Inspired 3D: Modeling Resources — Part 1
New technologies are constantly being introduced that enable faster and easier ways to use real-world objects and images when creating 3D computer models. These technologies include scanning 3D objects in new ways, using 2D photographs to create 3D environments and objects and using haptic interfaces to sculpt 3D objects. Some of these technologies have been around for many years, and some are still being perfected.
In the grand scheme of computer modeling, however, not much has changed in the last 10 years. The process of constructing geometry from reference data is still pretty much the same as it was in 1990. Each new technology, while making a profound difference in its particular niche, has not replaced the process of intelligently placing the correct geometry in the correct place on the computer model. Each computer modeling application has its own standard for what is optimum for geometry construction. Hard surface models are built with different construction criteria than environment models. Animated character models are built differently than models of character statues. This knowledge of the appropriate method of constructing a model for a particular purpose is difficult to automate. Although the general rules for constructing each type of model is fairly standardized, each studio will have production criteria that will change these rules somewhat on a case-by-case basis.
If anyone were to perfect the automation of correct model construction from acquired 3D data, the criteria for construction would probably change due to the changing needs of the production environment. The companies that are trying to capture this market are chasing a moving target. However, some great new products are making a real difference in acquiring and creating useful 3D geometry. Some of these new technologies are useful for creating models, and some are useful for creating reference models.
Accurate and high-quality reference data is critical to the production of high-quality models for film, video and video games. Without adequate reference, models created by highly skilled artists may be inaccurate enough to look wrong. If the model that is being created is an original concept and based on a real object, a sufficient number of drawings and plans must be used to create the object that is being modeled in 3D without too much guesswork.


Sometimes models need to be derived from or directly created from 3D scan data. 3D scanners enable likenesses of actual people and things to be created very quickly. The quality of 3D data ranges from easy-to-use 3D NURBS surfaces with accurate texture maps to blobby globs of polygons that do not look like anything. Figures 1 and 2 illustrate the difference between good and bad scan data. This sculpture of a swamp creature was scanned using two techniques, one which provided clean, accurate data (Figure 1), whereas the other is not even recognizable (Figure 2).
New technologies provide the ability to sculpt inside the computer. SensAble Technologies created a sculpting interface called FreeForm, which enables the modeler to mimic the process of creating physical sculptures inside the computer. Examples of providing reference material include creating a 3D perspective sketch to begin modeling from, using 3D scan that needs to be edited or tweaked to be animated and rendered and sculpting a 3D sculpture that will be surfaced for animation are all examples of providing reference material.
























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