3D
Modelling software report.
Autodesk Maya: Maya is a 3D modelling
system used to create assets for film, television, game development, and
architecture. Maya has many features besides the main modelling. Some of these
features allow someone to create visual effects for either filming or for
objects, these features include; fluid effects, used for creating water, mud,
and magma. This effect could also help creating smoke, fire, clouds, and
explosions. There are also more features for materials such as classic cloth,
fur and nhair. These allow a creator to simulate texture for characters or
objects, for example the fur tool could be used to simulate a bear’s pelt and
the nhair tool could be used to design a characters head and the classic cloth
can be used to simulate clothes.
Blender: Blender is a 3D computer
graphics software toolset. Like Maya, Blender offers fluid effects and texture
effects which can be used to simulate many assets. Blender also has motion
graphics, animating, match moving and rendering. Motion graphics allow someone
to simulate motion or rotation this done with pieces of digital footage put
together to create an illusion of motion. Match moving is the use of computer
graphics added to live-action footage. Animation is to generate an animated
image. Rendering is the generating of a photorealistic or non-photorealistic
image from a 2D or 3D model, this process is also automatic.
Sketch up: Sketch up is a 3D modelling
program, like the two above, Sketch up has 3D modelling tools but it mainly
allows the creator to use drawing tools. Sketch up is mainly used for
architecture, interior design, landscape architecture, civil, and mechanical
engineering. Sketch up also has surface rendering which visualises a geometric
representation of a surface from a 3D point of view (volume dataset).
Geometric theory
Vertex: A vertex or vertices is the
corner point of a polygon, polyhedron, or polytope. Vertices are formed by the
intersection of the edges, facets or faces of the polygon (two strait sides that
meet at one point).
Edges: Edges are what bounds the
polygon, polyhedron, or polytope. They are straight line segment that joins two
vertices in a polygon, polyhedron, or polytope. The edges are also on the
boundaries otherwise known as a face.
Faces: A face is a flat surface that
forms part of the boundary of a polygon, polyhedron, or polytope. Faces make up
most of the surface area of a polygon, polyhedron, or polytope and allow us to
visualize the shape of the object.
Polygon: An object made of line segments, faces, edges,
and vertices. All these join to create a polygon or polyhedron, or polytope
that we can visualize and create within modelling software.
Two-dimensional: Two-dimensional means
that there are only two dimensions, such as length and width or width and
height or height and length. In 2D and 3D modelling, there are only x and y for
two-dimensional objects.
Three-dimensional: Three-dimensional means that there are only
three dimensions, such as length, width and height together. In 2D and 3D
modelling, there are only x, y, and z for three-dimensional objects.
Mesh construction
Mesh construction: Mesh construction involves a polygon mesh which is a collection
of vertices, edges and faces put together that visualizes the shape of a
polyhedral object in 3D computer graphics and solid modelling.
Box modelling: Box modelling is when you
start with a simple/basic shape, this shape can be anything from a square and
rectangle to a cylinder and a sphere. This shape can then be edited into the
final object. This is useful to create an abstract object which can’t simply be
made by adding shapes together.
Extrusion modelling: extrusion modelling
is when the user creates a 2D shape which traces the outline of an object from
an image. Then a second image from a different angle of the object is used and
the user then extrudes the 2D shape into a 3D shape by following the shape’s
outline. Extrusion modelling is commonly used in creating faces and heads.
Constraints
Poly count: It is the number of
polygons or faces used to construct a shape. The more polygons you have the
longer the time it takes to render a shape. A problem may occur when something
from a game like a boss fight, it will have to have a bigger enemy than
anything else in the game, this will have more polygons and will take a longer
time to render, but this also depends on the hardware of the gaming system as
some can render more polygons than others. So overall the time taken to render
may vary.
Rendering time: It is the time it
takes for each frame to render. Games have a minimum of 30 fps, so the hardware
needs to be able to render 30 frames each second for the game to run on 30 fps.
This can be costly because if a game drops below 30 fps the player will notice
a performance drop, if many people get this for one game alone it could affect
sales for the game resulting in money lose for the producer of the game.
Secondly the longer something takes to render, costs more because there will
need to be more equipment, electricity, and man power needed to produce a good
render time this is known as monitory costs. So a games company needs to be
careful when considering to make a game.
File size: 3D games need to be stored
somewhere either on disk, hard drive, or in the cloud waiting for a digital
download. Files for games need to be efficient, primarily in one file, if it is
not efficient it will have to be split between different files which is very
costly. This happened with final fantasy 7, it had to be put on three disks
because the files weren’t efficient. Secondly, it is costly because it depends
on hardware and real time applications. If the file is big you will need more
RAM to render the game, less ram could result in game crashes, lagging, overall
performance issues.
N-gons: N-gons are polygons or faces
with 5 or more sides or edges which are connected to 5 or more vertices. Having
n-gons in the models is bad because it can effect rendering time and is not
suitable for animation.
LODs: The closer you get to an
environment or object within a game the level of detail needs to be a good
quality but when you are further the object doesn’t need to be good quality
this will lower the render time but if you kept the quality good for everything
the game would crash and show performance issues.
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