3D MODELING-EXERCISE 1, 2, 3 AND 4

 EXERCISE 1,2, 3 AND 4


NYEW YONG YAN_0382122_BACHELOR OF INTERACTIVE SPATIAL DESIGN (HONOURS)
TAYLORS UNIVERSITY





Module: MMD62004 / 3D Modeling
Lecturer: Mr Kamal Bahrin Sudin

Week 1: April 24, 2026 (Friday)

1. Class Overview
In today's first 3D Modeling lesson, we delved into the core fundamentals of Blender. The course covered key concepts ranging from basic keyboard shortcuts to object hierarchy management.

Basic Navigation: Proficient in basic interactive functions such as view rotation, panning, and zooming.

Primitive Modeling: Learn how to combine basic geometric shapes such as Cube, Cylinder, Flat.

Hierarchy Management: The focus was on the application of Parent & Child logic. By setting the plate as the "Parent" and the fruit as the "Child," we achieved movement and linkage between objects, which is crucial when handling complex scene components.

2. Classroom Practice: Still Life Composition Exercises
Under the lecture guidance, we completed a scene model that included a table, plates, and fruit.

Rendering of a table and fruit

Parent & Children Logic
     

 

3. Exercise 1: Telescope
After class, I chose a telescope as my practice topic.

My Sketch

My Progress

First, I started with basic shapes such as cylinders and cubes to block out the main proportions, ensuring the silhouette matches the reference image.

After building the model, I set up a clear parent-child relationship, linking the telescope tube and support separately to ensure that all parts can maintain synchronous displacement when the main body of the telescope is rotated.

Finally, I colored my model and used Auto Smooth to improve its texture.


Final Outcome

Wire Frame

Without Wire Frame

This lesson was very fulfilling. Since I had already been exposed to the basic operations of Blender in the Foundation programme, mastering the basic key bindings and modeling logic was relatively easy straightforward.

This course not only reviewed my 3D fundamentals but also strengthened my understanding of 3D scene organization logic through specific parent-child application exercises.


Week 2: April 30, 2026 (Friday)(Public Holidays)


Week 3: May 8, 2026 (Friday)

1. Geometric Prototype Modeling Exercises
The lecturer led us through the entire process of modeling basic geometric shapes in class, focusing on practicing the core tool flow for polygon modeling.

Initial Stage: The creation begins with a cylinder as the basic prototype.

Shape Building:
1)The height and layers of the bottle body are built using Extrude Region.
2)The outline of the bottle neck is defined using Extrude Along Normals.
3)Loop Cut is used to increase cross-sectional subdivision, thus precisely controlling the curvature of the bottle body.

Detail Optimization:
1)Bevel is applied to add chamfers to the edges, simulating the physical chamfers of real plastic products.
2)Smooth shading ​​is added to improve the model's accuracy.

Hard Edge Control: The sharpness and smoothness of the model's corners are precisely controlled by using Support Loops near the edges or adjusting the edge weights.

Material: Finished the model by assigning a base colour and fine-tuning the alpha, metallic, and roughness values to achieve a realistic transparent look.

Plastic bottles made in class

2. Exercise 2: Kitchen Condiments
For this practice assignment, I chose kitchen condiments as my project.I found some items online for reference and combined them together.

My Progress
I'll use an oil bottle to explain my progress because everything else is pretty much the same.


First, create a cylinder and adjust it to a suitable size.And use Extrude Region to create the basic shape of the oil bottle.

Then use chamfering to restore the upper part of the oil bottle and use Extrude Along Normals to create the bottle neck.

Then, loop cut and hard edge control were used to adjust some details of the bottle.

Then came the coloring, adjusting the textures, and assembling all the items together. Finally, I used smooth shading to refine my work and parent & children logic was set, allowing the object to move with the tray.


Final Outcome
My final piece consisted of a glass tomato jar, a plastic oil bottle, a honey jar, a chili jar, some bowls, and a kitchen storage tray.

Wire Frame

Without Wire Frame



Week 4: May 15, 2026 (Friday)

1. Exercise 3: Cartoon Car
Under the lecturer's guidance, I combined various polygon modeling tools to create the different parts of the cartoon car:

Extrude: This is the core of building the car body and extending its shape. Starting from a basic cube, the surfaces are continuously extruded forward and upward, and with the movement of the vertices, the overall outline of the front and the body of the car is quickly drawn out.

Bevel: Use Bevel to add chamfers to the sharp edges of the car body.

Mirror Modifier: Cars have a symmetrical structure. By setting the Mirror, I can focus on sculpting only one side of the car body, and the other side will automatically synchronize.

Delete Component & Fill: This is the core technique for creating wheel fenders. I first created a cylinder and then deleted the lower half of its face using Delete Component. To prevent the remaining semicircle from becoming a hollow sheet, we then used the Fill function to re-fill the opening, thus quickly creating a solid and heavy semicircular fender.

Loop Cut & Slide: I used Loop Cut to precisely cut several control lines on the model, and then selected the cut loop edges to stretch and shift them, thus smoothly outlining the overall stepped shape of the sofa.

2. Final Outcome & Additions
After completing the main body of the car in class, to make the work more personalized and realistic, I independently added a complete set of interior and exterior details to the vehicle in my spare time inside, I used loop cut to stretch out double-row sofa seats and built a rear-view mirror, perfectly filling the blank space inside the car, outside, I exquisitely added side mirrors, door handles, and a sleek rear spoiler.


Reference by lecturer

 Final outcome with wire frame

Final outcome without wire frame


3. Reflection
This course helped me deeply grasp the logic of simplifying complex hard surface modeling, especially learning how to use Delete Component in conjunction with infill to create mudguards, and the technique of using Loop Cut to add lines and create sofa seats. What gave me the greatest sense of accomplishment was the comprehensive independent exploration after class. After moving beyond the tutorial, I independently applied what I learned to add a complete set of details to the vehicle, including interior and exterior rearview mirrors, door handles, and a rear spoiler. This comprehensive modeling attempt not only significantly improved my proficiency with the Blender workflow but also completed a shift in mindset from "passive imitation" to "active independent creation," greatly enhancing my confidence in controlling the overall completion of the model.


Week 5: May 23, 2026 (Friday)

1. Exercise 4: Knife
Today 3D modeling class, I learned how to use organic modeling techniques to create a complex karambit. I mastered the combined use of the Extrude, Inset, Loop Cut, Knife, and Symmetry tools.

Symmetry: During modeling, I created one side of the claw blade, then used the symmetry tool (Mirror modifier) ​​to delete the back side, allowing me to focus solely on the details of the front (top). This not only halved the workload but also ensured perfect symmetry in the thickness and structure of both sides of the blade.

Knife and Extrude: After importing the Top view reference image, I first used Knife to cut out the basic planar outline of the claw blade, then used Extrude to extrude the basic thickness of one side upwards.

Inset: Inset played a crucial role in creating the screw fixing holes on the tool holder. I inserted a tight ring of faces within the surface of the tool holder and then extruded it inwards, perfectly creating the recessed hole for the screw while maintaining a pure quadrilateral topology at the edge of the hole.

Loop Cut: Use Loop Cut to add support edges where the blade needs to be sharp. This allows you to maintain both the sharpness of the blade and the organic roundness of the handle when the Subdivision modifier is enabled.

Reference by lecturer

2. Final Outcome

 Final outcome with wire frame

Final outcome without wire frame

3. Reflection
In the final material and lighting rendering stage, I realized that simply building the model wasn't enough. To highlight the contrast between the cold sharpness of the metal blade and the texture of the non-slip material on the handle, I repeatedly adjusted the roughness and the angle of the light source. Through this exercise, I not only became proficient in Blender's core tools but also established a complete 3D creative mindset, from observing reference images, planning the topology, optimizing the topology, to the final visual presentation.


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