Intro to 3D
Firstly, we started off with the basic definition of a 3D software package. It allows the creation and manipulation of volumetric elements in a three-dimensional cartesian-driven coordinate space. Volumetric elements are shapes with space inside of them that occupy an area on all three axis available. We have been over this before, but here is the axis for 2D and 3D:
As for what a cartesian-driven coordinate space is, we looked into the 17th-century French philosopher, scientist and mathematician Rene Descartes, who wanted to identify the position of objects in 3D space (supposedly this idea came to him whilst watching a fly) and so developed the Cartesian Coordinates in order to do this. From there, the concept of the Cartesian Coordinate System was born and is now the default for most digital 3D software. It is also how Maya determines where objects are in a 3D environment and is quite useful to artists as it allows them to model to scale.
Why Use 3D?
We aren’t simply limited to 3D space; it can be used in AE, PS and other 2D programs which have the capability to utilise 3D space, models and layers. This opens up a whole new world of opportunities and allows us to incorporate the third axis at basically any point in a project: pre-vis, concept art, set design, props and manufacturing, editing and compositing. It also allows the artist to work accurately, quickly and with depth, which not only saves money and recourses but also guarantees perspective, therefore photorealistic results.
3D Workflows
There are different types of workflows to adapt in 3D, depending on what you are trying to achieve.
Hard Surface Modeling
Involves using primitive shapes and surfaces, normally to create objects with hard/harsh edges, such as buildings for environment and prop design. Usually done in Maya – good starting point for beginners as it is quite simple.
Soft Surface Modeling
Like working with clay in real life, it uses brushes and told to manipulate shapes and create more organic models, such as characters and creatures. Uses Z-brush a lot, for malleable objects.
Dynamics
This involves creating more natural effects such as flowing water, fog, explosions, fire (good for anything affected by the forces). Can also be called simulations (anything that moves) and is usually done in Houdini or Maya, but can also be achieved in Blender.
Animations
There are two mainstream methods: keyframing, like in 2D, where you go through the timeline and add multiple setting points of action or motion capture which is data captured from real performances and pasted onto 3D models. Keyframing allows for more control, whereas motion capture achieves more realistic, life-like movement. Once again, this is most often done one Maya.
Rendering
Each 3D package has its own way of rendering, whether that be a video file, a series of images or just one file with many layers of complex data. Maya uses a renderer called Arnold, which allows us to preview each scene. Each renderer has its own purpose (e.g. stylised, photoreal etc.).
Depending on what vision the artist has or what is necessary to fit the requirements of their client brief or project, they can choose any or even multiple workflows to use. Personally, I am most looking forward to learning animation within 3D, as it is what brings the fantastic models to life, in the same way, that a character design comes to life once movement is added. Dynamics also sounds quite fun, albeit difficult, but I am excited to see what kinds of things we can do in Maya!