3D modelling
3D Modelling
2026
Lee Jong Yun / 0358356
2026
Lee Jong Yun / 0358356
Exercsie 1
For this exercise, I built two scenes using only primitive shapes and transform tools (no edit mode): a snowman with a tree, and a table with a plate and fruits. Since this was my first week using Blender, the challenge was less about creativity and more about learning the software — navigation, transform tools, and shaping objects using only primitives.
What I've learned: Basic Blender workflow — transforms, viewport shading, materials, and camera composition. I also learned to break down real objects into simple geometric shapes.
Where I'm weak, and what I want to upgrade: My weak point was overall Blender fluency, being new to the software. I want to build speed and confidence with navigation and transforms so I can focus more on creative modelling decisions.
Exercise 2: Modeling from Cylindrical Shape
For this exercise, I modelled several cylindrical objects: plates, a wine glass, a plastic mineral water bottle, and a round oval vase, composed together like a rice dish and wine bottle setup. Using a primitive cylinder in Edit Mode, I shaped each object with Extrude, Bevel, Inset, and Loop Cut, then applied a Smooth modifier and adjusted sharpness with Bevel and Mean Crease.
What I've learned: How to build detailed objects from a single cylinder using core edit mode tools, and how Mean Crease and the Smooth modifier work together to control where a surface stays sharp versus smooth.
Where I'm weak, and what I want to upgrade: My weak point was getting smooth curves and correct shapes — some forms (like the vase and bottle) didn't read as accurately proportioned or as clean-curved as the reference. To upgrade, I want to add more loop cuts in key areas to control curvature better, rely more on reference blueprints while modelling instead of eyeballing proportions, and practice using Mean Crease more precisely so smooth areas stay smooth without losing the object's silhouette.
3D Modelling – Exercise 3: Low Poly Car Modeling
For this exercise, the whole class followed the same provided blueprint and modelled a low poly car together, using box modeling techniques with the Cube as the base shape combined with tools like Inset, Bevel, Extrude, and Mirror. Our lecturer guided us through the process step by step in class, with one-to-one help along the way, which made it easier to follow the workflow correctly and understand each tool as it was introduced.
What I've learned: This exercise really stepped up my Blender skills. Following along with structured, guided instruction (rather than working it out alone) helped me understand box modeling tools much more clearly, especially how Inset, Bevel, Extrude, and Mirror work together to build a symmetrical, proportioned object from a simple cube.
Where I'm weak, and what I want to upgrade: No major weak point for this exercise — the guided, one-to-one teaching approach meant I could clear up confusion as it happened, so I finished this exercise with a solid understanding of the tools rather than gaps to fix later.
3D Modelling – Exercise 4: Knife Modelling
Like the previous exercise, the whole class used the same blueprint and modelled the karambit knife together, following the same organic modeling process using Extrude, Inset, Loop Cut, Knife, and Symmetry, with Subdivision modifier and creasing techniques to control edge sharpness. We started this one together in class and finished it individually at home.
What I've learned: This exercise built on the box modeling skills from the car exercise, moving into organic modeling — focusing on clean polygon flow, avoiding N-Gons, and using the Subdivision modifier with creasing to control smoothness versus sharp edges on a more detailed, curved object.
Where I'm weak, and what I want to upgrade: No major weak point for this exercise — starting it in class with guidance gave me a solid base, and finishing it independently at home helped reinforce the process without any real issues.
3D Modelling – Project 1: Hard Surface Modeling
For this project, I modelled an M4A1 rifle as my hard surface object, using box modeling combined with beveling, edge loops, and symmetrical modeling to build up the mechanical details of the weapon — panel lines, sharp edges, and structured components. Unlike the earlier guided exercises, this project required working independently from reference/blueprints to plan and construct a much more complex object on my own.
What I've learned: This project pushed me to apply everything from the previous exercises in a self-directed way — planning the model structure, breaking a complex weapon down into manageable parts, and using beveling and edge loops to create clean, sharp hard-surface details.
Where I'm weak, and what I want to upgrade: My weak point was working independently on something this complex — without step-by-step guidance, I found it harder to plan and build the structure confidently. The hardest part specifically was getting the bevels correct and matching the rifle's shape accurately, since hard surface weapons need very precise proportions and edge definition to actually read as the correct object. To upgrade, I want to practice breaking complex references into smaller sub-shapes before modeling, study bevel width/segment settings more closely so edges match real-world sharpness, and get more comfortable working from blueprints without needing guided instruction
and also i was lacking of the ability to make the texture get the image texture of steel or campufalge for this model.
3D Modelling – Project 2: Themed Scene-Based Modeling
For this project, I designed a modern interior scene — a boy's bedroom featuring a gaming laptop, bed, and various props to build out a lived-in, personal space. This project moved beyond modeling a single object into building a full environment, requiring multiple props to work together cohesively under one lighting setup and camera staging.
What I've learned: This project taught me how to approach scene composition as a whole rather than isolated objects — arranging furniture and props to tell a story about the room's "owner," and staging a camera and lighting setup that ties everything together into one cohesive presentation.
Where I'm weak, and what I want to upgrade: My weak points were lighting and texturing — the lighting didn't read as realistic, and some of the textures looked off rather than natural. To upgrade this, I want to study interior lighting setups more closely (like using multiple light sources with different intensities/temperatures to mimic real room lighting — lamps, screen glow, ambient light) and pay closer attention to texture scale, UV mapping, and material settings (roughness, normal maps) so surfaces read correctly instead of looking flat or stretched.
(Boy's Gaming Room)
3D Modelling – Final Project
For my final organic modeling project, I modelled Charizard from Pokémon using a model sheet as reference, applying the organic modeling techniques built up across the module — polygon tools, creasing, and surface refinement — to capture the character's proportions and silhouette in 3D, then adding materials, texturing, and three-point lighting for the final render.
What I've learned: This project brought together the module's organic modeling skills into one full character build, from blocking out the base shape from a model sheet to refining the surface and finishing with texturing and lighting. Working on a recognizable character also meant proportions and silhouette had to be accurate for it to actually read as Charizard, which pushed me to be more careful with shape and form than in earlier exercises.
Where I'm weak, and what I want to upgrade: My weak points were texturing, polishing, and getting the shape fully right. The surface finish wasn't as clean and polished as it should be, textures didn't fully sell the character's look, and some proportions/shapes weren't fully accurate to the reference. To upgrade this, I want to spend more time in the polishing pass refining topology and surface flow before texturing, study UV unwrapping and texture painting more closely so materials look intentional rather than approximate, and constantly cross-check my model against the reference sheet from multiple angles to catch shape inaccuracies earlier in the process.
Module Reflection
This module took me from basic shape blocking to full independent hard-surface and organic character modeling. I started with primitive shapes (snowman, table scene), moved into edit mode techniques with cylindrical objects (glassware, bottles, vases), then built more complex forms through guided class exercises (car, karambit knife). From there, I worked more independently on a hard surface weapon (M4A1), a themed environment (gaming room), and finally a full organic character (Charizard).
What I've learned:
Across the module, I learned the core Blender modeling toolset — extrude, bevel, inset, loop cut, mirror, subdivision, and creasing — and how these tools apply differently depending on whether I'm building hard surface or organic forms. I also learned that guided, step-by-step practice (like the car and knife exercises) builds real technical fluency, while the independent projects (weapon, room, character) tested whether I could actually apply that fluency on my own — planning, proportion-matching, and problem-solving without direct guidance.
Where I consistently struggled:
My recurring weak points were smooth curve accuracy, texturing/materials, and lighting realism. These showed up across multiple projects — from the vase and bottle shapes, to the M4A1's bevels, to the room scene's textures and lighting, to Charizard's final polish. This tells me my modeling foundation (blocking out shapes) is solid, but the finishing stage — surfacing, texturing, and lighting — is where I lose the most quality.
What I should do in the future:
- Spend more dedicated time on the polishing/finishing stage instead of treating it as a final step — clean topology and refined surfaces before jumping to texturing.
- Study UV unwrapping, texture painting, and PBR material settings (roughness, normal maps) more deliberately, since this came up as a weakness in more than one project.
- Learn proper lighting setups (3-point lighting, interior lighting with mixed sources) so renders look intentional and realistic, not just "lit."
- Keep cross-referencing blueprints/model sheets throughout the process, not just at the start, to catch proportion issues early.
- Build more independent, unguided practice reps, since that's where my real growth areas showed up compared to the guided class exercises.
Overall, this module gave me a strong technical base in both hard surface and organic modeling. My clear next step is shifting focus from "can I build the shape" to "can I make it look real" — polish, texture, and light with the same care I now put into blocking out form.
















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