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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:

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3d modeling essentials

3D Modeling Essentials

Introducing To 3D Modeling

George Atanasov

Telerik Corporation


What is 3d modeling
What is 3D Modeling?

  • 3D Modeling process

    • Representing any 3 dimensional surface

      • Automatic or Manual

What is 3d model
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

Splines nurbs
Splines & NURBS

  • Vector design is better for industrial goals

    • Hands of the Craftsman vs. CPU Lathe

Polygon mesh objects
Polygon Mesh Objects

  • Polyhedral object

  • Best for games and physical simulations

Polygon mesh objects1
Polygon Mesh Objects

  • Polygon mesh sub-object level

    • Vertex

    • Edge

    • Face

    • Polygon

Mesh vs spline
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

The 3d scene
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

High poly modeling

High-Poly Modeling

Explaining High-Poly Design

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

Low poly modeling

Low Poly Modeling

Explaining Low-Poly Design

Low poly meshes
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

Why low poly
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

The polygon budget
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

Low poly as a relative term
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


  • 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.



Smoothing techniques


  • 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

Normal smoothing
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

  • Ends of the object remain edgy

  • Performs better on dark colors

Mesh smoothing
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



Understanding Lightning in 3D

Why we need lightning
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

How the light works
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

Abstract types of lights
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

Ambient light
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

Diffuse light
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

Diffuse light1
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

Specular light
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

Emissive light
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


  • 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

New features in c 4 0
New Features in C# 4.0