introducing to 3d modeling george atanasov telerik corporation

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3D Modeling Essentials Introducing To 3D Modeling George Atanasov Telerik Corporation www.telerik. com

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Page 1: Introducing To 3D Modeling George Atanasov Telerik Corporation

3D Modeling Essentials

Introducing To 3D Modeling

George Atanasov Telerik Corporationwww.telerik.

com

Page 2: Introducing To 3D Modeling George Atanasov Telerik Corporation

What is 3D Modeling? 3D Modeling process

Representing any 3 dimensional surface

Automatic or Manual

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Page 3: Introducing To 3D Modeling George Atanasov Telerik Corporation

What is 3D Model? The product is called 3D model 3D model can be:

Rendered to 2D image

Printed to realistic object with 3D printer

Used in 3D games with real-time rendering

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Page 4: Introducing To 3D Modeling George Atanasov Telerik Corporation

Splines & NURBS

Vector design is better for industrial goals Hands of the Craftsman vs. CPU

Lathe

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Page 5: Introducing To 3D Modeling George Atanasov Telerik Corporation

Polygon Mesh Objects

Polyhedral object Best for games and physical simulations

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Page 6: Introducing To 3D Modeling George Atanasov Telerik Corporation

Polygon Mesh Objects Polygon mesh sub-object level

Vertex

Edge

Face

Polygon

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Page 7: Introducing To 3D Modeling George Atanasov Telerik Corporation

Mesh vs. Spline Why Mesh is better for game development? More calculations == less FPS

Nowadays GPU’s are designed to perform faster with VBO’s (Vertex Buffer Objects)

Mesh objects can be easy represented in VBO

The absolute accuracy of the objects is not basic goal in the Games

In game developing the basic goal is to create best possible representation of object with by less possible resources

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Page 8: Introducing To 3D Modeling George Atanasov Telerik Corporation

The 3D Scene Three dimensional coordinate system Represents uniquely all the points

in it by three parameters – values for each axis

Contain sub-coordinate systems

Each object has his own

local coordinate system

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Page 9: Introducing To 3D Modeling George Atanasov Telerik Corporation

High-Poly ModelingExplaining High-Poly Design

Page 10: Introducing To 3D Modeling George Atanasov Telerik Corporation

High-Poly Modeling We can understand the idea of high-poly modeling just by its name

The more triangles in the mesh, the more detailed the object is

It is

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Page 11: Introducing To 3D Modeling George Atanasov Telerik Corporation

Low Poly ModelingExplaining Low-Poly Design

Page 12: Introducing To 3D Modeling George Atanasov Telerik Corporation

Low Poly Meshes Low poly mesh is a mesh which has small amount of polygons

Commonly used in real-time applications

In theory polygons can have infinite number of sides, but in 3D graphics they are broken down into triangles

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Page 13: Introducing To 3D Modeling George Atanasov Telerik Corporation

Why Low Poly? Why we need to create low-poly models when there is so many smooth modifiers?

In general the more triangles in a mesh the more detailed the object is

computationally intensive it is to display

To decrease render time it is better to use low poly models

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Page 14: Introducing To 3D Modeling George Atanasov Telerik Corporation

The Polygon Budget A combination of game engine and the computer being used defines the polygon budget

It is equal to the number of polygons which can appear in a scene and still be rendered with acceptable frame rate

It vary depending on the speed of the render engine

the amount of polygons

The speed of the hardware14

Page 15: Introducing To 3D Modeling George Atanasov Telerik Corporation

Low Poly As a Relative Term

There is no defined threshold for a mesh to be low poly

This term is relative and its definition depends on other factors: The time the meshes were designed

and for what

The detail required in the final mesh

The shape and properties of the object

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Page 16: Introducing To 3D Modeling George Atanasov Telerik Corporation

Low Poly – Future vs. Past

Super Mario 2 – 1996 In 1996 rendering an objects

created by 240 polygons was a huge success

All the environment is created by textured extremely low polygon objects

Crysis 2 – 2011 At 2011 rendering objects created

by 24 000 polygons is not a big deal

The environment is created by averagely resolute objects

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Page 17: Introducing To 3D Modeling George Atanasov Telerik Corporation

Appearance Low poly objects does not always has to look bad

You can “lie” the viewer that the object has better resolution with techniques such as Normal mapping

Bump mapping

Etc.

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Page 18: Introducing To 3D Modeling George Atanasov Telerik Corporation

SmoothingSmoothing techniques

Page 19: Introducing To 3D Modeling George Atanasov Telerik Corporation

Smoothing There is many methods to create a smooth objects Normal smoothing

Mesh smoothing

Etc. It is important to understand haw to use each one of them

You have to pick the best for your goals

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Page 20: Introducing To 3D Modeling George Atanasov Telerik Corporation

Normal Smoothing Normal smoothing affects only the way that the light is reflected by the objects surface

That is better for games, because the triangle count stays the same

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Ends of the object remain edgy

Performs better on dark colors

Page 21: Introducing To 3D Modeling George Atanasov Telerik Corporation

Mesh Smoothing Mesh smoothing affects directly the geometry of the object

Can be used many times on the same objects

Iteration value With each iteration increase, the resolution of the object increases by square

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Page 22: Introducing To 3D Modeling George Atanasov Telerik Corporation

LightsUnderstanding Lightning in 3D

Page 23: Introducing To 3D Modeling George Atanasov Telerik Corporation

Why We Need Lightning?

Modeling the 3D object is just a little part of the whole design process

The light makes the object to look as 3D object

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Page 24: Introducing To 3D Modeling George Atanasov Telerik Corporation

How the Light Works? For full realistic light simulation you would need a “NASA” computer

The lighting in 3D graphics is not exact representation of the real light

In most 3D engines the light appearance is decayed to separate effects independent each other

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Page 25: Introducing To 3D Modeling George Atanasov Telerik Corporation

Abstract Types Of Lights

The light is composed by several abstract components Diffuse, Ambient, Specular,

Emissive, Reflection, Refraction Each light component can has its own color

It is important to understand how to deal with each type of them

And it is more than important to understand how the real light affects the objects 25

Page 26: Introducing To 3D Modeling George Atanasov Telerik Corporation

Ambient Light When sun ray hit an object it reflects from it

The ambient light is the emission of all light sources

The result is averagely brightening whole object

3D object with only ambient light channel applied to it looks 2D

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Page 27: Introducing To 3D Modeling George Atanasov Telerik Corporation

Diffuse Light Diffuse light represents a directional light cast by a light source

It can be explained as a light from light bulb placed on specific location in the space A diffuse light of red color, coming

from the left of a black object defining its 3D shape

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Page 28: Introducing To 3D Modeling George Atanasov Telerik Corporation

Diffuse light For more realistic result we can apply the both diffuse and ambient light channels

The diffuse light represents a light from a light bulb and flashing the front side of the object

The ambient light brightens the entire object

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Page 29: Introducing To 3D Modeling George Atanasov Telerik Corporation

Specular Light The specular light channel represents the brightest area of the object (the highlight area)

The position and the amount of specular highlight is depending on Viewers position

The angle between the viewer and the source

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Page 30: Introducing To 3D Modeling George Atanasov Telerik Corporation

Emissive Light Emissive light is working a little different than the explained before types of lights

It is responsible for the object material ability to absorb or reflect light

Below is the result of object emitting green light with red light source applied

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Page 31: Introducing To 3D Modeling George Atanasov Telerik Corporation

Reflections The use of reflections helps to create more realistic objects

Remember... You wont see the reflection effect if you don’t have another objects to reflect

Reflection looks better on round objects

Do not overdo with the

reflection effect Reflection mapping saves time

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Page 32: Introducing To 3D Modeling George Atanasov Telerik Corporation

Refractions The refraction property defines how much light goes through the object

In simple language it controls the opacity of the object Refraction color #000000 == full

opacity

Refraction color #FFFFFF == full transparency

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TexturesLearn Texturing Essentials

Page 34: Introducing To 3D Modeling George Atanasov Telerik Corporation

Textures? Textures are just simple raster pictures JPEG

PNG

TGA

GIF

TIFF Widely used in 3D game modeling

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Page 35: Introducing To 3D Modeling George Atanasov Telerik Corporation

Why You Have To Use Them?

If you are developing a car racing game you do not need to model all the details on the buildings behind

By texturing your object you can add a lot of details on the model without adding any more resolution to it

For example you can use a texture of window instead of modeling it

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Page 36: Introducing To 3D Modeling George Atanasov Telerik Corporation

Texturing Methods There is several ways to texturize an object

Which one is better depends on the object which is going to be texturized

In game developing process the basic texturing methods are UVW Mapping

Tiling

UVW Unwrapping 36

Page 37: Introducing To 3D Modeling George Atanasov Telerik Corporation

What is Tiled Texture Tiling is another trick which saves a lot of resources

To understand it, imagine that you have to represent the facade of a huge building by texturing The idiotic way is to draw a huge

texture with a lot and the same windows in it

The right way is to draw a texture with only one window on it and multiply it 37

Page 38: Introducing To 3D Modeling George Atanasov Telerik Corporation

Texture Optimization Tricks

Creating details with textures instead of polygons saves render time

Do not flood your 3D scene with huge amount of textures Do not use bigger textures than you

need

Manage balance between quality and size

When it is possible use texture modulation

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Page 39: Introducing To 3D Modeling George Atanasov Telerik Corporation

Texture Modulation Useful for level editing (creating environment) You want to model brown one and

the same roof tiles, but in different colors

Use white (or bright) roof tile texture and modulate it with the color of its object

You can create many different looking models with the use of one and the same resource 39

Page 40: Introducing To 3D Modeling George Atanasov Telerik Corporation

Use Transparency OK… We have to create a metal fence

But how many polygons we need? First way is to create it as a polygon

mesh

100 000 polygons for 1 meter wide fence ?!?

The trick to do that is to use a texture of metal fence with transparency at the empty spaces

2 polygons and the result looks the same

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Page 41: Introducing To 3D Modeling George Atanasov Telerik Corporation

UV(W) Mapping Projects a texture map to 3D object Assigns pixels of the image on the polygons

Allows you to texturize more complex shapes

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Page 42: Introducing To 3D Modeling George Atanasov Telerik Corporation

Unwarp UVW A very useful technique for texturing game characters and other complex objects

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Page 43: Introducing To 3D Modeling George Atanasov Telerik Corporation

Tools & Software What Software To Use

Page 44: Introducing To 3D Modeling George Atanasov Telerik Corporation

Define Your Goals Your goals are ?

Making super cool 3D game models

Making very detailed models for commercials, magazine covers, movies, etc.

Making 3D models for an industrial goals

Level editing for games

You are learning

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Page 45: Introducing To 3D Modeling George Atanasov Telerik Corporation

3D Modeling Essentials

Questions? ?

?? ? ?

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