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3D Modeling Essentials. Introducing To 3D Modeling. George Atanasov. Telerik Corporation. www.telerik.com. What is 3D Modeling?. 3D Modeling process Representing any 3 dimensional surface Automatic or Manual. What is 3D Model?. The product is called 3D model 3D model can be: - PowerPoint PPT Presentation
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3D Modeling Essentials
Introducing To 3D Modeling
George Atanasov Telerik Corporationwww.telerik.
com
What is 3D Modeling? 3D Modeling process
Representing any 3 dimensional surface
Automatic or Manual
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What is 3D Model? The product is called 3D model 3D model can be:
Rendered to 2D image
Printed to realistic object with 3D printer
Used in 3D games with real-time rendering
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Mesh vs. Spline Why Mesh is better for game development? More calculations == less FPS
Nowadays GPU’s are designed to perform faster with VBO’s (Vertex Buffer Objects)
Mesh objects can be easy represented in VBO
The absolute accuracy of the objects is not basic goal in the Games
In game developing the basic goal is to create best possible representation of object with by less possible resources
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The 3D Scene Three dimensional coordinate system Represents uniquely all the points
in it by three parameters – values for each axis
Contain sub-coordinate systems
Each object has his own
local coordinate system
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High-Poly Modeling We can understand the idea of high-poly modeling just by its name
The more triangles in the mesh, the more detailed the object is
It is
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Low Poly Meshes Low poly mesh is a mesh which has small amount of polygons
Commonly used in real-time applications
In theory polygons can have infinite number of sides, but in 3D graphics they are broken down into triangles
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Why Low Poly? Why we need to create low-poly models when there is so many smooth modifiers?
In general the more triangles in a mesh the more detailed the object is
computationally intensive it is to display
To decrease render time it is better to use low poly models
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The Polygon Budget A combination of game engine and the computer being used defines the polygon budget
It is equal to the number of polygons which can appear in a scene and still be rendered with acceptable frame rate
It vary depending on the speed of the render engine
the amount of polygons
The speed of the hardware14
Low Poly As a Relative Term
There is no defined threshold for a mesh to be low poly
This term is relative and its definition depends on other factors: The time the meshes were designed
and for what
The detail required in the final mesh
The shape and properties of the object
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Low Poly – Future vs. Past
Super Mario 2 – 1996 In 1996 rendering an objects
created by 240 polygons was a huge success
All the environment is created by textured extremely low polygon objects
Crysis 2 – 2011 At 2011 rendering objects created
by 24 000 polygons is not a big deal
The environment is created by averagely resolute objects
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Appearance Low poly objects does not always has to look bad
You can “lie” the viewer that the object has better resolution with techniques such as Normal mapping
Bump mapping
Etc.
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Smoothing There is many methods to create a smooth objects Normal smoothing
Mesh smoothing
Etc. It is important to understand haw to use each one of them
You have to pick the best for your goals
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Normal Smoothing Normal smoothing affects only the way that the light is reflected by the objects surface
That is better for games, because the triangle count stays the same
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Ends of the object remain edgy
Performs better on dark colors
Mesh Smoothing Mesh smoothing affects directly the geometry of the object
Can be used many times on the same objects
Iteration value With each iteration increase, the resolution of the object increases by square
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Why We Need Lightning?
Modeling the 3D object is just a little part of the whole design process
The light makes the object to look as 3D object
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How the Light Works? For full realistic light simulation you would need a “NASA” computer
The lighting in 3D graphics is not exact representation of the real light
In most 3D engines the light appearance is decayed to separate effects independent each other
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Abstract Types Of Lights
The light is composed by several abstract components Diffuse, Ambient, Specular,
Emissive, Reflection, Refraction Each light component can has its own color
It is important to understand how to deal with each type of them
And it is more than important to understand how the real light affects the objects 25
Ambient Light When sun ray hit an object it reflects from it
The ambient light is the emission of all light sources
The result is averagely brightening whole object
3D object with only ambient light channel applied to it looks 2D
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Diffuse Light Diffuse light represents a directional light cast by a light source
It can be explained as a light from light bulb placed on specific location in the space A diffuse light of red color, coming
from the left of a black object defining its 3D shape
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Diffuse light For more realistic result we can apply the both diffuse and ambient light channels
The diffuse light represents a light from a light bulb and flashing the front side of the object
The ambient light brightens the entire object
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Specular Light The specular light channel represents the brightest area of the object (the highlight area)
The position and the amount of specular highlight is depending on Viewers position
The angle between the viewer and the source
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Emissive Light Emissive light is working a little different than the explained before types of lights
It is responsible for the object material ability to absorb or reflect light
Below is the result of object emitting green light with red light source applied
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Reflections The use of reflections helps to create more realistic objects
Remember... You wont see the reflection effect if you don’t have another objects to reflect
Reflection looks better on round objects
Do not overdo with the
reflection effect Reflection mapping saves time
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Refractions The refraction property defines how much light goes through the object
In simple language it controls the opacity of the object Refraction color #000000 == full
opacity
Refraction color #FFFFFF == full transparency
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Textures? Textures are just simple raster pictures JPEG
PNG
TGA
GIF
TIFF Widely used in 3D game modeling
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Why You Have To Use Them?
If you are developing a car racing game you do not need to model all the details on the buildings behind
By texturing your object you can add a lot of details on the model without adding any more resolution to it
For example you can use a texture of window instead of modeling it
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Texturing Methods There is several ways to texturize an object
Which one is better depends on the object which is going to be texturized
In game developing process the basic texturing methods are UVW Mapping
Tiling
UVW Unwrapping 36
What is Tiled Texture Tiling is another trick which saves a lot of resources
To understand it, imagine that you have to represent the facade of a huge building by texturing The idiotic way is to draw a huge
texture with a lot and the same windows in it
The right way is to draw a texture with only one window on it and multiply it 37
Texture Optimization Tricks
Creating details with textures instead of polygons saves render time
Do not flood your 3D scene with huge amount of textures Do not use bigger textures than you
need
Manage balance between quality and size
When it is possible use texture modulation
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Texture Modulation Useful for level editing (creating environment) You want to model brown one and
the same roof tiles, but in different colors
Use white (or bright) roof tile texture and modulate it with the color of its object
You can create many different looking models with the use of one and the same resource 39
Use Transparency OK… We have to create a metal fence
But how many polygons we need? First way is to create it as a polygon
mesh
100 000 polygons for 1 meter wide fence ?!?
The trick to do that is to use a texture of metal fence with transparency at the empty spaces
2 polygons and the result looks the same
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UV(W) Mapping Projects a texture map to 3D object Assigns pixels of the image on the polygons
Allows you to texturize more complex shapes
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Define Your Goals Your goals are ?
Making super cool 3D game models
Making very detailed models for commercials, magazine covers, movies, etc.
Making 3D models for an industrial goals
Level editing for games
You are learning
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