3D modelling project (LEVEL 3 GAMES DESIGN)

What is 3D modelling?
3D modelling is the mathematical representation of the surfaces of an object. 3 Dimensional objects has every surface modelled.

How is modelling for games different from modelling for films or any other medium?
Modelling for games are more easier and cheaper than films as modelling animations for films require much more detail for every single model such as the hair which could take a long time to render if every single hair was modelled. Games don't have to prioritise how their game looks as game play is more important and so models won't need so much detail for characters and environments.

Hard surface/organic modelling
Hard surface is modelling of architecture, cars, weapons and armour/clothing while organic modelling is models of live things such as humans, animals, plants, etc.

Environmental modelling
Environmental modelling is the the modelling of a place/setting such as a courtyard or a corridor.

High/low poly modelling
Poly modelling is a poly mesh used for 3D computer graphics in animations. Low poly is used for videogames animations as only a relatively small amount of polygons are needed for gameplay . High poly is used for movies which require a high amount of polygons for characters such as their hairs; movies usually have a much higher budget than videogames so more time can be spent creating the poly for characters.

Different modelling software
Anim8or
  • First released July 20th 1999
  • 3D Modeller with primitives such as spheres, cubes and cylinders
  • Free to use
  • Could save JPEG images
    Autodesk Maya
    • First released February 1998 
    • Fluid effects allowed the use of effective smoke, fire, clouds and explosions; also water
    • Maya live includes a set of motion tracking tools for CG matching
    • Fur simulations which allowed for designs to have grass and carpet
    Modelling terminology

    Rendering- converts 3D wire frame models into 2D images with 3D photorealistic effects.

    NURBS(Non-Uniform Rational Basis Spline)- A mathematical modelling type that's commonly used to generate curves and surfaces.

    X,Y, & Z Axes- Each of these 3 axes are for the directions of the 3D world which helps with modelling.

    Pivot point- The point of a 3D object that will determine how the object will be transform. This is at the centre of your starting geometry by default.

    What are UV's?
    UV's are 3D objects that are turned into 2D maps so that texture can be added to them. When texture is added and the 2D map is turned back into a 3D object, the 3D object will have a normal looking texture that won't looked warped, distorted or unnatural.

    What  is 0-1 UV space?
    The 0-1 UV space is a square grid that shows U representing the line going across the bottom and the V representing the line going upwards. 0 is represented at the bottom left corner while 1 represents the top right corner.

    Working outside the UV space
    Textures used that are bigger than the UV space will be ignored while the whatever is left of the texture inside the UV space can be used as a background, foregrounds or mid grounds in games. 

    UV software and methods
    Blender is an UV software that allows for easy use with simple morphs and lets you put another UV map of another object in the background so that making the object is easier; Blender is also free to use. Maya is another UV software which gives you much more options and tools compared to Blender to use for creating 3D models such as nHair tool where hair can be created easily to look realistic.

    How to UV with Maya?
    1. Select the faces you want to map UV's 
    2. Select UV then 'best plane texturing' tool
    3. Click faces to add them to selection
    4. Select one or more faces on which you want to map the texture. Then select the faces one by one, or select the faces before using the operation. Then press enter.
    5. Select one or more vertices (Right-click on mesh and choose vertex to switch to selecting vertices). Then press enter.
    6. Use the UV editor to view and edit the resulting UV's.
    Texture maps
    To use texture maps, make sure you already have a UV space. You have to load the image into the UV space by clicking image then open image. Use grab, rotate and scale tools to adjust the image so that it can fit into the UV space.

    Transfer maps
    Mesh characteristics from one mesh can be transferred onto a texture map to then be edited on the texture map as the texture will be on a 2D surface that will allow for easy texturing. Once the texture is on the 2D surface, the texture map can revert back to 3D or a mesh. 

    Texture/UV terminology
    Polygon Mesh- a collection of faces, edges and vertices defining a shape.
    3D modeler- Graphics that use 3D models which are more realistic than 2D.
    Texture coordinates(Vertex)- A data structure describing certain attributes, like the position of a point in 2D or 3D space.

    Maya Coke Can

    2.Create project
    Create new Maya file by going into file, set project and rename it to the project you are going to create.


    3.Grid setup
    Double check if grid settings are correct
    Length and width = 100.0000 units
    Grid lines every = 10.0000 units
    Sub divisions = 1

    4.Volume guide
    Create cube and change width to 8, depth to 8 and height to 13.5.
    Create volume guide by changing shape to wireframe, Create new layer and change box so that it shows the letter R. (Allows the shape to not be edited or changed)

    5.Import image
    Go to view then into image plane and import image, resize so that it fits into wireframe shape.

    6.Curve and revolve
    Go to create, curve tools then CV curve tool
    Curve around image, when finished press Q. U number and V number can be changed to make 3D.

    7.Deleting edges & history

    12.Drag, select, isolate faces and grow selection
    Tab & click to drag, allowing selection of only faces that can be seen.
    Ctrl+1 (After Tab & click) to make only the selected faces visible.

    13.Extruding can
    G key used for duplicating selection (Useful for small details)

    Maya House
    I first put in my image of my house into an image pane as a reference so that i could create it in Maya. I started on creating my house in Maya with most of the top part of the house being built. I used extruding tools to form the top part.



    I decided to start over with my house and so far have gotten the base of the front, porch, bay windows, open windows, pipe (above porch) complete. 

    House in Maya further developed with roof and chimney.
    Back of the House in Maya made with added windows, door, etc.

    Evaluation
    I created my house in Maya, making parts like doors, windows, roof, etc. I decided to create my house in Maya as i thought that it would be challenging and also because i am familiar with my own house. This was for my Unit 6 environment project. I used tools in Maya such as the extrude tool, multi-cut tool and vertex selection. I could've made the proportions more straight such as the front porch and windows.

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