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3D modeling

In short: 3D modeling is the creation of three-dimensional objects on the computer, as a mesh of points, edges and faces. It is used for games, films, product design, architecture and 3D printing.

In more detail: A model usually consists of a mesh: vertices connected by edges into faces (mostly triangles or quads). Add to that materials, textures and possibly a skeleton for animation.

In Depth

Methods:

MethodIdeaTypical software
Polygon modelingShape the mesh point by point, edge by edgeBlender, Maya, 3ds Max
SculptingLike shaping clay, with fine detailsZBrush, Blender Sculpt
CAD / parametricExact dimensions, sketches, parts with constraintsFusion 360, SolidWorks, FreeCAD
NURBS/curvesSmooth mathematical surfaces (cars)Rhino, Alias
Photogrammetry / 3D scanFrom photos or laser scansRealityCapture, Meshroom
ProceduralRules generate shapesHoudini, Geometry Nodes

Workflow in games and films:

  1. Concept/reference (sketches).
  2. Modeling: Rough shape → details. Few polygons (low poly) for games, many for film.
  3. UV unwrapping: The surface is “cut open” flat so textures fit.
  4. Texturing: Color, roughness, metal, normal maps (e.g. Substance Painter).
  5. Rigging and animation: Bones and movement.
  6. Rendering or export into the engine (FBX, glTF, OBJ).

Important terms: Topology (clean arrangement of faces), normals, subdivision, LOD (levels of detail by distance), polycount.

Modeling for 3D printing: The model must be “watertight” (closed shell). Export as STL or 3MF.

Difference from CAD: CAD works with exact dimensions for manufacturing. Artistic modeling works visually and is meant for presentation.

Getting started: Blender (free) with tutorials, for simple parts TinkerCAD in the browser.

See also: CAD, Shaders, Game engine