Join Ellery Connell for an in-depth discussion in this video Intro to 3D for product visualization, part of Modeling for Product Visualization in MODO.
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In this video, we'll have a look at some of the key elements to consider when doping Product Visualization Modeling. Some of the things you need to take in to account is you're doing this kind of modeling. That will help you make your workflow cleaner, more efficient, and more productive. So, if we look at this example here of a simple can model. You can see that it has a few things that we can look at here. And first is that it has a nice clean line, it's representative of a good shape for a can. You can see that it has the detailed model here of the lip where you see the nice shadowing. Or when we put in some kind of reflective material that will show the nice reflection there between that lip that's very obvious on a soda can, and then the area underneath it. And then on the underside, as this tapers off on the bottom. The underside of the model is actually completed here, so that the model will properly lead around on the underside of the can. And this is a relatively simple thing to do, because it's just a couple of additional bevels, so this isn't the kind of thing that takes a long time. And for this case, this can is not going to be shot from a high angle, so an angle where the camera is up, above it.
And so, because of that, the area up on the top of the camera just has partial completions, so just the general geometry is completed here. And there isn't a detailed area here on the top, just a flat area. And since we're not going to be having a camera angle up high, that won't matter. And this kind of an area to detail and create the model for the tab, the pull tab and the inset areas. And all the other detailing on the top would take quite a while to model, probably longer than the rest of the can by itself. So, that kind of thing is important to consider when you're doing a Model. Think about the finished product and how you're going to be doing your finished shots before you actually set up and do your modelling. And that will save you a lot of time, you don't have to model a pull tab, and all the top of the can if you're going to be having camera angles like these. So, if you look at the camera angles you're considering here for the finished shot, we've got that one, this one, over here on the side. And then a bit Zoomed out, giving them a little bit of a different play on the scale.
And this is because these just have some labels that are going to run across the three of them. And we don't need to see the high angle, because it's not going to show off the Label details that well. So, since those aren't needed, those were left out. And so, that's going to be the first thing, is going to be modeling it with kind of a targeted modeling workflow. So you don't want to have to model things you don't need that's going to save you a lot of time and effort. And then, it's also going to save you polygons that you don't need in your finished render that will just kind of add to the overall weight of your scene if they're not needed. And then the last thing to consider is going to be cleanliness. And if you look at this model here, if we look at the actual model itself, you can see that this is a really simple Geometric flow. And that's going to allow me to make changes and edits to this much more quickly.
In the case of a soda can, we all know the shape of a soda can. So we're not looking for anything new and groundbreaking on this. But when you're doing models where there is some interpretation or some kind of a new shape that has been designed. Either coming from your client or coming from your own designs. Then it's important to have a model that you can edit and cleanly change, without having to go in and do a lot of extra work just to make a simple change happen. So this kind of clean Topology will help in creating your finished model so you can have good adaptability.
So, in this series, we'll also consider the use of instances and replicas in order to build up a good scene. And then beyond that, we'll also look at the use of creating scenes that Particles, using Blobs. And all the other things that will help make your modeling work flow clean, efficient and let you do a lot of interesting things with it. So here you can see some there's some blobs and some splashes and some other things that help kind of sell this scene. Let this redraw here for a second in the Preview Render. And the nice thing is that with these blobs, and the particles, it represents a new way of looking at Sculpting.
We'll cover Sculpting on base models, so sculpting on the actual polygons in order to get a good overall form. We'll also look at sculpting on subD's and on multi-resolution subD meshes in order to get good, fine details. But then we'll look at sculpting particles as well, and sculpting particles will allow you to do a lot of fun things with those. And help make your designs really jump off the page and add a lot of extra flash to the overall presentation. So as we look at this, we'll see that it represents the few key things that we really want to consider.
And that is modeling with accuracy so you have good, clean lines, good, evenly divided Topology. Modeling with speed, not modeling the things that aren't needed, and really focusing in on the work flow. And then modeling something that's flexible, and that actually ties into the other 2 as well. as you're creating good Topology and good clean lines. And not modeling more than you need to, and you'll be able to create good, finished renders, with nice clean Topology. You can do whatever you want with it. Make edits that come from your own design or when your client comes back and asks for edits you'll be able to make those more quickly and more efficiently.
- Intro to 3D for product visualization
- Benefits of polygonal modeling
- Polygonal modeling techniques
- Modeling with SubDs and PSubs
- Sculpting concepts and retopology
- Setting the scene
- Building geometry for particle generation
- Particle generation tools
- Using blobs