In 3D modelling there are several methods that can be used to model shapes and create assets for a 3D world, below are a few of those methods explained.
Extrusion modelling
When using 3D software you can extrude shapes to make them longer, smaller, collapse inwards and more. When you extrude a shape you begin to mould an object while sticking to one basic shape. The way extruding works is you highlight a face, line segment or vertex point and drag it out without distorting the original object, it's as though you make an add on from the first object you started off with to create something new from this object. I have used extruding in both unity and blender to create objects such as fountains, magnums, lighters, fences, columns etc.
Box modelling
Box modelling is creating an object by using the primitive shapes, in a way it is like extruding the basic shape to create an object. It s known as box modelling as the shape you create is represented in this prototype form of not being smoothed out, it is quite a rough design and looks heavily like a box you could say. It is only a draft created so you can visualise how to make the actual object and make it look professional, subdivision and quads both help towards making box modelling. It is a simple and easy way to make intricate designs without having to put too much detail into it just yet.
Primitive modelling
Primitive modelling utilises the use of the primitive shapes (cubes, cylinders, cones, torus' etc.) to help one another create a shape, by this I mean that you will connect the shapes up to make an overall object e.g. for a car I would use a cube for the body (my first primitive shape) and for the wheels I would use a torus (my second primitive shape) I would then connect them together in the correct locations to create a shape using primitive modelling.
Image based modelling
Image based modelling is a from of modelling that cuts out a step from other modelling techniques. In image based modelling the modeller will get multiple 2D images and and generate them directly into a 2D based model, making it look 3D but without having to go through the modelling stages. This is useful for when there isn't much time left on a project or the budget for a project is low as it saves time and resources when creating these images.
3D scanning
3D scanning is used for creating realistic gameplay, developers and teams will get an object or person and use some special 3D scanning software to scan the shape they need. This will be digitalised into a 3D software and the item that was scanned will be turned into an accurate polygonal or NURBS mesh. This is used for when companies want to create a game that seems to be so realistic that it represents the human world.
Polygonal modelling
Geometric theory is used when polygonal modelling. Polygonal modelling is used when approximating the surface of an object using polygons. It is a best choice for real time computer graphics due to the scanline rendering. This will make objects look quite jagged and not smooth but is a fast way to get modelling done and rendered out.
Extrusion modelling
When using 3D software you can extrude shapes to make them longer, smaller, collapse inwards and more. When you extrude a shape you begin to mould an object while sticking to one basic shape. The way extruding works is you highlight a face, line segment or vertex point and drag it out without distorting the original object, it's as though you make an add on from the first object you started off with to create something new from this object. I have used extruding in both unity and blender to create objects such as fountains, magnums, lighters, fences, columns etc.
Box modelling
Box modelling is creating an object by using the primitive shapes, in a way it is like extruding the basic shape to create an object. It s known as box modelling as the shape you create is represented in this prototype form of not being smoothed out, it is quite a rough design and looks heavily like a box you could say. It is only a draft created so you can visualise how to make the actual object and make it look professional, subdivision and quads both help towards making box modelling. It is a simple and easy way to make intricate designs without having to put too much detail into it just yet.
Primitive modelling
Primitive modelling utilises the use of the primitive shapes (cubes, cylinders, cones, torus' etc.) to help one another create a shape, by this I mean that you will connect the shapes up to make an overall object e.g. for a car I would use a cube for the body (my first primitive shape) and for the wheels I would use a torus (my second primitive shape) I would then connect them together in the correct locations to create a shape using primitive modelling.
Image based modelling
Image based modelling is a from of modelling that cuts out a step from other modelling techniques. In image based modelling the modeller will get multiple 2D images and and generate them directly into a 2D based model, making it look 3D but without having to go through the modelling stages. This is useful for when there isn't much time left on a project or the budget for a project is low as it saves time and resources when creating these images.
3D scanning
3D scanning is used for creating realistic gameplay, developers and teams will get an object or person and use some special 3D scanning software to scan the shape they need. This will be digitalised into a 3D software and the item that was scanned will be turned into an accurate polygonal or NURBS mesh. This is used for when companies want to create a game that seems to be so realistic that it represents the human world.
Polygonal modelling
Geometric theory is used when polygonal modelling. Polygonal modelling is used when approximating the surface of an object using polygons. It is a best choice for real time computer graphics due to the scanline rendering. This will make objects look quite jagged and not smooth but is a fast way to get modelling done and rendered out.
http://3dgrid.blogspot.co.uk/2010/08/grid-tutorials-episode-1-modelling.html
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Box_Modeling
http://3dmodelting.blogspot.co.uk/2014_01_01_archive.html
http://www.map.cnrs.fr/aibm/Portal_of_Architectural_Image-Based-Modeling/Exp-Moreno.html
https://en.wikipedia.org/wiki/3D_scanner
http://polygonblog.com/3d-monster/
No comments:
Post a Comment