Organic 3D Model

October 4, 2016

    We as the leading Industry player while giving a shape to our global client’s thoughts on both conventional & digital canvas, has experienced number of trends shaping up & taking the entire Design’s Industry by storm in last couple of decades. One such trend which got popularized approximately twenty years back with the release of Jurassic Park was 3D model, precisely creature 3D model. Times has changed now, today young Designers are opting for a full-fledged career in 3D modeling, trend driven by a dramatic growth in requirements for 3D modelers in sectors such as Animation, Film, Games, Television & Broadcasting, Web, Advertising, Print, Medical, Marketing and many more. As an industry expert with our more than a decade of experience, in this article we share our knowledge on best practices followed for organic 3D modeling, as it make use of retopology tools, subdivision surfaces, normal maps, dynamesh, voxels and many other set of tools which makes things more confusing as to where each tool should be used and to accomplish what task.



    Refresh & revise your drawing skills: Most of the time as logical progression follows, its 2D artists and the conventional designers who progress to become 3D modelers; we very strongly recommend to Designers with good drawing skills to keep refreshing their skills on paper moreover it’s always a good idea to get back to your drawing board and draw anatomy of the character or creature first before converting the same to digital identity. If in case a designer is intending to start afresh with 3D modeling, our recommendation is to have some good understanding about the anatomy of organic models / creatures via. Internet search for example how the skeletal structure is balanced and the way muscles attached to the bones move, slide and function; going a step further we also recommend the aspiring 3D modelers to register for a Drawing class.

    Striking a balance between Form & Volume: We have observed most of the young modelers add too much of details to a model, which leads to the imbalance between the form & volume on certain parts of the subject. In any of the techniques box modeling or 3D sculpting we believe the most important first step is to get the overall shape of the 3D model right ideally which means striking a balance between the model’s form and volume.
    Topology & Edge loops: Some of the technical guidelines one should be following while designing the desired character model are in lines with using subdivision modeling technique, it primarily relates to a good edge flow in certain areas of the mesh which often mirrors real-world anatomy. An edge loop is referred to as the continuous ring of polygons that follows a specific path around a model.


    Subdivision Modeling: Subdivision modeling could better be referred to as the modeling technique that smooth out a mesh by dividing and rounding the polygons based on a specific set of algorithms. It’s directly proportional i.e. higher the subdivision level, the rounder or smoother the mesh appears.

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