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3D in games: creating a polygonal model

Talking about the training grounds, I forgot to mention the scaling. But this is one of their most useful advantages. From the point of view that mathematics, the performance, the distance between the vertices of the landfill of 10 or 100 conditional units is the same. Therefore, creating, say, a polygonal nesting doll in time is a little more than the time to create one figure. Then everything is copied and scale simply and quickly.

Of course, there may be pitfalls, for example, with a strong decrease in size, neighboring parallel landfills can be so close to each other that it will cause artifacts during visualization or animation, but this is rather an exception to the rules.

And about the methods of polygonal modeling. Here, in fact, it all depends mainly on three things: a software package, a standing task and experience/preferences of the one who model. There are three main approaches (I’m talking about traditional modeling, without using 3D scanning, etc.p. technologies of our time): parametric, increasing landfills and based. In the first case, a certain geometric body is taken as the basis, the appearance of which can be set by a small number of parameters, for example, a ball (diameter);cube (length, width, height);Thor (external and internal radius) and t.p. Then, using the tools provided by the software package, and/or moving the tops of the training grounds, the form is specified.

In the second case, one or more polygons are created that are increased in one direction or another at one or another angle by hand. It can also be used to add parts after the parametric modeling stage.

Modeling based on splashes (by simple https://slotsnbetscasino.co.uk/ – line or set of lines in space) implies the creation of a certain circuit based on which a voluminous polygonal model will then be created.

The use of a particular approach depends on the specific task and preferences of the 3D artist. But, as a rule, the ball is created parametrically on the basis of the sphere, the body of a car with increasing landfills, and it is convenient to simulate glasses with the help of the splashes. This, if that, is just specific examples, in fact there are almost no restrictions here, and everything rests against the imagination and skill of the one who does this.

Now about why the kerosene lamp was chosen as a model?

On the one hand, this is a small model, respectively, will not take much time, because it is not a modeling resource, on the other hand, on it you can show a couple of modeling techniques. Then, this model must be “pulling” further according to the stages of production in order to place in the game scene as a full -fledged model. And here, too, there will be material for examples, because the kerosene lamp is both metal, glass and flame, in the end. Diverse model, in general.

And a few words about the video itself, literally a couple, because it is from that category that you can’t describe with a pen, you just need to watch.

Before creating the model, a unit of measurement is checked, as this is important when importing into the game engine. First, Low Poly Lamp elements are created.

Modeling begins with a fuel capacity based on the parametric sphere. A reflector was created from the same sphere. The reflector mount is modeled using a splan. The wick was also created parametrically based on cube. A glass flask is created on the basis of a splasen using the Lathe modifier, when the splane rotates to a certain angle around the axis, thereby allowing you to create a sector or circular surface of a complex shape. At the end, some optimization is made by removing extra ribs from the landfills.

After all Low Poly Elements are modeled, they are copied and renamed with the replacement of the suffix with HI (for convenience and preventing confusion). And on their basis, highly polygonal elements are created. There are two approaches. First: Increasing the number of landfills by dividing each quadrangular into four using the 3DS Max modifier. Second: creating chamfers on sharp faces, since in reality sharp edges are practically not found, especially on household appliances. As a result, we get a low -polygonal model with the number of landfills equal to 1,820 and highly polygonal with a number – 11,388 training grounds.

At the end, visualization in the so -called carmate without the use of materials and textures.

Well, who is too lazy to watch all the videos, then under the spoiler the final visualization.