Chapter 3 of “Designing Immersive 3D Experiences” focuses on how to create 3D models and scenes, like assembling objects in a school diorama project. You can use basic “primitive” shapes like cubes or pyramids, or have a spline, a complicated curved or slanted line, generate a unique shape. You can then add materials, colors or textures, and textures, specific images to your shapes to decorate them. I’m already familiar with textures, as they remind me of basic animations I saw on computer screensavers as a kid. Since assembling a scene in Extended Reality (XR) is the focus of this chapter, the exercise this time focuses on building shapes.
It requires me to “select a primitive shape-cube, prism, cone, or cylinder” and create it using toothpicks held together by marshmallows, or another sticky material. I used apricots for this exercise, as I was out of marshmallows at the time. The second part of the challenge involved recreating objects in my room using the same marshmallow-and-toothpick construction method. (82) I quickly realized that making models with curved or circular edges is difficult as toothpicks usually make straight lines. Since it’s more difficult to make splines in real life than digitally, I think that using pipe cleaners in this exercise will make it easier to construct more complex models. As shown with the replica of my Nintendo Switch below, the curved parts of its joycons with difficult to recreate.
At this point I wondered if all the exercises would be experiential, and when I would get to use actual software to practice my modeling skills. In the later chapters of this book, the activities involve using Adobe Dimensions to start creating prototype 3D models and more. I haven’t used this software before, but I’m looking forward to getting my feet wet as I complete this book.
(Stevens, Renee. Designing Immersive 3D Experiences. Pearson Education Inc., 2022. p. 82.)