Understanding 3D Graphics
Azeem Bande-Ali's article explains essential 3D graphics concepts for beginners, covering shape, color, shaders, UV mapping, materials, and the balance between detail and rendering costs in 3D modeling.
Read original articleAzeem Bande-Ali's article on understanding 3D graphics provides a comprehensive overview of essential concepts for beginners in 3D design and modeling. The article emphasizes the importance of shape and color in 3D models, explaining that the shape is represented by a mesh composed of vertices, edges, and faces, while color is determined through lighting and shading techniques. It discusses the role of shaders, particularly Physically-Based Rendering (PBR) shaders, which simulate realistic lighting effects. The process of UV mapping is introduced as a method to apply 2D textures to 3D models, allowing for detailed surface appearances without increasing geometry complexity. The article also highlights the significance of materials, which are instances of shaders that can be customized for different objects. Additionally, it addresses the trade-offs between detail and rendering costs, noting that while textures can add detail economically, they may become pixelated when viewed up close. The conclusion reiterates key terms such as vertex, edge, face, shader, texture, UV mapping, material, and normal map, which are crucial for anyone starting in 3D graphics.
- 3D models are defined by shape (geometry) and color (lighting).
- Shaders and PBR techniques are essential for realistic rendering.
- UV mapping allows for efficient texture application on 3D models.
- Materials are customizable instances of shaders used in 3D graphics.
- Balancing detail and rendering costs is a key challenge in 3D modeling.
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With that said I love it, I've learned so much just toying around with the software: optics, material science, psychology, illusion, compsci, math... Not to mention the actual artistry of CG which is so diverse. And I find overall it facilitates a unique form of reasoning. It's a confluence of a dozen different disciplines and it's a great playground for the ADHD mind if one isn't fixated on productivity.
There are many different approaches that you might encounter that don't fit so neatly into this traditional workflow. Sculpting has different feel than manually placing polygons for example, and SDF based representations are completely different. Recently splatting has been all over the news. Solid modeling is popular among CAD users. Generative approaches like Blenders Geometry Nodes are also fairly exciting. Voxels and point clouds have their own stuff too, latter being interesting especially in the context of photogrammetry. And so on.
I'm bringing this up mostly because if you get excited and go learn Blender, and then find traditional modeling to be very tedious then it is good to know that there are many ways to skin a cat, and no one way is "correct". Especially for art you should do whatever gets you the result you want.
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