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Adobe Substance is one application that allows the building of 3D worlds for architecture, engineering, medicine, fashion, and design. Workflows are not necessarily linear:
Modeling: creating 3D geometry
creating coordinates (marking location in 3D space--x, y, z), edges (connections between vertices), surfaces, vertices (singular: vertex) (small points defined by coordinates, not visible by themselves)
surface normals since faces have no thickness, normals indicate what is the front or the back.
Mesh vs CAD
Mesh -- best choice for virtual display, don't represent actual volume, lacks precision. But easy to use across platforms
CAD data -- when a precise space is required.
Five methods to model (choice of which method based on the use case):
poly modeling -- creator creates all vertices, edges, and grids.
subdivision is a process to smooth the surface in order to have more surfaces,
sculpting -- works mesh like clay. Frequently creates very heavy meshes with millions of vertices, which can limit the usefulness of the model.
CAD modeling
scanning -- bringing a physical object into the virtual world. This isn't really modeling, but it can be a valuable tool to capture a very accurate model, although that model will be very heavy.
procedural generation -- where modeling is handled by modeling, physics, and programming
parametric modeling -- customizing existing meshes
Materials and Shaders:
In 3D a material is set by the material properties and the shader.
Material -- the look provided by your 3D application: the look you define for your 3D
Shader -- turns the material into something actually visible -- provides a framework for you to work within
PBR (physically based rendering) system that provides universal approach, including color, reflection (how a surface reacts to light), surface height (imperfections and some surface deformations), translucency (how much light shines through the object).
Assigning materials: to the entire geometry or to one section of the geometry
UV Unwrapping: unfolding 3D shape to make a 2D layouts of your 3d shape
UVW sits next to XYZ, hence the name
Two techniques:
Quick projection mapping: for simple geometry shapes (for primitive shapes)
unique unwrapping: every shape from the geometry gets its own space with no overlaps.
Texel Density: applies to both projection mapping or unique unwrapping. Relationship between the resolution of the texture and scale/size of the UV. Choose a baseline resolution carefully.
Baking: storing geometric information using the 2D layout
Enhance material details by looking at geometry: areas that stick out are more likely to have scratches, areas that are tucked back may collect more dirt, etc.
Texturing: building materials and assigning textures to the model
Tile textures: repeated textures made for flat plane
Unique: textures that are created by using a UV layout, can be individually painted.
Rigging: if your model is going to move, this will enable you to deform shape and add motion
Animation in 3D is no different than animating in 2D. You move objects over time through keyframing or motion capture or simulations.
Rigging is building a virtual skeleton and controls for it.
Staging: positioning 3D objects and cameras, add lighting, and polish materials
Rendering: final stage, creating the visuals for use
Not all these steps may not be necessary, depending on your "use case," or what you're attempting to accomplish.