Wednesday, 7 October 2015

Unit 66: 3D Modelling

Unit 66: 3D Modelling


Assignment 1: Understanding the theory and applications of 3D Modelling

Scenario:
As a junior games designer working for a small games developer in the East Midlands, your manager has you to explain the theory and applications of 3D Modelling, Animation and Environments using detailed illustrative examples.

Learning Outcomes Unit 66/67/68:
P1 Summarise accurately theory and applications of 3D with some appropriate use of subject terminology.
M1 Explain theory and applications of 3D with reference to detailed illustrative examples and with generally correct use of subject terminology.
D1 Comprehensively explain theory and applications of 3D with elucidated examples and consistently using subject terminology correctly.

Task 1)
Analyse 3D Models, Animations and Environments, using clear and relevant illustrative examples.

Your analysis must include Applications of 3D, Displaying 3D Polygons animations, Geometric
Theory, Mesh Construction, 3D Development Software and Constraints.

Suggestions for evidencing could be video recording, screen shots, MS Word report.
Min 500 words for Word report.   

3D model:

3D models made and animated for games are normally made using software like MAYA and 3Ds Max, After importing a reference image of both the front and side view of the thing your modelling, you would start with a primitive shape like a cube, cylinder or a sphere, that you would then create subdivisions in order to manipulate the individual vertex's to ether resize, rotate or move them to where you want.
Starting from a cylinder and making a chest
Once major parts like the torso, arms and legs of the model are done, you would use the bridge tool to connect them together, and again go through and manipulate the vertices that are out of place. Once the whole model is done, you can go through and remove unnecessary polygons in order to keep the overall polygon count down, which interns helps lower the render time, however doing so reduces quality.

Lower Poly count to Higher Poly count

Texturing is another thing that can be done in MAYA, allowing you to add textures like bark for trees, or rough textures for a wall. Editing the textures positioning can be done through the UV map, in which you can move the texture to fit the model.



A bump map is a black and white version of the texture you plan on putting on your object. MAYA uses this black and white image to add depth and texture to the look of the object even if the object is something like a flat wall. Bump mapping is used to add detail to walls and all types of different things as it is faster and easier than individually creating the bumps chips and other detailed parts of a object. This lowers the poly count and rendering time of the object because it isn't physically made it’s just texture to look like it has been made.  .   
Adds depth to the texture

Animation:

Animating can be done inside MAYA, by using joints and creating a skeleton. This will act like a real skeleton when attached to the model, allowing you to move the parts of the model. Making the actual animation involves making little adjustments to each frame. The more frames there are, the smoother the animation, however it can take up hours getting a seamless animation, if you make big adjustments, then MAYA will fill in the gaps and automatically move the pieces of the model from frame to frame, However, Increasing the number of frames increases the quality but also increases the render time. 
Example of Joints in an animation frame set


Environment:
Some game engines allow you to create the game environment internally, using primitive shapes and manipulating them in a similar way to using a program like Maya. This allows you to use something like the Unreal engine to create and texture the world, from buildings to grass.
In game screenshot
This screenshot from Tomb Raider shows a level that was most likely made outside the game engine in a program like MAYA, the game goes from frosty mountains and windy beaches, to bloody caves and dirty shantytowns. The foliage is very detailed and varied, the buildings are a mix of old Japanese and WWII. The sky-box is constantly moving and changing as you progress through the game, adding a view that's great to look at. 

Finished Torso 

Body without it's head

Hands

Finished face

Half the face

One finished leg

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