Wednesday, January 1, 2014

Step by step tutorial for making a decorative object - overview & Step 1. Modeling

In this tutorial, I'd like to explain each steps of creating an decorative object.


I pick a teacup & saucer as an example for this tutorial.

Original photo (from Cath Kidston):


In game shot of the example object:



The process comprises following steps:

  1. Modeling.  (making mesh)
  2. UV-mapping and smoothing control.
  3. Preparing textures.
  4. Cloning base object
  5. Scaling mesh and bone assignment in Milkshape
  6. Editing the file with TSRWS. 

1. Modeling
Every objects in ts3 game including furniture, sims, plants, etc.  are formed from polygon models called "mesh".  Mesh is made of vertices, edges and faces.  All faces in ts3 are triangle.  The number of these faces in an object is "polycount" of the object.  Every faces are rendered in game to generate digital image.  So the more polycount, the more load on PC.  We should make our own meshes with this in mind.


I use Metasequoia 4 for modeling.  (Please see this page about 3d modeling tools.)
Metasequoia is a popular modeling software in Japan.  But I suppose it's not so popular in other countries.  I'd like to omit explanation of its basic usage.  Detailed manual is available from its Help menu. Please read it if you're interested.


I started modeling of cup part with dodecagon (12) cylinder.  It's important to start with a shape with lower polygons.  Easy to increase faces, but hard to reduce polygons later.  For a thin rod such as legs of chairs, hexagon would be enough.



                                                Commands used:


Primitive > Property > Segment x=12, z=1

(group obj1.)







Actually I don't remember the size of this model, but usually use larger size and reduce it at final step.

Knife > Continual cut












Select, Scale












Select the vertex on top surface, and Delete











Clone group obj1 to generate  group obj2












Select obj2, and Invert it












Extrude












Merge group obj2 to obj1, and
Object > Join closed vertices








The cup part is done.  Sorry for long post.  About halfway finished. Next, move on to the handle part.

Primitive > Torus > U=8, V=5, Create as new object










(Apply smoothing, angle 89°)
Rotate z 90°, and Move
(Hide cup group)

Select and Delete the left half of the torus





Adjust the position of each 'node' using Rotate, Scale, Move, etc..










Knife > Continual cut









The handle part is done.  The final part is a saucer.

Delete the lower circle of new cylinder to leave the upper circle.













Select the circle and repeat Extrude and Scale twice.














Clone this group, Select new group, Invert it and Extrude.
Merge them and Join closed vertices












The model is almost done.
Next, reduce unnecessary polygons.














Seeing the cup part from underneath, and delete bottom faces.










Seeing the cup part from up,
Knife > Continual erase, and click one line to erase a circle lines.














Move up the bottom surface.
















Modeling is all done.  At this point, polycount is 350 (calculated as triangle faces).
Export the file as .obj format for next step.

This modeling process is just an example.  I think my modeling method is not general.  I hope fresh creators try various modeling methods and find their own best one.

Next step is UV-mapping.

6 comments:

  1. Pocci, that was Amazing! That 3D program you use looks cool 8)

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    Replies
    1. Thank you David! <3 I love this 3d program. It's cool and easy to use. :)

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  2. So useful!!!!! Thank you, Pocci!

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  3. This looks like the easiest to follow tutorial for meshing I've seen, as I always need plenty of diagrams. Will definitely be giving it a go! Thank you Pocci for taking the time to write this tutorial. Hugs Sue

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