Publishers of technology books, eBooks, and videos for creative people

Home > Articles > Design

Digital Modeling: Fundamentals of a Digital Model

William Vaughan introduces some of the elements of digital models and the terms you’ll encounter — a refresher course of 3D models 101.
This chapter is from the book

This chapter is from the book

fig_04-00.jpg

Before we go too far down the rabbit hole, I want to introduce some of the elements of digital models and the terms you’ll encounter throughout the book. If you have some experience already, you may be inclined to skip this section, but I recommend you at least skim through it just to make sure we’re on the same page. You can think of this chapter as a refresher course of 3D models 101.

f0101_01.jpg

A Model’s Anatomy

Digital models can be broken down into three types:

  • Polygonal models are made up of a collection of points, edges, and polygons.
  • NURBS surfaces consist of a network of curves with smooth surfaces between them.
  • Subdivision surfaces are similar to polygonal models because they are made up of points, edges, and polygons but also share some of the benefits of NURBS surfaces, placing them into their own category.

In this section I explain some of the terminology used in the creation of all three types of digital models.

Points

A point, also called a vertex (plural: vertices), is the lowest-level component that makes up a 3D model. Each point exists in 3D space with a specific X, Y, and Z coordinate. Because points alone do not have height, width, or depth, they cannot be rendered.

When two points are connected, a line is drawn. When three points are connected, they can become corners of surfaces on a model called a polygon. Without points, there would be no polygons. A triangle, for example, consists of three points and one polygon, as shown in Figure 4.1

Figure 4.1

[Figure 4.1] The three points (shown here in pink) define the shape of the triangle and its placement in 3D space.

Multiple polygons can share the same points when used on a contiguous (seamless) mesh. The tessellated sphere in Figure 4.2 shows individual points being used to define the multiple polygons that make up the object.

Figure 4.2

[Figure 4.2] Polygons that share a common edge also share points to define their shape.

Vertex Maps

Every point in an object stores information about its position and rotation, although you normally don’t access the rotational values of an individual point. Points also have the ability to store a variety of additional information using vertex maps. Simply put, a vertex map is information saved to a point.

The most common types of vertex maps include:

  • Texture (UV)
  • Weight
  • Morph
  • Color
  • Selection

Texture (UV)

Texture, or UV, maps store texture placement information and are the most common vertex map. UV mapping adds two extra coordinates to the points in your object; those on the U (horizontal) and V (vertical) axes, running horizontally and vertically through the flat plane of the texture map, on which you can paint your texture. UV coordinates are a 2D representation of 3D space. They set up a relationship between a two-dimensional image and the three-dimensional surface the image will be applied to.

Points can have as many UV maps assigned to them as you’d like. Figure 4.3 shows three UV maps that were created for the Spiderbait character that you can download from my site at www.pushingpoints.com/2011/07/spiderbait-rig.

Figure 4.3

[Figure 4.3] Three separate UV maps were assigned to the points that make up the character mesh on the right.

Weight

Weight maps store a single value, usually between -100 and 100 (although in some instances lower and higher values are possible). The most common use of a weight map is for defining a bone’s influence on a point when rigging (placing bones and controls to allow a model to be deformed for animation). Figure 4.4 shows positive weight values applied to the points that make up the character’s jaw. When the weight map is assigned to the jaw bone, the points will move when the bone moves. This allows for seamless organic meshes to deform in localized areas.

Figure 4.4

[Figure 4.4] Weight values assigned to points in the mesh (top) can be assigned to a specific bone (bottom) during the rigging process.

There are far more uses for weight maps than rigging. For example, you can use weights to mask a surface when texturing, influence dynamic simulations over an object, aid during the modeling process, and do much more.

Morph

Morph maps store offset information (alternate XYZ values) for a point’s position and are commonly used for creating morph targets for animation. Figure 4.5 shows several morphs applied to the base mesh. Each morph relies on multiple points being moved to new coordinates, and that information is saved to each vertex.

Figure 4.5

[Figure 4.5] Morph maps are commonly used to create facial poses for animation.

Similar to weight maps, morph maps have a variety of uses during the modeling and texturing processes.

Color

Color maps hold values for Red, Green, Blue, and Alpha (RGBA) color information. I often use color maps on my character models to add color variation to the object’s surfaces, like adding blush to a character’s face. Figure 4.6 shows an example of using a color map to add a five o’clock shadow and some color to a character’s face.

Figure 4.6

[Figure 4.6] A color map was applied to the character’s face (right) to give the appearance of a five o’clock shadow.

Selection

A selection map, also referred to as a selection set, stores a single state of a point—either selected or unselected. Selection maps allow a modeler to recall a selected group of points quickly and can be extremely useful for defining which points will be affected by dynamic simulations.

Edges

An edge is a one-dimensional line that connects two points in a polygon. Another way to describe edges would be to say that they are the line segments that border a polygon. A triangle, for example, has three edges, three points, and one polygon, as shown in Figure 4.7

Figure 4.7

[Figure 4.7] The polygon in this image consists of three edges, shown here in pink.

Similar to points, multiple polygons can share the same edges when used on a contiguous mesh. The tessellated sphere in Figure 4.8 shows individual edges bordering the multiple polygons.

Figure 4.8

[Figure 4.8] Each polygon shares common edges in this mesh.

Edge weights

Edge weighting increases or decreases the sharpness of an edge between two subdivision surface (SubDs) polygons, allowing for harder or softer corners without additional geometry being added (Figure 4.9. The main issue with edge weights is that there is no universal, widely supported format that allows you to transfer edge weights from one 3D application to another. In today’s mixed software pipeline, this can be a showstopper. Most modelers I know avoid edge weighting and opt for additional geometry to accomplish the same end goal.

Figure 4.9

[Figure 4.9] Edge weighting has been increased to 100 percent to the four edges on the top of the SubD object on the left to produce harder edges.

Polygonal Models

Polygons, often shortened to polys and commonly referred to as faces, are geometric shapes consisting of a number of points that define the surface of a 3D object. A polygon is what you actually see in a render, and a typical 3D model will consist of hundreds or thousands of polygons (Figure 4.10.

Figure 4.10

[Figure 4.10] This head mesh consists of over 6000 polygons.

Although some 3D applications allow the creation of one- and two-point polygons, it’s more common that a polygon be made up of at least three points. Three-point polygons are commonly called triangles or tris. Polygons made up of four points are called quads, and a polygon that has more than four points is usually referred to as an n-gon. The term n-gon means a polygon with n sides, where n is the number of the polygon’s sides. For example, a polygon with six sides is a 6-gon. Examples of a triangle, a quad, and an n-gon are shown in Figure 4.11

Figure 4.11

[Figure 4.11] Polygons come in all shapes and sizes. The triangle (left) consists of three points, the quad (middle) is made up of four points, and the n-gon (right) is made up of 24 points.

NURBS

A Non-Uniform Rational B-Splines (NURBS) surface is a smooth mesh defined by a series of connected splines, which are polynomial curves. This smooth surface is converted to polygons at render time, so NURBS surfaces can contain an arbitrary number of polygons. NURBS can be converted to polygons or subdivision surfaces and are useful for constructing many types of organic 3D forms because of the minimal nature of their curves. NURBS geometry is smooth by default and doesn’t need to be subdivided to “become” smooth like polygon geometry does.

Non-Uniform refers to the parameterization (defining the parameters) of the curve. Non-Uniform curves allow, among other things, the presence of multi-knots (a sequence of values that determines how much and where the control points influence the shape), which are needed to represent Bézier curves. Rational refers to the underlying mathematical representation. This property allows NURBS to represent exact conics (such as parabolic curves, circles, and ellipses) in addition to free-form curves.

B-splines are piecewise (a function that changes) polynomial curves (splines) that have a parametric representation. Simply put, a B-spline is based on four local functions or control points that lie outside the curve itself.

The best way to understand NURBS is to see them in action. Figure 4.12 shows multiple examples of the splines that define the NURBS surfaces.

Figure 4.12

[Figure 4.12] Each of these three NURBS surfaces are defined by a series of splines, shown to the left of each object.

NURBS are most commonly used in computer-aided design (CAD), manufacturing, and engineering. Although they were once used heavily for organic objects (see the forthcoming section “Model Classification: Hard Surface and Organic”) in the film and broadcast markets, subdivision surfaces have since replaced them in almost all instances in movies and television.

Splines

A spline is a curve in 3D space defined by at least two points. The most common spline used in digital modeling is the Bézier curve. Bézier curves are used to model smooth curves using far fewer points than a polygonal model would require. Control points make up the curve and can be used to dramatically manipulate the curve with little effort. Also, splines are resolution independent, unlike a polygonal mesh, which can appear faceted when you zoom in close enough to a curved surface.

Splines in 3D applications can be likened to vector curves in software such as Illustrator, Flash, and Photoshop. Splines are similar to NURBS in that they can create a “patch” of polygons that extends between multiple splines, forming a 3D skin around the shape (Figure 4.13, a feature which is extremely useful when modeling. Unlike NURBS, the splines must be converted to polygons before rendering.

Figure 4.13

[Figure 4.13] The four splines on the left were used to patch the polygonal mesh on the right.

Splines are also useful in many other modeling techniques, including but not limited to, extrusion (adding depth to a flat surface) and cloning (duplicating) along a spline and deforming a mesh based on the curves of a spline.

Subdivision Surfaces

Subdivision surface (SubD) is a refinement algorithm that creates a smooth curved surface from a coarse polygonal mesh (also called a base mesh). This process takes the base mesh and creates a smooth surface using the original vertices as control points, also referred to as the control cage. Figure 4.14 shows the polygonal mesh (left), the control cage (middle), and the resulting SubD mesh (right).

Figure 4.14

[Figure 4.14] Subdivision surfaces allow you to work with a very light and simple polygonal mesh to create smooth organic shapes.

The number of polygons, or subdivisions, generated from SubDs can be adjusted to a varying level of density, and complex smooth objects can be created in a fast and predictable way from simple base meshes, as shown in the character model in Figure 4.15 This makes SubDs a popular option for most digital modelers.

Figure 4.15

[Figure 4.15] This character was created with a very simple polygonal mesh (left). But with SubDs applied (middle), a smooth, high-poly mesh was generated (right).

Peachpit Promotional Mailings & Special Offers

I would like to receive exclusive offers and hear about products from Peachpit and its family of brands. I can unsubscribe at any time.

Overview


Pearson Education, Inc., 221 River Street, Hoboken, New Jersey 07030, (Pearson) presents this site to provide information about Peachpit products and services that can be purchased through this site.

This privacy notice provides an overview of our commitment to privacy and describes how we collect, protect, use and share personal information collected through this site. Please note that other Pearson websites and online products and services have their own separate privacy policies.

Collection and Use of Information


To conduct business and deliver products and services, Pearson collects and uses personal information in several ways in connection with this site, including:

Questions and Inquiries

For inquiries and questions, we collect the inquiry or question, together with name, contact details (email address, phone number and mailing address) and any other additional information voluntarily submitted to us through a Contact Us form or an email. We use this information to address the inquiry and respond to the question.

Online Store

For orders and purchases placed through our online store on this site, we collect order details, name, institution name and address (if applicable), email address, phone number, shipping and billing addresses, credit/debit card information, shipping options and any instructions. We use this information to complete transactions, fulfill orders, communicate with individuals placing orders or visiting the online store, and for related purposes.

Surveys

Pearson may offer opportunities to provide feedback or participate in surveys, including surveys evaluating Pearson products, services or sites. Participation is voluntary. Pearson collects information requested in the survey questions and uses the information to evaluate, support, maintain and improve products, services or sites; develop new products and services; conduct educational research; and for other purposes specified in the survey.

Contests and Drawings

Occasionally, we may sponsor a contest or drawing. Participation is optional. Pearson collects name, contact information and other information specified on the entry form for the contest or drawing to conduct the contest or drawing. Pearson may collect additional personal information from the winners of a contest or drawing in order to award the prize and for tax reporting purposes, as required by law.

Newsletters

If you have elected to receive email newsletters or promotional mailings and special offers but want to unsubscribe, simply email ask@peachpit.com.

Service Announcements

On rare occasions it is necessary to send out a strictly service related announcement. For instance, if our service is temporarily suspended for maintenance we might send users an email. Generally, users may not opt-out of these communications, though they can deactivate their account information. However, these communications are not promotional in nature.

Customer Service

We communicate with users on a regular basis to provide requested services and in regard to issues relating to their account we reply via email or phone in accordance with the users' wishes when a user submits their information through our Contact Us form.

Other Collection and Use of Information


Application and System Logs

Pearson automatically collects log data to help ensure the delivery, availability and security of this site. Log data may include technical information about how a user or visitor connected to this site, such as browser type, type of computer/device, operating system, internet service provider and IP address. We use this information for support purposes and to monitor the health of the site, identify problems, improve service, detect unauthorized access and fraudulent activity, prevent and respond to security incidents and appropriately scale computing resources.

Web Analytics

Pearson may use third party web trend analytical services, including Google Analytics, to collect visitor information, such as IP addresses, browser types, referring pages, pages visited and time spent on a particular site. While these analytical services collect and report information on an anonymous basis, they may use cookies to gather web trend information. The information gathered may enable Pearson (but not the third party web trend services) to link information with application and system log data. Pearson uses this information for system administration and to identify problems, improve service, detect unauthorized access and fraudulent activity, prevent and respond to security incidents, appropriately scale computing resources and otherwise support and deliver this site and its services.

Cookies and Related Technologies

This site uses cookies and similar technologies to personalize content, measure traffic patterns, control security, track use and access of information on this site, and provide interest-based messages and advertising. Users can manage and block the use of cookies through their browser. Disabling or blocking certain cookies may limit the functionality of this site.

Do Not Track

This site currently does not respond to Do Not Track signals.

Security


Pearson uses appropriate physical, administrative and technical security measures to protect personal information from unauthorized access, use and disclosure.

Children


This site is not directed to children under the age of 13.

Marketing


Pearson may send or direct marketing communications to users, provided that

  • Pearson will not use personal information collected or processed as a K-12 school service provider for the purpose of directed or targeted advertising.
  • Such marketing is consistent with applicable law and Pearson's legal obligations.
  • Pearson will not knowingly direct or send marketing communications to an individual who has expressed a preference not to receive marketing.
  • Where required by applicable law, express or implied consent to marketing exists and has not been withdrawn.

Pearson may provide personal information to a third party service provider on a restricted basis to provide marketing solely on behalf of Pearson or an affiliate or customer for whom Pearson is a service provider. Marketing preferences may be changed at any time.

Correcting/Updating Personal Information


If a user's personally identifiable information changes (such as your postal address or email address), we provide a way to correct or update that user's personal data provided to us. This can be done on the Account page. If a user no longer desires our service and desires to delete his or her account, please contact us at customer-service@informit.com and we will process the deletion of a user's account.

Choice/Opt-out


Users can always make an informed choice as to whether they should proceed with certain services offered by Adobe Press. If you choose to remove yourself from our mailing list(s) simply visit the following page and uncheck any communication you no longer want to receive: www.peachpit.com/u.aspx.

Sale of Personal Information


Pearson does not rent or sell personal information in exchange for any payment of money.

While Pearson does not sell personal information, as defined in Nevada law, Nevada residents may email a request for no sale of their personal information to NevadaDesignatedRequest@pearson.com.

Supplemental Privacy Statement for California Residents


California residents should read our Supplemental privacy statement for California residents in conjunction with this Privacy Notice. The Supplemental privacy statement for California residents explains Pearson's commitment to comply with California law and applies to personal information of California residents collected in connection with this site and the Services.

Sharing and Disclosure


Pearson may disclose personal information, as follows:

  • As required by law.
  • With the consent of the individual (or their parent, if the individual is a minor)
  • In response to a subpoena, court order or legal process, to the extent permitted or required by law
  • To protect the security and safety of individuals, data, assets and systems, consistent with applicable law
  • In connection the sale, joint venture or other transfer of some or all of its company or assets, subject to the provisions of this Privacy Notice
  • To investigate or address actual or suspected fraud or other illegal activities
  • To exercise its legal rights, including enforcement of the Terms of Use for this site or another contract
  • To affiliated Pearson companies and other companies and organizations who perform work for Pearson and are obligated to protect the privacy of personal information consistent with this Privacy Notice
  • To a school, organization, company or government agency, where Pearson collects or processes the personal information in a school setting or on behalf of such organization, company or government agency.

Links


This web site contains links to other sites. Please be aware that we are not responsible for the privacy practices of such other sites. We encourage our users to be aware when they leave our site and to read the privacy statements of each and every web site that collects Personal Information. This privacy statement applies solely to information collected by this web site.

Requests and Contact


Please contact us about this Privacy Notice or if you have any requests or questions relating to the privacy of your personal information.

Changes to this Privacy Notice


We may revise this Privacy Notice through an updated posting. We will identify the effective date of the revision in the posting. Often, updates are made to provide greater clarity or to comply with changes in regulatory requirements. If the updates involve material changes to the collection, protection, use or disclosure of Personal Information, Pearson will provide notice of the change through a conspicuous notice on this site or other appropriate way. Continued use of the site after the effective date of a posted revision evidences acceptance. Please contact us if you have questions or concerns about the Privacy Notice or any objection to any revisions.

Last Update: November 17, 2020