HA7 Task 6 – Constraints

Polygon Count

Polygon(Quad) vs Triangle Count
When modelling an object artists deal with polygons. Usually the polygons are quads; four-edged polygons. It makes it easier to model and problem solve. In game engines however, do support triangular count instead. Many engines can automatically convert quads into triangles, but it's best to do it earlier, as the last process in the modelling software, for two reasons:

  • some triangles should be converted manually for better animation outcome
  • then can see the poly count the object will have when being transferred to a game (therefore they may think if to not reduce it further)


Triangles vs Vertex
Vertex count is the most important factor affecting computer game performance and memory space. The vertex count is affected by UVs, shading and smoothing, also it doesn't equal the triangle count.
However, the vertex count is sometimes overlooked, as majority relies on triangle count itself as the measurement of performance.



File Size

The size of a ready model depends on the polygon count, vertices as well as any other post production methods applied to it. The file size then affects the rendering performance.

Rendering Time

The term rendering refers to the calculations performed by a 3D software package’s render engine to translate the scene from a mathematical approximation to a finalized 2D image. During the process, the entire scene’s spatial, textural, and lighting information are combined to determine the color value of each pixel in the flattened image. 

Rendering Techniques:
There are three major computational techniques used for most rendering. Each has its own set of advantages and disadvantages, making all three viable options in certain situations.
  • Scanline (or rasterization): Scanline rendering is used when speed is a necessity, which makes it the technique of choice for real-time rendering and interactive graphics. Instead of rendering an image pixel-by-pixel, scanline renderers compute on a polygon by polygon basis. 
  • Raytracing: In raytracing, for every pixel in the scene, one (or more) ray(s) of light are traced from the camera to the nearest 3D object. The light ray is then passed through a set number of "bounces", which can include reflection or refraction depending on the materials in the 3D scene.
  • Radiosity: Unlike raytracing, radiosity is calculated independent of the camera, and is surface oriented rather than pixel-by-pixel. The primary function of radiosity is to more accurately simulate surface color by accounting for indirect illumination (bounced diffuse light). 
In practice, radiosity and raytracing are often used in conjunction with one another, using the advantages of each system to achieve impressive levels of photorealism.

http://3d.about.com/od/3d-101-The-Basics/a/Rendering-Finalizing-The-3d-Image.htm

Real-Time
Real time rendering is used in interactive media, where user affects the flow of gameplay. Therefore the image has to be constantly rendered and updated. Usually the image frame is being rendered 30-60 times per second (which is called FPS), but the number can be greater or lesser. In order to make the image acceptable and fairly pleasant (depends on graphics) all the in-game elements must contain as little memory space as possible, otherwise the image 'lags'. Apart from that user's computer must also be able to hold and project the game image.

Non-Real Time
This type of rendering is used in videos, films and any sort of animation. Without specified time restrictions it allows the developers to create much more realistic and detailed imagery. After all, user is only going to watch exactly what has been rendered and doesn't make choices affecting the action flow. Depending on the animation's complexity, the single frame can be rendered in few seconds to several days(!). After all the scenes are rendered, they are then displayed at chosen frame rate.

HA7 Task 5 - 3D Development Software

3D Studio Max


Developed by Autodesk, 3Ds Max is a professional 3D software for animations, rendering and modelling. Some of its features include:

  • character animation and rigging tools
  • animated deformers
  • shader effects
  • mesh and surface modelling
  • texture assignment and editing
  • material design
  • many different cameras
  • dynamics and effects
  • lighting simulation and analysis
http://www.autodesk.com/products/3ds-max/features/all/gallery-view

Maya


Also developed by Autodesk, maya is a 3D software for animation, modeling, simulation, and rendering. Some of its features include:

  • dynamics and effects
  • deformers
  • general animation tools
  • natural looking character creation
  • sculpting tool sets and polygonal modelling
  • UV tool set
  • surface modelling
  • many rendering options
http://www.autodesk.com/products/maya/features/all/gallery-view

LightWave


LightWave 3D combines a state-of-the-art renderer with powerful, intuitive modeling, and animation tools. Tools that may cost extra in other professional 3D applications are part of the product package, including 999 free cross-platform render nodes, support for Windows and Mac UB 64 and 32-bit operating systems, free technical support and more. https://www.lightwave3d.com/overview/

Cinema 4D


CINEMA 4D Studio is the very best that MAXON has to offer for professional 3D artists. If you want to create advanced 3D graphics but need a helping hand to ensure you create jaw-dropping graphics quickly and easily, then this is the choice for you.

As well as containing all of the features found in CINEMA 4D Prime, Visualize and Broadcast, CINEMA 4D Studio adds advanced character tools, hair, a physics engine and an unlimited client network for rendering. The result is that CINEMA 4D Studio can tackle any project you throw at it with ease.http://www.maxon.net/products/cinema-4d-studio/who-should-use-it.html

Blender


Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, even video editing and game creation. https://www.blender.org/about/

Some of its features include:

  • photorealistic rendering
  • fast modelling
  • realistic materials
  • fast rigging
  • animation toolset
  • sculpting
  • fast UV unwrapping
  • full compositor
https://www.blender.org/features/

Sketchup


Sketchup is a 3D software for architects, designers, builders, makers and engineers, but isn't limited just for that. It allows designing buildings and architecture, but also furniture and convert all of that into 2D documents. Models are made by making and extruding shapes. http://www.sketchup.com/

ZBrush 


Created by pixologic, ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive workflows. ZBrush offers the world’s most advanced tools for today’s digital artists. With an arsenal of features that have been developed with usability in mind, ZBrush creates a user experience that feels incredibly natural while simultaneously inspiring the artist within. http://pixologic.com/zbrush/features/overview/

Signature features in ZBrush 4R7 include: ArrayMesh, NanoMesh and ZModeler with QMesh.
http://pixologic.com/zbrush/features/ZBrush4R7/

HA7 Task 4 - Mesh Construction

Construction of 3D Models
Modelling Techniques

Polygonal

In polygonal modeling, an artist creates a digital representation of a 3D object with a geometric mesh composed of faces, edges, and vertices. Faces are usually quadrilateral or triangular, and make up the surface of the 3D model. http://3d.about.com/od/Creating-3D-The-CG-Pipeline/tp/Polygonal-3d-Modeling-Common-Box-And-Edge-Modeling-Workflows.htm


Models often start from a simple primitive, such as sphere or a cube, because it makes the first step easier. Alternative is to manually start of with creating points and joining them into edges. Polygons are being changed, added or subtracted from a mesh. The more 'polys' the model contains, the more detailed it looks, and the more memory it takes. Alternatively subpatch can be used.


If the model goes into a game, no matter how it was done, later on it's transformed into a polygonal mesh made out of triangles.

Primitive


Primitive modelling is made by combining predefined 3D shapes called primitives. Most common, basic ones are

  • cubes, 
  • spheres, 
  • cones, 
  • piramids, 
  • cylinders

 

These primitives can be used as a foundation for a model, or may not be altered, thus left in their original form. the second way looks like making a model out of LEGO blocks.

Box


Box modelling is a polygonal modelling where the model is created out of the box primitive. The box it then modified in many ways, the first one is subdividing walls of the mesh, then they are moved, resized, more polygons are added etc.

Extrusion

With extrusion modelling, the model is prepared on a flat surface, by either making polygons manually inside the modelling software or in programme such as Adobe Illustrator and then being exported into the software. All the polygons are then extruded for a specified width and placed all together.



Sketch

Sketch or sculpt modelling, is the easiest way to model in 3D, as it looks like working with digital clay. The shapes are 'sketched' in 2D way, and then transformed into 3D objects.


3D Scanner
3D scanning is a quick way to generate models out of real life objects and humans. It achieves that by taking series of photos/scans and the distance is then being calculated and send into a software with a ready mesh.