3d modeling essentials n.
Skip this Video
Download Presentation
3D Modeling Essentials

Loading in 2 Seconds...

play fullscreen
1 / 32

3D Modeling Essentials - PowerPoint PPT Presentation

  • Uploaded on

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:

I am the owner, or an agent authorized to act on behalf of the owner, of the copyrighted work described.
Download Presentation

PowerPoint Slideshow about '3D Modeling Essentials' - teddy

Download Now An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.

- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript
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