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.





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