3D Modelling
3D is used in various media industries in the world that
includes games, films and music videos that use different software and programs
that is used differently in all the industries.
Software/Programs:
The programs/software used in 3D modelling
can be varied on the way the layout of the controls and tools have been set out
but they al have the same tools but with a few differences to how it works. An
example of a program that is used to make 3D modelling, animation and rendering
is Autodesk Maya that is mainly used by game companies to create assets and environments,
an example of this is that it is used create visual effects for games like Halo
4. Autodesk Maya is also used by film
and television to create 3d objects/assets in the industry as well as some
environmental features; an example of a film, which uses Autodesk Maya, is Hugo
that was used to create the graphics another example is of how television uses Maya
to create visual effects like in The Walking Dead which is used to give the
zombies in the series a more dead look and to make the make up seem more real,
the software is also available to everyone compared to other 3D software which
is made for an individual who created
the software. Autodesk Maya is available for all computers like Windows and OSX
Mac but is around £300 per machine.
Another program used by the industries, is Vue that is used
to create 3D environments as it was used to create the visual effects in
Pirates of the Caribbean as it created the jungle environments for the films.
It is also used to render and animate in 3D as well. The software is used by a lot of big filmmakers
such as Industrial Light and Magic where it was used to create the
backgrounds/scenes for films like Indiana Jones and DreamWorks animation where
it was used to a create films like Kung Fu Panda in which it was used to
animate the whole film.
Rendering:
Real Time:
Rendering can be spilt into various types, such as one of
the ways you can render in 3D is in real time, which is generally used, in
interactive media like computer games which renders at rates approximately
around 20 to 120 frames per second which can vary between games with certain
instances such as how big the game is and how complicated the textures are as
the idea of real time rendering is to get as much on the screen as possible, an
example of a game that uses this to a high extend is GTA as the city it is set
in has to load as the player moves through, to which it uses a grid system
where the map is spilt into a grid and as a player gets close to a section it
will start to render so the basic blocks will appear and as they closer more
textures appear and the section they left will start to un render giving more
power to the area currently being rendered. Also with real time rendering
the primary goal of it is to achieve photo-realism or the closet thing possible
to it that at the minimum for a human eye to look like it can see movement is
24 frames per second. Some of the rendering software that can simulate so it
looks real is: Visual light which can be spilt into being able to see motion
blur, depth of field and lens flare which can lead to the game or simulation
looking real when it really it is merely just a simulated piece of a camera.
Which is a basic method that is employed into interactive media as well as the
rise in processing power for computers which has been advanced highly in
technology in the last few years which has increased the degree of realism in
real time rending which has helped incorporate techniques like HDR (High
Definition Rendering).
Non Real Time Rendering:
This is mainly used with non-interactive media like films
and television, which are opposite in one aspect to real time as it is much
slower than the latter, this allows it to have a higher quality with limited
processing power. Also in NRT the rendering is very different from RT because
the time it takes to render can take a lot less or a lot more as it can take to
render between a few seconds for simple things where as for complex scenes it
can take several days.
Pre Rendering:
Pre rendering is another process that is used to render video not in real time; instead it renders video that has been previously rendered on a more powerful machine. Pre rending is used in games and CG films, in games it is mainly used in the cut scenes and where previously used in other parts of games before 2000 such as in the game Maximum Force which used 3D pre rendered levels but had 2D sprites as enemies which was done to make the game look more realistic. Pre rendering has also been used in entirely for CG films like Toy Story.
Pre rendering is another process that is used to render video not in real time; instead it renders video that has been previously rendered on a more powerful machine. Pre rending is used in games and CG films, in games it is mainly used in the cut scenes and where previously used in other parts of games before 2000 such as in the game Maximum Force which used 3D pre rendered levels but had 2D sprites as enemies which was done to make the game look more realistic. Pre rendering has also been used in entirely for CG films like Toy Story.
Shading:
Shading is used to
describe the surface’ appearance on a 3D model, which is connected to rendering
in some ways. There are various types of shading some being:
Flat Shading - this is the general technique used to shade
each polygon on a single object based on its position and light source
direction.
Gouraud
Shading - this is a fast vertex shading technique used to simulate smooth
shaded surfaces.
Texture Mapping – a technique used to put spaced areas onto
polygons.
Phong Shading - a technique used to simulate large shaded
surfaces and specular highlights.
Cell Shading – which is a technique used to imitate the look
of a hand drawn object.
Bump Mapping - used to simulate wrinkled surfaces.
Geometric Theory:
In 3D modelling the most basic thing used in mesh modelling
are vertexes, but when two of this points are next to each other they create an
edge, in which three next to each other will form a triangle, which the
simplest polygon that can be made in 3D modelling, as well as another basic
polygon that is made which is made up of 4 edges which will form a square,
which are otherwise known in 3D modelling as faces as well as many faces of
polygons together bound by the vertices they share are known as elements. In 3D
modelling there are some polygons that are known as planes, which are non-collinear points, which allows triangles to exist of the surface of
planes but not always on more complicated shapes like squares as it is easier
because they are more surface normal than the more complex shapes which means
that they are a three-dimensional vector perpendicular. Although many current modeling programs like
Auto desk Maya do not strictly enforce the theory as in modeling programs an
example of this is that it is possible for two vertexes to appear in the same
location and still give the appearance of an edge.
Mesh Construction:
Polygon meshs it is possible to create your own vertexes and
faces to create polygons, it is easier
to create them using tools found in 3D software programs like 3ds Max. to do polygon meshs there are two simple
tools which used to create them which are:
Subdivide – which is a tool used to make vertexes which in
turn splits faces and edges up to raise the polygon amount.
Extrude – this tool that is applied to a face, in which you
can create a new face coming from it that is still connecting to the existing
face, which is generally used to expand objects.
Another way people use polygon meshs is called inflation modeling or extrusion modeling, in which the user of the
program will create a 2D object to trace over a drawing or photograph to get
the outline of it, in which the user will extrude that 2D object into a 3D object.
Displaying 3D Objects:
In this I will be talking about various
programs and game engines.
Programs:
OpenGL is a cross-platforming programming
interface, which is used to render in 2D and 3D computer graphics and is mainly
used by in CAD (Computer Aided Design), virtual realities, flight simulation,
video games, scientific visualization and information visualization. OpenGL has
a lot of popularity since its release one of the reasons for this is its
documentation as the main subjects are spilt up into manuals known as books
which are: The Red Book which is used as a tutorial and a reference book for a
programming guide. The Orange Book, which is used as a tutorial and reference
book for shading language. The Green Book, which is used for its knowledge on
the X11 interfacing, and GLUT (OpenGL Utility Toolkit), which is part of the
programming for the X window system. The Blue Book, which has a poster size
diagram of the structure, idealised that OpenGL had implemented as well as
being a reference manual and hard print out of the man pages for OpenGL. And
the final book is known as the Alpha Book, which is used as a manual for
interfacing and programming Microsoft Windows. This can help developers in many
fields learn how to program things into various different areas such as video
game programming of events or A.I behaviour in a Microsoft published game.
Direct 3D is a base for the graphics API for
the Xbox and Xbox 360, which is available for Microsoft Windows operating
systems as it is part of their Microsoft DirectX application programing
interface package and is such owned by them. Direct 3D is used to render 3D
graphics where it is important to have high performance such as in video games.
But mainly Direct3D is a 3D render, which is the rival of OpenGL, to which has
many commands within the program that allow the user to do 3D rendering but is
lacking behind as Microsoft strives to update the program so it can be
supported on the latest technology in graphics cards, but it can offer full
vertex software emulation but lacks no software pixel emulation as it lacks
that hardware.
Game Engines:
A game engine is a system designed for the
creation and development of video games and also serves on what the game will
look like and how the game is played depends on what engine it has but this
also depends on what the games art style is.
An example of a game engine is:
Vision is a multi-platform 3D game engine used
by various companies like Ubisoft and TimeGate Studios, in which they use it
for their games like Ubisoft will have used it to create and develop there games. The current engine is known as the Vision Engine 8 and
has a wide range of features such as: that it has A customizable
rendering pipeline that ships with source code and includes normal maps,
dynamic illumination, shadow maps, multi-threaded particle engine, HDR (High
Dynamic Range), post-processing.