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Principles of 3D Modelling

Giusi Belmonte

Created on August 10, 2023

3D FUNDAMENTAL

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Transcript

Principles of 3D Modelling

3D FUNDAMENTAL

INDEX

  • INTRODUCTION
  • MODELLING FOR GAME
  • TOPOLOGY
  • MODELLING PRINCIPLES

Intorduction

1.

During this session, we will explore the fundamentals of 3D Modeling. 3D Modeling involves the creation of three-dimensional representations of objects or surfaces within a simulated environment. This technique finds its primary application in the Computer Graphics industry, serving domains like Video Games, Animation, Visual Effects (VFX), and Film Production. However, its practicality extends to various related sectors such as Architecture, Engineering, Medical Science, and Marketing, where it aids in visualization and logistical tasks. Artists construct models by creatively manipulating topology, which allows for the development of intricate shapes like characters, vehicles, environments, and other computer-generated assets required for a project. Understanding the intricacies of molding topology through modeling and sculpting techniques is crucial, but equally significant is the understand of their importance and their alignment with the budgetary limitations of the rendering platform.

Topology

2.

The combination of Vertices, Edges and Polygons is what make a 3D model creation. The geometric allignment of these elements create the model's Mesh. The topology of a mesh refers to the edge-flow and overall arrangement of polygonal faces created by the vertices and edges within the model. Topology plays a vital role in determining the functionality of a mesh across all sectors of the 3D realm.

Topology

2.

VERTICES: Single point within 3D space
EDGES: The lines that connect one vertex to another
POLYGONS: The surface created when multiple edges are connected

Topology

2.

QUAD

TRI

N-GON

Polygons come in different shapes depending on the number of Vertices and Edges that make them up.

TRI:

A triangular polygon has exacly 3 vertices and 3 edges. This is the smallest polygonal face.

QUAD:

A square or rectangular polygon is known and a Quadrilateral. It has exactly 4 vertices and 4 edges. These are the preferred type of polygon for games due to the way they naturally subdivide and contort when animated.

A N-Gon is a polygon with more than 4 vertices and edges. This type of topology is typically avoided due to it's geometric properties. They can always be divided in to Tris and Quads but have some unique application of their own in special circumstances.

N-GON:

Topology

2.

There are different type of shapes that necessitate varying configurations and quantities of topology. Generally, geometric forms like cubes and prisms demand lesser topology because of their straight edges. However, an increased of topology is needed for crafting curved edges. As a consequence, organic structures inherently demand additional topology, leading to elevated resource costs.

Topology

2.

The number of polygons required to create a mesh is known as its Polycount. Artists will aim to keep their model's polycount within whatever budget it has been allocated. This is due to how resources are dictated within a production's budget and ensure that the final scene will run smoothly within the technical confinements of its platform.

MODELLING FOR VIDEOGAME

3.

Game Engines and Rendering Programs, akin to any other software, necessitate processing capabilities. Every element in a scene, whether it's a Video Game, Animation, or Simulation, operates within a designated budget. This budget is influenced by the hardware driving the platform. Enhanced hardware results in a larger budget, subsequently providing more resources for scene creation. A heightened budget equates to an increased availability of resources, including polygons, at the disposal of artists. These additional resources empower artists to infuse greater intricacy and complexity into their models. This often establishes a direct link between hardware capabilities and output quality. As technology evolves, hardware continually improves, thereby propelling the advancement of CG productions' quality.

MODELLING FOR VIDEOGAME

3.

Over the years, console platforms have experienced substantial growth in their computational capacity. This progression has been imperative given the transformative evolution of video games over the past three decades. In the present day, modern video games demand a robust and potent machine for seamless operation.

MODELLING FOR VIDEOGAME

3.

Here is an example of the same character developed over 30 years. This gives us an idea of how significant the evolution of technology is to production. Each stage represented above was developed to the capacity of the Hardware available at their time.

MODELLING PRINCIPAL

4.

Knowing how a model will be utilised within a scene can help rationalise the use of high or low polycounts. It is a misconception that higher polycounts are considered inefficient. The reality is that some models require higher volumes of polygons due to their perception, function or frequency. As mentioned previously a model's shape will also dictate this. It is important to remember that topology should aim to be efficient where possible but be allowed to incur costs where doing otherwise would impead the visual quality of the final product. Most CG assets will fall into categories that help define their baseline budget. These can include, but are not limited to:

Character: A character within a game will typically demand the highest available budget. This is due to how frequently they appear on camera and function in game. Props: Props can range from small background elements to Hero Assets like feature weapons, interactive elements and objects of significant importance. Their budget varies widely from asset to asset. Environment: Similar to props these can vary in size, significance and repetition. Typically these will be recycled regularly and aim to be as efficient as possible without compromising visual standards.

QUIZ

PRINCIPLES OF 3D MODELLING

PRESS START

LEVEL 1

OF 5

A 3D model consists of the following elements:

VERTICES,EDGES AND POLYGONS

POINT,EDGES AND FACES

VERTICES,LINES AND FACES

LEVEL 2

OF 5

An Edge is defined as:

THE CURVATURE OF A MODELS TOPOLOGY

A SINGULAR POINT IN A 3D SPACE

THE LINE THAT CONNECT TWO VERTICES TOGETHER

LEVEL 3

OF 5

A model's polycount is directly related to the project:

BUDGET

ART DIRECTOR

COPYRIGHT

LEVEL 3

OF 5

An artist should consider the following criteria when creating a 3D model:

PERCEPTION,FUNCTION AND FREQUENCY

SIZE,COLOUR AND GPU

PERCEPTION,UTILITY AND LOCATION

LEVEL 4

OF 5

What is the ideal Polycount for a 3D Model ?

OVER 1K POLYGONS

IT DEPENDS

UNDER 1K POLYGONES

NEW HIGH SCORE

999999

CONGRATULATIONS!

THANKS FOR PLAYING

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