0h8PI2zig I found this really cool video that box modeling character in Big Hero 6. Besides the cool modeling techniques that he used, I was always wondering what usually does a person model based on. He used a model face image and form a pencil of plane so that the side view and front view can be observed so that an operator can perform modeling based on that.

johncena

http://www.thundercloud-studio.com/tc-tutorial/modeling-guide-realistic-human-head/

This tutorial shows a bunch of tips involved in creating a realistic object, including the fact that modeling a figure can be an art as well as a science. Certain methods of modeling, though they will produce valid results, do not look as good as other practices.

bebert

https://www.youtube.com/watch?v=rvkUtwmKLzs This video is modeling a Brachiosaurus using box modeling. I thought it was neat that he was able to take a loop and model it without having the rest of the model block his vision. I was also surprised he was able to take a part of the mesh and copy and paste it in other places and still have it be attached (for instance, the teeth and feet)

genericname

https://www.youtube.com/watch?v=0j915gwpq4A

Would the toroid (donut) structure prevent the structure from being modeled with halfEdges? I don't think it is a manifold, but I don't see how it breaking any of the halfEdge data structure invariants

panda

https://www.youtube.com/watch?v=NBrBQbwiDn4

It's a common technique in 3D modeling to do half of the model and then mirroring it. It's also really useful to have the planes to help get the right proportions for the model (e.g. a front view, top view, side view of the person)

Passive_Bot

https://www.youtube.com/watch?v=0pJDKKwMm_E

The video is about box modelling a dragon in blender. This video is different from the one we saw in class because only one image was used as reference in the modelling process. It appears that this leaves a lot of details to the artist. However, I have learned about the basic operations since the video did not too much advanced techniques. Most of the operations are included in Scotty 3d. A question I have is that to render the 3d Model, do we need some sort of texture that we project onto the mesh model? How are we going to obtain such texture surfaces?

vdr

https://www.youtube.com/watch?v=DzBTcDY3_Q4

This video models a sword using box modeling. The person narrating the tutorial seemed concerned about adding too many polygons when detailing the sword, as his model was intended for use in video games. He mentioned using textures rather than actually creating some of the grooves that were present in the sword. I just thought it was an interesting workaround.

MilindNilekani

https://www.youtube.com/watch?v=IZDCkU6SsAo

This video is about box modelling the Pokemon Skitty in Blender. The speedrun clearly shows that the user is able to smooth as well as move multiple vertices of the box to create the body of the model. It was really interesting to also see the texturing process for sch a simple model.

asanand

https://www.youtube.com/watch?v=PPq0QF2vbBg

This video demonstrates how to model a pokeball in 3ds max. I found it interesting to see how many different tools were available in these modelling programs. It made me realize that the assignment we are doing is just the very basics of a 3d modeller. To create any products that could compete with commercial software will take years of development by a team. Even though scotty3d will only have a tiny subset of the features in a commercial program we should still be able to create most models, just maybe not as efficiently.

graphix

https://www.youtube.com/watch?v=UIVvTzy84xA

This video is about modeling a temple in Blender. There's a lot of tiny details that are very easy to miss, since you need to consider what the object looks like from all different angles. While reference images do help to some extent, you would still have to fill in a lot of the details yourself.

pchatrat

https://www.youtube.com/watch?v=nPw8TBr-kMw

The video shows how to box model a car using Zbrush. Initially the artist starts with a plane with uniform section mesh -> modifies the mesh according to the image of car that it uses as a reference.

It was quite interesting to see how within minutes the artist had a model that started to look like car. Its basically making a mesh look like car from side view, extrude it, do the same for top view and boom we roughly have the car.

just_render

https://www.youtube.com/watch?v=fBIkSQtYcUM

I found this really cool video of modelling Zero from the Megaman series. The different components are modelled separately from boxes and it is fascinating how all these parts coalesce into the final model which is an accurate representation of the character.

phazan

https://www.youtube.com/watch?v=XX5FFnf4SC0

This is a rather lengthy series on box modeling a human head. I found it very impressive, yet almost tiring to watch. We're so sensitive to accuracy of human anatomy that using box modeling to create seems like a rather daunting task. The artist's use of reference--and their patience--are particularly notable.

alsdkjlaksdjl

https://www.youtube.com/watch?v=_9BaGsMM5GY

I'm quite new to box modeling, this video is a nice introduction. It doesn't create any final shape or mesh at last but touches many of the most basic operations. It touches operations like translation, rotation, how to do operations on edge, vertex or face. Also, it touches the bevel and Catmull-Clark subdivision at last.

ibuildrobots

I do a lot of CAD to model real parts I make for robots and other contraptions. In all my time doing CAD, I've never worked on something that needed physical stress analysis to be done, but it's something I've wondered about. We talked in class about how different representations of 2D and 3D information are appropriate for different applications. In my experience with CAD, I have not done "box modeling" but instead build up my models from dimensioned sketches in 2D that I then "extrude" into a 3D space (imagine forming a 3D geometry that had the same 2D shape at every level along an axis like Z). "Free form" box modeling the way we will be editing our initial cubes seems more appropriate for making objects for visual purposes, not necessarily functional (although one could imagine a way of positioning vertices numerically).

I decided to see if I could find a video displaying some sort of physical simulation with an object(s) that had been made using box modeling. See the following:

https://www.youtube.com/watch?v=wJFE2pb0Ri4

In this video, the user takes a viewer through several ways of modeling the destruction of a cube. At 1:26, after taking a cube and randomly subdividing it, the user extrudes each face and separates them from each other in space. The cube is no longer a single surface, but rather hundreds of individual surfaces. Then, when a sphere collides into it, each piece of the cube is free to react independently of the rest of the cube, the same way a brittle surface like an egg shell might. The rest of the video goes into some techniques that aren't necessarily relevant to us right now (like treating the cube as a set of particles) but it does explore some operations we don't necessarily have access to. At 2:40, the user splits the cube into random "cells" by randomly positioning vertices within the cube. At 5:03, the user places several planes that intersect the cube and uses these to separate the cube into separate objects (as if cutting the cube with a knife). It should make us wonder how we would split an object in Scotty3D into several separate ones!

tommywow

https://www.youtube.com/watch?v=BaZjjiFcN4Q

This is a video of how to model Bender fro Futurama. I think that this model is particularly cool because when he models Bender's body, it is hollow in the middle. The model also includes the front door that opens into Bender's body. The rest of the modeling is pretty straightforward, but it is fascinating how someone can create really complicated shapes and structures using just simple meshes.

vasua

https://www.youtube.com/watch?v=UgPbeoIfax8

This is a video of someone making a complex mask structure starting with a single box, using a tool called Zbrush. While there doesn't seem to be anything terribly complex going on (shows the power of the primitives we're using), I can barely follow what's happening on the screen. It constantly amazes me the amount of talent that some folks have when using these kinds of tools; they're able to visualize and bring to life something that I can barely even understand, even though I see it happening right in front of me.

ninkamat

This is a cool tutorial I found on you youtube. The bevel into the solid at 5:56 was really interesting. I wonder if Scotty3D bevel operation would be able to do that once we implement the features.

https://www.youtube.com/watch?v=vJDfvkSEUXU