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3D Modeling

3D Modeling. Introduction. Modeling Types Math models, sure Polygon is king Actually, convex polygons Triangle meshes are all that matter NURBS Subdivision Surfaces. Polygons' Strengths. Very straightforward Easy to troubleshoot/modify Supported by all 3D game engines

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3D Modeling

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  1. 3D Modeling

  2. Introduction Modeling Types Math models, sure Polygon is king Actually, convex polygons Triangle meshes are all that matter NURBS Subdivision Surfaces

  3. Polygons' Strengths Very straightforward Easy to troubleshoot/modify Supported by all 3D game engines Triangles, baby Lots of little triangles

  4. Polygonal Weaknesses Painful, manual, labor intensive Tool$, w/ steep learning curves Faceting Rough around the edges Fixed Resolution (?!) Unless level of detail models are created

  5. Building Blocks Model = polygons, texture(s) + skeleton/articulation points Texture = 2D image, size 2nx2m Polygon = vertices Vertex = x,y,z + u,v x,y,z shared by attached polygons u,v might or might not be shared

  6. Modeling A Character: Reference Posed and turnaround sketches of a character

  7. extrude v.tr. 1. To push or thrust out. 2. To shape (a plastic, for instance) by forcing it through a die. v.intr. To protrude or project. In our case, to add “3D-ness” Subdivide (add polygons) and tweak

  8. Modeling: SomePrimitive Operations Insert/attach a “box” Split boxes Stretch/edit vertices

  9. Modeling A Character:Start With A Box Begin with a box Cut it in half Approximate the torso shape

  10. Modeling A Character: Extrude Torso And Neck Extrude the box several times Adjust to simulate a rough torso Do the same for the neck

  11. Modeling A Character: Extrude The Head Extrude from the neck Extrude the head volume Edit into a roughed out head

  12. Modeling A Character: Create Rough Arms Extrude the upper side of the torso for the shoulder area Extrude several times for the arm Manipulate into rough arm shapes

  13. Modeling A Character: Create Rough Hands Extrude a few times for basic hand volume Cut and extrude the thumb volume

  14. Modeling A Character: Time For Legs Create only one of the legs Extrude and edit Extrude feet forward from stump

  15. Modeling A Character: Mirror Her Delete half of the model Mirror the other side Attach and weld the seam

  16. Modeling A Character: Proportions Match Bring the turnaround sketches into the viewport on a textured plane Manipulate until the model matches up

  17. Modeling A Character: Begin Adding Detail Add a few more segments to support more curvature for the legs

  18. Modeling A Character: Cuffs A simple extrude to create the cuffs of the pants

  19. Modeling A Character: Gimme A Hand A series showing the buildup of the hand

  20. Modeling A Character: Gimme Another Hand A series showing the buildup of the hand, from underneath

  21. Modeling A Character: More Arm Please Cut in more detail for the arm, and manipulate for better form and curvature

  22. Modeling A Character: The Chest More detail is cut into the chest to support the necessary volumes

  23. Modeling A Character: The back Add polygons for the back, and the bevel of the shirt

  24. Modeling A Character: The Face, Head And Hair A sequence showing the buildup of the head, face and hair

  25. Modeling A Character: Done The completed model in wireframe and shaded Images courtesy of WildTangent, modeled by David Johnson.

  26. 3D Sculpting A low resolution model can look far more detailed than it really is. This can be used in game via normal maps==”special” texture Images courtesy of Pixolgic.

  27. Reverse Engineering Real world objects or sculptures can be scanned or digitized This may not save time, but will ensure high fidelity Image courtesy of FARO Technologies, Inc.

  28. BSP BSP stands for Binary Space Partition, a coding term. a method for organizing geom data BSP Editors come with many games e.g Quake, Half-Life BSP modeling is mining: subtracting volumes

  29. Case Studies: Low Poly Modeling With low polygon modeling, much of the detail is painted into the texture Images courtesy of WildTangent, model and texture by David Johnson.

  30. Case Studies: Car Model Car reflections are extremely sensitive to topology problems and imperfect panel curvature Preview your model in the engine to troubleshoot reflection irregularities Images courtesy of WildTangent.

  31. Case Studies: Environment Modeling An environment model showing stages: Modeling Vertex Lighting In game with textures and effects Images courtesy of WildTangent.

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