One of the hallmarks of “Web 2.0” style are graphics that use 3D effects—glossy reflections, depth cues, etc.—but aren’t truly 3D at their source. At DLB, we often take the opposite approach, using 3D models to produce graphics that aren’t overtly 3D. We’ve found over the years that this method not only looks good, but in some cases has increased our productivity over more traditional techniques.
I should state upfront that we didn’t set out to work in 3D. It’s primarily a symptom of my training as an architect. Although most architects still draw your standard 2D plans, these days we also do a fair amount of design work using 3D. The majority of us know how to model fairly well. When Paul and I first started out, I used to draw everything by hand, but since I went to school, whenever I want to create a graphic it just seems easier for me to start with a model of it.
Advantage: 3D
What’s the advantage of working this way? It completely changes how you think about your assets, which, in turn, gives you far more options as a designer. Instead of focusing on one static image, you get to work with things.
Working in 3D allows us greater freedom to experiment. Left: various perspective views; Right: trying out different objects inside the box; Bottom: Final rendered image for site
For example, recently we needed to draw an icon of box of documents. Once I made the models I needed, I used the virtual camera to create several different versions of the icon. I found a camera view that I liked, but I didn’t like the layout of the objects. With the 3D model, I could move them around inside the box without having to erase or redraw anything. Working this way is almost more like studio photography than drawing.
Along those lines, once you have a model of something, it’s trivial to make several copies and arrange them into new compositions or mix and match old models into a new one. Of course, you can do this with 2D, but the images often look so similar and/or have different perspectives that it’s obvious they are clones. With 3D, the rendering generates plenty of visual cues so the elements don’t get boring.
Left: Photoshopped copies using scaling and transform only; Right: 3D provides more variation with the same objects
More than anything, I use 3D as a drawing aid. Unless you’re creating something like a container or an icon that is meant to be flat, objects need to have perspective. Almost anyone can draw a 3D cube, but for irregular or organically shaped objects, it’s easier to make the object in a 2D view and let the 3D camera figure out the perspective. This is probably my biggest secret: with this technique, a lot of our graphics look right without necessarily looking 3D.
It’s not commonly known that 3D models can generate any number of image styles. Most designers opt for the glossy car-paint look and never get much further. There are a number of different software options and techniques one can use to transform a rendering. Model files have more data than an image, so the differences are greater and better looking than the mere pixel distortions one receives from a Photoshop filter. The same model can be rendered as photorealistic, exaggerated 3D (think Toy Story), cartoon, sketch, etc. This allows us a lot of flexibility when we’re developing a site’s look and feel.
The BlogLESS Bucket is a 3D model, post-rendered with a cross-hatch plugin.
With the ability to change both viewpoints and rendering styles, it’s quite possible to reuse models for different projects because the resulting images look so different. For generic web design objects like, say, computer equipment, this saves us a lot of time.
Sounds great, but…
The primary disadvantage is that it’s a lot for someone to learn. 3D software can be pretty complicated, but it is getting better. I would still say it’s more difficult to pick up than something like Photoshop, simply because most people have some experience drawing or working with layers of paper, but they generally have far less exposure to the idioms of working in 3D space.
Furthermore, like most tools, the strength of 3D is also its weakness. It’s great to be able to move around with a virtual camera and make an image from any side of an object, but that also means you have to build more of the thing. With a drawing, all you need to worry about is what’s in the image and much of the time it’s possible to fake details. With 3D this is more difficult to do.
In the end, I’m not saying that web designers need to go out and pick up yet another skill, but I do think it’s worth pointing out that the method exists. It’s not for everyone, but it has worked out well for us, creating some interesting possibilities for our projects that we wouldn’t have without 3D.
Who knows? Maybe when people get tired of fake 3D, there will be that much more demand for the real thing.
Next week, I’ll post a quick tutorial that explains our process in better detail, and the following week, I’ll be sharing some free assets you can use to give it a try yourself.