Computing Workshop
3D MODELING

Part 3: Booleans, Trimming & Stitching, Insertions, Colors, Lighting and Rendering

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QUESTIONS & REVIEW
Topological Level
Double-Click on a Tool to get its options
Self/Copy/Replicate
Terrain Models
Sections - object of the section first, cutting surface second
Ghosting
Direction (p 4-172 to 4-173)


FormZ Part 3

Snaps - that magnetic attraction that you want

Booleans - for objects

Trimming & Stitching - for mesh surfaces

Insertions - the magenta tools

Deletions


3D Line Edit

Color

Export to VRML


RenderZone

The PROCESS
  1. surface styles created and assigned to a palette of surfaces - surface styles can be as simple as a color or as complex as reflective metal
  2. active surface style is assigned to object
  3. Texture Map tool used to specify exact position of texture, type of mapping, size of the tile and other parameters. Thus the same surface style may appear differently on different objects, depending on how it is mapped.
  4. Decal tool can be used to assign other surface styles on top of the first
  5. Light(s) are generated and positioned
  6. Model is Rendered.


Rendering Methods - details of each on RenderZone pp6-4 to 6-7

RenderZone Options

Surface Styles

Texture Map Tool

Decals - graffiti, posters, labels, etc.


Lights

READING for further reference
FormZ User's Manual - Tutorial. AutoDesys. pp.149-150, 154-163
FormZ User's Manual - Modeling. AutoDesys. pp. 4-195 to 4-209; 4-235 to 4-249; 4-300 to 4-306; 4-327 to 4-346
FormZ User's Manual - RenderZone. AutoDesys. pp. 6-1 to 6-120


Related Web Sites
auto*des*sys Inc.

ASSIGNMENT - this assignment is an individual assignment. It is due at the beginning of class next Thursday.
  1. The assignment for this week is also very general. In the last lesson, we looked at how to model landform. For this assignment, I'd like you to think about how to model either vegetation or water.
  2. To do this, please select a portion of your site (or the area around it) that contains some vegetation or water or both. Using Form Z, build a model and render it with textures, focusing on developing techniques for realistically rendering vegetation and water.
  3. As a product, please copy a folder with your name on it containing all relevant files (FormZ project files and images) to the Print_Server/Data/PC/f97larp_computing/ folder on the network. I will copy these files onto a Zip disk at the end of class next week. No late assignments will be accepted.
  4. This will probably require you to scan some textures into Photoshop, save them as *.bmp, *.tif, or *.tga and then import them into FormZ. I will also provide a set of tectures in *.tga format on a Zip disk to one class representative. This will be available on the Print_Server by the weekend. Be creative with your search for textures. Don't think simply green for veggies. Try to think about the seasons, branching on trees, lighting, texture, leaf size, etc. How would you differentiate between one variety of tree and another? Will you spend a lot of time modeling a single tree and then copy and paste or will you look at massing of vegetation across a whole area? How will it look on the screen? On a printer? What does the backdrop look like? Will you go for speed of rendering (more complex drawings will take a long time to render) or quality of rendering. Will you make a very simple model in FormZ and simply map a very detailed image onto it from Photoshop? Will you hand-draw textures using graphite or charcoal, scan these and work from there? There are several ways to do this. Try to come up with your own. If you have comments that will help me interpret your process, please write them in a 'readme.txt' file inside your project folder.
  5. As with all of the assignments, try not to see this re-doing something you have already done. Use this as an opportunity to push your studio work forward.


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last update: 12 Nov 1997