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| I also added a place with a basic texture to act act as the floor for the scene. |
Tuesday, 7 February 2023
LO3: Creation Of The 3D Character And Environment
LO2: Plans For 3D Characters And Environments
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| Environment Moodboard |
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| Character Moodboard |
LO1: 3D Modelling And Media Products
3D modelling can be used in a variety of different ways these range from games all the way to making 3D assets for tv and films. 3D modeling is one of the most efficient and easiest ways to create anything such as massive 3D sets for films that would usually take million of pounds to build and a lot of time. They can be created using computers in a fraction of the time and at a fraction of the cost.
Film:
3D modelling can be used to create entire films such as the How To Train Your Dragon (httyd). For this movie the entire film was created using 3D modelling ranging form the characters to the environment itself each part of the film was made using 3D. models. Because the film was made in this way it meant that the animators and the models had the ability to create whatever they wanted to add into the film. It also gave them complete creative freedom over the characters and the environment.
The films use a mixture of different types of 3D modelling methods such as poly modelling and sub div modelling. These are used together to allow the film to make realistic and believable characters and environments in which the narrative of the films can take place. in this case the use of 3D modelling has been used very successfully to create a group of lovable characters and places allowing the audience to recognise traits of themselves in the characters that are on screen and allow them to react with more emotions during the film. The models of the characters are designed in such a way that the target age of the films will like and enjoy watching the characters because of certain design choices with the film characters e.g. big puppy eyes on the dragon.
TV:
The show Doctor Who has been around for ages and has seen the use of 3D modelling to crate sci fi scenes throughout the series. 3D modelling has been used to create not only characters in the series but also massive parts of sets that would cost million to make in real life. This allows the creators of the show to create massive other worldly set and backgrounds for the actors. The show has been known for its use of a lot of different 3D landscapes because the show will regularly travel to completely different worlds than earth.
This creates a really efficient and quick way to create brand new worlds for the series. 3D modelling allows for the rapid creation and alteration of many different assets that can then be placed in the scene in a lot less time than making the sets in real life.
Another more recent example of this is the show the mandalorian. This show is one of the first shows to use virtual production where instead of a green screen a massive screen is filmed directly onto witht the actors acting in fron t of the screen. One of the most common ways that this is done is by using Unreal Engine to create supermassive 3D scenes and then track the cameras movement to the actor. This method for filming save both time and money and allows for more people to create hollywood quality shows. All of the assets in the shw have been 3D modelled and photo scanned to allow the quality that the models need for use in the Tv show.
In this particular product the models that are used focus much more on the environment and making the audience think that they have been transported into this world. This allows the target audience of the product being mainly teens and younger people to enjoy this sci-fi world through their screens and makes them feel much more involved with the show.
PCGame:
The PC Video Game GTAV is a 18 plus rated game which uses 3D models for all of the in game assets ranging from the player model to the landscape. All of the models have collisions so that the player can move between them. Again 3D modelling is being use to create a world for the player to experience and interact with. One of the best examples of 3D modeling in the game is through the use of the very highly detailed cars and guns. The guns in the game have had a lot of attention because they are usually always in the players hands so they need to look very realistic in game.
3D modelling these assets is a lot quicker and cheaper than photo scanning them into the game. 3D modelling can also be split up into different teams with one person making the base model and then another person using the base model to make the texture for the asset. As well a final person to make sure that the final model in detailed enough for the game. All of these models can then be added into the final game. This can be done with all of the models for the guns significantly reducing the amount of time is takes.
The Models in this game allow the player to experience a much more fun experience because of the real life looking models both for the environments and the player themselves. It is able to effectively target its older teen audience through these methods and it creates a sort of imaginary world where people can simulate real life but without the law.
Console Game:
Minecraft is a game that incorporates aspects of limitless building and survival, the game has an age rating of 7. The game uses basic blocks and cubes to allow players to build anything in their world. The models for this game are all very basic usually being a cube or other simple primitive shape. This allows for massive worldbuilding because of the very limited effect that the game will have on the console that it is running on. Although simple shapes the genius of the game is that all of the blocks can be combined together to create something new.
There are also different mobs in the game which have also been 3d modelled. The game is meant to be played in a more peaceful way and the models in the game are able to represent this. The models are also simple to recreate and repurpose.
The game is aimed a younger target audience and the models allow a younger child to be able to understand a enjoy the game making it successful. Most of this success is due to the simplicity of the models in the game that make the game accessible to everyone who plays the game.
Audience:
The models can be made to appeal to many different age groups for example models can be created to be used in child films such as thomas the tank engine where the models are used throughout the series and have a very different target age demographic to that of models that would have been used in 18 games. The models will be of the same quality but can be used and presented in many different ways depending on the use case.
LO1: Modelling Techniques
Polygon Modelling:
This is another basic modelling technique the idea is to split up the model into individual polygons (triangles) creating a mesh. This mesh can either be very complicated with thousands of different polygons or the mesh can be very simple with only a few hundred polygons in the mesh. The more polygons that a mesh has the bigger the file size and the longer it will take to render the scene. The technique is used for both landscape modelling and brush modelling in characters.
An example of this type of modelling is the cars in FH5 each car went through the process of being scanned and then modeled to give the final result that could be utilized in the final game.
This method of modelling is usually the second stage after basic extrusion so there are not that many other steps that can be taken after this model is produced except for texturing and animation.
In terms of disadvantages for this type of modelling the biggest disadvantage is the amount of computing power required to create and render these models. Because modelling is done in real time there is a need for capable hardware which is both expensive and sometimes hard to find.
NURBS Modelling:
This method is similar to polygon modelling although instead of using manual inputs it uses the computer to calculate the meshes curves instead of having the manually make all of the small details in the mesh. This means that the models can be scaled without losing any of the detail meaning that the models are much more versatile than traditional polygon modelling. They are used for large scale landscapes and are more increasingly being used in characters and other smaller models.
An example of this type of modelling is using NURBS to accurately convert a scan of an ear into a 3d object that can then be used in an animation.
Although this method of modelling will be able to yield better and more detailed results it does require and enormous amount of computing power and time to be able to use the method correctly. This is why NURBS modelling is not used in games and is only used in very large projects where making a polygon model would take too long.
Divisional Modelling:
This method is used after basic shape modelling and extrusion it allows the artist to create more polygons from the same shape to allow both more detail to be added as well as allowing a scalable model that keeps all its definition.
An example of this type of modelling is:
Spline Modelling:
Spline modelling also uses maths to create lines and then add thickness and polygons around that line. The lines are created using similar maths as NURBS modelling. This means that artists that use this type of modelling will need more powerful system to be able to effectively use this method.
An example of this type of modelling is:
Creating curves for cups and other models with handles as well as using the method to create hair on models providing a quick and easy way to create hair instead of creating hair simulation which take both a lot of time and system power. The only disadvantage is that the technique is used in only very limited use cases. This means that both it is not suitable for all uses but it is heavy refineed and works better for its specific use cases.
Extruding 3D Shapes:
This is one of the most primitive and basic modelling techniques that exists. The idea is to take a primitive 3D shape and then extrude the shape to create more complicated and interesting shapes. This is a quick way to create and block out a scene that can then be later refined and edited depending on the style. Of the project. This technique is most commonly used for creating landscapes instead of characters.
An example of this is objects such as guns in games such as arcadian rift:
This gun has been created using this modelling technique. It has started as a single cylinder and has then been inset and extruded to extend and extrude different shapes and faces on the gun. This is a fast way of creating a lot of different assets and in this case is key because of the projects low budget and small developer team.
One of the main disadvantages that this method has is that the models that can be created are always limited in the amount of detail that they can contain this is because of the way that the models are created. However using extrusion modelling can then be linked with division modeling to allow the artist to add more details to the models. This is a good way to add more detail to this way of basic modelling.
All:
All of the models are able to be used in games and other various scenes. They can all be textrued using uv maps and they can also be moved and rigged in the scene as well as emitting light and reflections from the rest of the scene. The detail in these models will vary depending on the use for example a car adverts model will have to look photoreal to the audience. While a model in a game does not need to look as real as the model in the car advert. The models can be anything from the player models with full animation and rigging to background assets to low poly buildings.
LO2: Mindmap Of Character Ideas
- My first idea for the character was to use a kind o f alien shape for the character which would allow mw to create a spaceship environme...
























