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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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Splines & NURBS
Vector design is better for industrial goals Hands of the Craftsman vs. CPU
Lathe
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Polygon Mesh Objects
Polyhedral object Best for games and physical simulations
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Polygon Mesh Objects Polygon mesh sub-object level
Vertex Edge Face Polygon
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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 ModelingExplaining High-Poly Design
High-Poly Design We can understand the idea of high-poly design just by its name
The more triangles in the mesh, the more detailed the object is
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Low Poly ModelingExplaining Low-Poly Design
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 hardware
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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 15
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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SmoothingSmoothing techniques
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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LightsUnderstanding Lightning in 3D
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?
The lighting in 3D graphics is not exact representation of the real light
For full realistic light simulation you would need a NASA computer
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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 24
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 30
Refractions
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New Features in C# 4.0
Questions? ?
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