Common Box and Edge Modeling Workflows
To complete any 3D modeling job, designer forms a digital representation of a 3D object with the help of geometric mesh composed of faces, edges and vertices under polygonal modeling technique. Usually when it comes to Faces they are either quadrilateral or triangular and make up the surface of the 3D object. Here in this article we highlight some of the workflows under polygonal techniques by which a designer methodically converts a primitive 3D geography like cube or cylinder or sphere into a 3D model.
Extrusion: The very initial workflow technique is Extrusion wherein a designer adds geometry to a polygon primitive and begins to shape a mesh. Through extrusion a designer works around the 3D mesh by either collapsing a face in upon itself to create an indentation or by extruding the face outward along its surface normal – the directional vector perpendicular to the polygonal face for example imagine a simple pyramid shaped 3D form with quadrilateral base. A designer could transform this primitive pyramid into a house like form by selection the base and extruding it in the negative & direction as a result the pyramid’s base is shifted downward and four new vertical faces are created in the space between the base and the cap.
Subdividing: It is the way by with most 3D designers add polygonal resolution to a model, either uniformly or selectively as the polygonal model typically starts from a low-resolution primitive with very few faces it becomes very challenging and close to impossible for a modeler to create a finished model without at least some level of subdivision.
Bevels or Chamfers: Bevel & Chamfer terms quite prominent in designs related to engineering, industrial or woodworking are finding some significance in 3D modeling also as by default the edges on a 3D model are infinitely sharp which in real life objects never occurs. One can well look around and inspect closely edges of almost all the objects one come across ‘ll have some sort of taper or roundness to it. A bevel takes this occurrence into account & is instrumental in reducing the harshness of the edges of 3D model under consideration; like in case of a cube each edge occurs at a 90o degree convergence between two polygonal faces, beveling those edges creates a narrow 45o degree face between the converging planes to soften the edges and helps the cube interact with light more believably.
Refining: Refining or shaping workflow under polygonal technique is also referred to as pushing & pulling vertices. Under refining workflow designer moves individual vertices along the x, y and z axis to fine tune the edges of the surface. Every extrusion, bevel, edge-loop or sub-division is typically accompanied by at least a little bit of vertex-by-vertex refinement.