Geometric theory
Geometric theory comes from the mathematic Cartesian coordinate system, this is a system developed in the 17th century which describes a plane with X and Y and axis'. The 3D world coordinate system comes from a 3 dimensional version of the Cartesian coordinate system. This links into the geometric theory because without the Cartesian coordinate system then we wouldn't have a 3D world coordinate system making modelling of 3D assets and objects irrelevant.
Within games development geometric theory is a way to model structures, objects or characters with a 3D modelling software. The method that this is done is through a design process using an initial mesh (made up of vertices, line segments and face) which will be transformed to create a shape of an object that will later be coloured or textured.
This is one of the most important parts of the video game industry as without geometric theory we wouldn't be able to model characters, structures and objects with the freeness and flexibility that geometric theory grants us. Depending on the software you use will depend on how you can alter all geometrics. If we take blender for example, this is a 3D modelling software that can be used to create all kinds of objects. The options to create objects is vast, however, one way of making an object is by making a mesh. This is done by getting a vertices and extruding along, as you place the vertices and extrude further line segments are created, the more vertices you extrude the more line segments are made. Once they begin connecting a wire mesh begins to form, as each vertices is connected to the next faces are created. From here on wards you can extrude the faces outwards and begin manipulating the vertices, line segments and faces to create more complex shapes.
The primitive shape to make is a triangle which can be made from three simple vertex points connect with line segments to make a triangular face. This is a common shape along with a quad (which utilises 4 vertices instead of 3) used for modelling all kinds of objects. A group of polygons is made up by connected vertices and is often referred to as a mesh or wireframe model. To make a rendered mesh look desirable it cannot intersect with itself in anyway, it cannot contain any errors either.
Primitives
In 3D modelling software there is common shapes that can be created instantly such as a cube, torus, sphere etc. they will be the base shapes and from them any kind of asset or object can be created. An example would be using a cylinder to create fences with a tube body and point for the top of the object. The objects you can make are unlimited but using these shapes as the starting point compared to starting off with a vertices, face or line segment can limit the items you make and have a harder effect when creating the objects. It is best to make easy and simple shapes such as crates and fences out of these shapes compared to complex models like cars.
http://adamjmattisunit66.blogspot.co.uk/2012/11/geometric-theorymesh-construction.html
https://jnewman96.wordpress.com/year-1/unit-66-3d-modelling/geometric-theory/
http://neilrogero18.blogspot.co.uk/2015/04/ha7-task-4.html
Geometric theory comes from the mathematic Cartesian coordinate system, this is a system developed in the 17th century which describes a plane with X and Y and axis'. The 3D world coordinate system comes from a 3 dimensional version of the Cartesian coordinate system. This links into the geometric theory because without the Cartesian coordinate system then we wouldn't have a 3D world coordinate system making modelling of 3D assets and objects irrelevant.
Within games development geometric theory is a way to model structures, objects or characters with a 3D modelling software. The method that this is done is through a design process using an initial mesh (made up of vertices, line segments and face) which will be transformed to create a shape of an object that will later be coloured or textured.
This is one of the most important parts of the video game industry as without geometric theory we wouldn't be able to model characters, structures and objects with the freeness and flexibility that geometric theory grants us. Depending on the software you use will depend on how you can alter all geometrics. If we take blender for example, this is a 3D modelling software that can be used to create all kinds of objects. The options to create objects is vast, however, one way of making an object is by making a mesh. This is done by getting a vertices and extruding along, as you place the vertices and extrude further line segments are created, the more vertices you extrude the more line segments are made. Once they begin connecting a wire mesh begins to form, as each vertices is connected to the next faces are created. From here on wards you can extrude the faces outwards and begin manipulating the vertices, line segments and faces to create more complex shapes.
The primitive shape to make is a triangle which can be made from three simple vertex points connect with line segments to make a triangular face. This is a common shape along with a quad (which utilises 4 vertices instead of 3) used for modelling all kinds of objects. A group of polygons is made up by connected vertices and is often referred to as a mesh or wireframe model. To make a rendered mesh look desirable it cannot intersect with itself in anyway, it cannot contain any errors either.
Primitives
In 3D modelling software there is common shapes that can be created instantly such as a cube, torus, sphere etc. they will be the base shapes and from them any kind of asset or object can be created. An example would be using a cylinder to create fences with a tube body and point for the top of the object. The objects you can make are unlimited but using these shapes as the starting point compared to starting off with a vertices, face or line segment can limit the items you make and have a harder effect when creating the objects. It is best to make easy and simple shapes such as crates and fences out of these shapes compared to complex models like cars.
http://adamjmattisunit66.blogspot.co.uk/2012/11/geometric-theorymesh-construction.html
https://jnewman96.wordpress.com/year-1/unit-66-3d-modelling/geometric-theory/
http://neilrogero18.blogspot.co.uk/2015/04/ha7-task-4.html
No comments:
Post a Comment