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Common Pitfalls of Beginning Modelers
And how to avoid common traps
By Justin Slick Justin Slick Writer Dartmouth College Former Lifewire writer Justin Slick has been creating 3D computer graphics for more than 10 years, specializing in character and environment creation. lifewire's editorial guidelines Updated on May 22, 2021 Tweet Share Email Tweet Share Email In This Article
Expand Jump to a Section Too Ambitous Too Soon Ignoring Topology Too Many Subdivisions Too Early Always Modeling Seamless Meshes Not Using Image Planes Now You Know What to Avoid Modeling is a lot of fun — until you find yourself frustrated by bad topology, non-manifold faces, extraneous subdivisions, and a bunch of technical issues that you may not know how to solve. There are common traps that ensnare beginning modelers, though. If you're new to the art of 3D modeling, read on so that you can save yourself from one or two headaches down the road. Too Ambitous Too Soon
Ambition pushes us to strive for greater challenges that help us improve. But believing you can jump into a 3D modeling package and produce a masterpiece of staggering complexity on your first try usually ends in frustration and disappointment. CG forums have an often repeated statement by modelers: "This is an image I've had in my head for years, but I've been waiting for my technical skills to catch up." CG is complicated, technical, and complex. When planning your projects, ask yourself, "what are the technical hurdles I might run into, and can I solve them at this time?" If the answer is an honest "yes," go for it! Suppose a project will require you to try hair, fluid, global illumination, and render passes for the first time. In that case, it's probably wiser to study each of those concepts individually before combining them in an image. Challenge yourself, but try to know when your ambition is getting the better of you. Ignoring Topology
Topology and edge flow are essential for character models meant for animation. For static game meshes and environment models, edge flow is less critical, but that doesn't mean you should ignore it entirely. Model in quads (four-sided polygons) as often as possible, especially if you plan to take a model into Zbrush or Mudbox for later sculpting. Quads are ideal because they can be subdivided (for sculpting) or triangulated (for game engines) smoothly and efficiently. Topology is a vast topic, and going into detail here would be impossible. Just keep some of the basics in mind while you work: Avoid N-gons (polygons with five or more sides).Keep triangles to a relative minimum.Try to have evenly spaced subdivisions, and avoid elongated faces. Your polygons don't have to be perfectly square but keep them as close as possible, within reason.For an animated mesh, add extra edge loops wherever there will be deformation (elbows, knees, lips, etc.).Remember to clean up topology artifacts after using Maya's bevel tool, which often creates triangles and occasionally n-gons.If you smooth your model and notice "pinching," think about how you can reroute edges, so your mesh smooths more favorably.If you notice non-manifold geometry, stop what you're doing and fix it immediately. Too Many Subdivisions Too Early
Subdividing your mesh too early in the modeling process will only cause pain and regret and can contribute to the lumpy or irregular quality seen in many a novice work. As a rule of thumb: Don't add resolution until you're sure you've nailed the shape and silhouette with the polygons you already have. If you find yourself in a situation where you need to modify the overall shape of your model but have already subdivided it to a point where you can't do it efficiently, try using the lattice tool in Maya's animation menu. If you're beginning to notice unsightly irregularities on the surface of your model, try using the relax brush to smooth out the lumps. Always Modeling Seamless Meshes
It's a common misconception among beginning modelers that a finished model must be a single seamless mesh. That's incorrect, and trying to model things that way will only make your life more difficult. An excellent way to think about whether an element of your model should be seamless or separate geometry is to think about how the model you're building would be constructed in the real world and then model it as close to that as possible. Designers always say that form follows function, and that statement has some weight here — if you run into a situation where you think it'll be easier to model something in two pieces, do it. However, there are two exceptions: 3d printing and game art. 3D printing comes with a new set of rules that we won't get into here, but we have a short tutorial series if you're interested. With game art, it's often preferable for the final asset to be a seamless mesh; however, the game model is usually a re-topologized version of a high-resolution mesh. Not Using Image Planes
New modelers often try to eyeball stuff or jump directly into Maya without considering design and composition, thinking, "Oh, I'll design it as I model it." A better habit is to carry around a little 5 x 7 pad of grid paper and, during spare moments, sketch out orthographic ideas for buildings and environmental assets. You'll probably throw away twice as many of these as you save, but keep ones you like and post them in your workspace so that they're there if you ever need them — one might fit into a future project, and then you can make a scan and pull it into Maya as an image plane. Not only does this help you work faster, but it also allows you to work more accurately, and accuracy is one of the keys to efficiency. And this counts double (or even triple) if you're shooting for photorealism! Now You Know What to Avoid
Making mistakes is a critical part of the learning process, but we hope that by knowing some of the common traps that plague beginners in 3D modeling, you'll be able to avoid them yourself. Was this page helpful? Thanks for letting us know! Get the Latest Tech News Delivered Every Day Subscribe Tell us why! Other Not enough details Hard to understand Submit More from Lifewire How To Make Voronoi Pattern With a 3D Printer Mesh vs. NURBS: Which 3D Model Is Best for 3D Printing? Polygonal 3D Modeling: Common Box and Edge Modeling Workflows How to Turn a 2D Drawing Into 3D Art in Paint 3D Maya Lesson 2.2: the Extrude Tool Do I Need to Know How to Draw for 3D Modeling? 5 Techniques to Speed up Your Modeling in Maya 5 Ways to Create 3D Art Using the Paint 3D Toolbar The 9 Best Gifts to Buy for Animators in 2022 How to Prepare Your Model for 3D Printing How to Make a Successful Demo Reel for 3D Artists What Is a Wireframe in 3D Animation? How to Insert and Paint 3D Models in Paint 3D What Is STEM (Science Technology Engineering Math)? Top Places to Sell Your 3D Models Online EPRT File (What It Is and How to Open One) Newsletter Sign Up Newsletter Sign Up Newsletter Sign Up Newsletter Sign Up Newsletter Sign Up By clicking “Accept All Cookies”, you agree to the storing of cookies on your device to enhance site navigation, analyze site usage, and assist in our marketing efforts. Cookies Settings Accept All Cookies