3D Modelling Speak! From Basics To Beyond Ahead part 2

This is a continuation from the previous post. http://thelaststand.org.au/?p=38

  • Instances:
  • In simple terms it means duplicates of your original object. You may need copies of the same object again and again and to do so will not only be cumbersome but greatly increase the render time. So you can create instances! These instances derive all information from the original object. The flip side however is that you cannot edit the instance directly; you will have to edit the original object. The changes made in the original will be reflected immediately and automatically in all the instances.


    1. Pivot point:

    It is a point on the 3D object from where the rotation, scaling, moving will occur. You can place it anywhere on the object. The object will rotate around this point every time. Every object can have only one such anchor point. It can be placed away from the object too.

    The yellow box at the centre is the pivot point.


    Some General Pointers:

    • Visualise and strategise your project as a whole.
    • Write down in clear words what you wish to accomplish.
    • Decide if you want to build a model from scratch or develop/work upon one that is already built and available, whether free or paid.
    • Find out reference objects for guidance.
    • Study the reference object carefully and take in all the curves, edges, vertices, faces.
    • Zero in on a modelling approach (polygonal, spline, patch, and parametric) that you are comfortable in.
    • Create a directory to hold all your modelling files; be organised.
    • Choose your software – Autodesk 123D, Autodesk 3ds Max, Autodesk Maya, Autodesk Revit, Blender, Rhinoceros 3D, Sketchup & Get Started! Good luck!