Games Development Practices 3D Modelling

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Presentation transcript:

Games Development Practices 3D Modelling CO2301 Games Development 1 Week 15

Today’s Lecture Introduction Modelling / Materials Key-Frame Animation Skeletons Special Effects Rendering

Introduction 3D modelling is simply the design / creation of 3D computer graphics Primarily an artistic skill Also draws upon skills in orthographic visualisation Can require technical skills 3D modelling tools are frequently very complex Due to their huge feature-sets The leading tools for games are 3ds Max and Maya A very brief overview follows…

3D Modelling for Film The film industry regularly uses 3D graphics to: Create fantasy scenes / effects Simulate difficult to shoot scenes or do stunt work Render additional content or backgrounds, crowds etc. Few animations are not computer generated now Have been some attempts at 3D graphics to simulate real film All the images here were created in Autodesk Maya

National Geographic Magazine Other Media Companies and their advertisers want ‘perfect’ images for products and models 2D photo retouching is commonplace Now 3D modelling tools are also often used to produce this perfection 3D graphics also used for: Product Design Architectural Visualisation Scientific Visualisation DHXProd Clinique National Geographic Magazine

Computer Games 3D computer games have always required modelling tools to generate the 3D content A significant part of the user base for Maya and Max Modelling tools can also be used for content creation: Laying out scene related data: camera paths, sound effect locations, AI networks etc. Helping author stats/attributes for visual elements Tweaking technical factors for the target platform However, common to use a level editor and associated tools for these tasks (see 3rd year) The level editor interface often looks like a 3D modelling tool

Polygonal Modelling / NURBS A brief look at some modelling tool features… Most basic feature is ability to create and manipulate 3D shapes Two kinds: Polygonal, made of polygons NURBS, mathematically defined curved surfaces (Non-Uniform Rational B-Splines) Games usually use polygonal models Although recent hardware advances in tessellation are increasing interest in spline-based models Polygonal NURBS

Modelling Workflow Modelling is performed a little like sculpting Create basic primitives first Manipulate geometry directly – vertices, polygons Also use tools such as: Extrusions, Booleans, Bevels/Chamfers, etc. Modeller must also specify the materials and lighting used Textures (maps), surface properties, lighting propertied, etc. Will need 2D artwork for maps Use Photoshop or similar

Polygon Editing Vertices / polygons / faces can be manipulated: Individually Selected in groups Using soft-selections – objects near the centre of the selection affected the most The artist is also responsible for creating normals, which defines the smoothness and edges in a surface Faces are collected into smoothing groups, the edges of these groups are the sharp edges of the model

UV Mapping Vertices in the model must be given UV coordinates if they are to have textures applied. Modelling tools can automatically unwrap geometry onto a 2D texture rectangle Artist manipulates the exact layout of the vertices on the texture And draws the texture to fit in the parts

Character Rigging Rigging is the task of putting a skeleton in an animated model (usually a character or animal) The exact way the bones affect the mesh is specified Joint limits are also set up Rigging is an advanced task for the more skilled artist

Animation Animation is achieved by creating key frames for each object on a timeline Variously called a track view, curve view or dope sheet Key frames are added when any aspect of the object changes in some way Position, rotation, scale Geometry, texture, UVs, etc The modelling tool will interpolate the key frames to create the inbetween frames for an animation

Materials / Nodes Hierachies

Special Effects There are many other effects that can be modelled: Particle systems Fur, hair, grass etc Cloth simulations Very many lighting effects, radiosity, volumetric etc. Reflection and refraction, caustics Rendering fluids and gasses Physics: solid, liquid and gaseous And much more.. Caustics Fur Effects Ice Age Series Twentieth Century Fox

Scripting Scripting within modelling tools particularly important for games developers All features of the application and all the scene content are exposed through a scripting language and SDK E.g. Maya supports a C++ API, as well as both Python and MEL scripting support at runtime Allows programmers to write tools directly in the modelling tool to: Add new modelling features Put specific support for their product or game, such as specific shaders or performance monitoring tools Write custom file importers/exporters

Output / Rendering 3D Modelling tools don’t render in real-time It can take several minutes to draw a single image, several hours to render an animation Their focus is more on: A large range of features Best possible output quality Many settings controlling the rendered output An image or a video file But rendering is not important if you only want the 3D model, as with games development So we will look the export of 3D models next week