Thursday 26 january 2012 4 26 /01 /Jan /2012 06:58

Polygon modelling (or mesh modelling) will probably be the most used form of modelling you will ever use, but it isn't just limited to only that option. Understand the differences between a polygon model and a mesh model.

Polygon Model: When converting an object to a polygon, all of the polygons will always be in the form of a square. However, it has the option of creating polygons with a minimum of 3 sides to as many as you'd like as mentioned in excersise #1. Its selection tools include, (from left to right) vertex, edge, border, polygon, and element. Each of these selection tools also have different functions as to forming your model, but there's so much you can do that I won't mention it all at this time.

Mesh Model: When converting an object to a mesh, all of the faces will be in the form of a square. However, unlike the polygon model, the mesh model can only create faces with 3 sides only. No more, no less. It's selection tools are also similar to the polygon model, (from left to right) vertex, edge, face, polygon, and element. For the most part, both the polygon model and mesh model have the same options within these different types of selection tools, but some things may be different.

So with this in mind, the mesh model will always have twice as many faces/polygons as the polygon model, but this also means that the mesh model will be smoother than the polygon model. However there are a few modifiers available in max that fixes the smoothing issues known as MeshSmooth. MeshSmooth is very effective for polygon models as well as mesh models. However, since MeshSmooth works by adding iterations of polygons to the model, the mesh model will have twice as many faces/polygons of the polygon model, even when half of them are unnecessary. Not to mention, if your computer's specifications aren't that great, you could experience lag in the early stages of modelling.

Personally I choose to model with the polygon modelling method, but everyone has their own style, choose what fits you best.


Speaking of computer lag, I know a lot of people out there tell you to save often. I highly recommend getting into the habbit for this program especially. The last thing anyone needs is to lose several hours of modelling work, then going back to figure out how you modelled it in the first place. 3dsmax doesn't have an automatic save or backup function that I know of, so don't rely on it to keep your work safe.

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Sunday 22 january 2012 7 22 /01 /Jan /2012 08:07

CAD (computer aided design) programs are degigned for creating and rendering digital three dimensional objects. One of the PC's first CAD programs was AutoCAD, which AutoDesk released in 1982. Since that time, many other companies have joined the CAD market. The competition between these companies, combined with consumer demand and technological advancement, have produced software able to create just about any virtual object. While many CAD users leverage this potential to make objects of a fantastical nature (e.g. spaceships and aliens), others use CAD software to model more everyday structures, including boats.

Step by step.

1 ) Open your CAD program and create a sphere. You'll shape the sphere to form the hull of a rowboat.

2 ) Enter your application's mode for editing the sphere's vertices (AKA points). Then, delete the top seven-eighths of the
sphere, because only the sphere's bottom is needed for the hull.

3 ) Change the viewpoint to the Top view, then cut away the left or right half of the partial-sphere. (This is in preparation
for making your CAD application keep your boat symmetrical, so you won't have to.)

4 ) Apply the symmetry modifier to the boat, so that the half you cut away appears restored. Now, any changes you make to one half of the boat will appear in the other half.

5 ) Re-enter your application's mode for editing vertices and select its soft selection mode. This mode may be called
"proportional editing" in some applications. The mode allows you to create smoothly curved surfaces by pulling on just one vertex.

6 ) Push in the rightmost vertex of your boat that is midway between the boat's top and bottom (in top view). This turns the circular shape of your boat into a more boat-like, elongated shape.

7 ) Shape the boat's back: Create a box 3D objects and position it so it covers a small portion of your boat's bottom (top view). Apply your application's boolean subtraction tool to the box and boat. The result will be a hole in the back of your boat. (The box will be automatically deleted).

8 ) Seal the boat's back hole by creating a single polygon made from the vertices along the hole's edges. This completes the main hull of the rowboat.

9 ) Add seats: create two flat boxes that span the width of your boat's hull. Space the boxes evenly along the boat's length. Then, attach the boxes to the boat to complete the boat.

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Sunday 22 january 2012 7 22 /01 /Jan /2012 08:00

Three-dimensional moving characters can be made using a software program like Anim8or, 3D Magix Pro or AutoDesk 3ds Max. These software programs let you make animated characters by molding polygon meshes into different shapes. You can then use this character to make a movie, video game or put on a website. You have to have some sort of sketching and drawing background to help you with making characters using digital art.

Step by Step.

1 ) Download and install Anim8or from its website (see Resources). Anim8or is a 3D animation program for amateurs, and is available for free. After installation, start the program by going to "Start" > "Programs." Start making your 3D character, first by making body parts like head, torso, legs, arms and other details. Start off with a simple cube then divide it into smaller body parts in each axis. For reshaping the cubes, you just have to move around the vertices to give any shape to your character. For smooth edges, use the smoothing tool and surface subdivision tool. Once you have made the character, use the "key" frame to define the animation. Select the kind of change you want in the "Sequence" and "Scene" editors, and play the scene to check your values after updating.

2 ) Use professional 3D animations software like 3D Magix Pro (see Resources). When you start the program after installation, the "animation wizard" will guide you through the process of making a character with a body, head, feet and other parts, using the drawing tools. Once you have made the character, pull the polygon meshes to define how you want to animate the character. Specify the movements using the animation tools and save the animation once you are done.

3 ) Download and install AutoDesk Max, which is another professional software for animation and 3D modeling. To start making a character from scratch, go to "File" > "New" or "File" > "Open" if you want to import images of a character. The program has a toolbox from which you can select animation tools and specify the movements on the timeline along with defined time period for the animation.

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Sunday 22 january 2012 7 22 /01 /Jan /2012 07:56

3-D modeling programs, including computer-aided design (CAD) applications like AutoCAD and 3ds Max, have ready-made 3-D boxes that you can sculpt into more complex shapes. These programs are usually costly, however, and frequently require a steep learning curve. 2-D graphics programs also have box-drawing tools, including functions for creating the illusion of perspective, an essential component of realistic images of 3-D boxes. Making such images provides the foundation for creating advertisements for ebooks and products with box-like packaging.

Step by Step.

1 ) Open Windows Paint and click the "Polygon" tool (the second button from the bottom in the right column of the toolbox. The toolbox is on the left of the drawing area). This tool allows you to draw the images of the box's sides, distorted by perspective.

2 ) Click near the upper left portion of the drawing window (i.e. canvas), and hold the mouse button. Drag directly downward until the mouse pointer reaches slightly below the horizontal middle of the canvas.

3 ) Release the mouse, then drag right and down for about two inches. Click the mouse to draw the second edge of the left face of the box.

4 ) Drag directly upward until the pointer is slightly below the vertical position of the first point you drew. Double-click
to complete the box's left face.

5 ) Click the rectangular selection tool, then drag a rectangle around the box side you completed in the last step.

6 ) Press and hold "Control," then click on any part of the selection region. Drag to the right to create a duplicate of the
box face, while simultaneously pulling the duplicate away from the original side. You'll form the right side from this
duplicate.

7 ) Press "Control-R," then click the "Flip horizontal" option in the dialog box that appears. The duplicate face will change
to mirror the box's left face.

8 ) Uncheck the "Draw opaque" item under the "Image" menu. This action will allow you to position the duplicate without
deleting any portion of the first box face.

9 ) Drag the duplicated face (i.e. the box's right face) so its left edge coincides with the left face's right edge. This
action completes the box's two front-facing sides.

10 ) Press "Escape" to exit the rectangular selection tool, then click the "Polygon" tool. Press and hold the left mouse
button slightly above the point where the box's left and right sides join together, to define the start point of the box's
top face.

11 ) Drag along the top edge of the box's right face until the cursor reaches the right end of that edge. Release the mouse, then drag left and slightly up until the pointer is directly above the box's center, and slightly above the top point of the most recently completed edge.

12 ) Click to define another edge of the box's top face, then drag until the cursor reaches the left face's top, left point.
Double-click the mouse to complete the box's top and the box itself.

 

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Sunday 22 january 2012 7 22 /01 /Jan /2012 07:49

3D games require realistic motion. If you need balls that bounce like real balls bounce, wheels to rotate like real wheels
rotate, and cars to accelerate like real cars accelerate, you will need the right software. Because Flash lets you code the
mathematical and physics equations needed to make objects move realistically, it is one tool that can be used. In fact,
because of this feature and others that Flash offers you can make exciting video simulator games. These games will quickly put you in the driving seat at the fastest racecar on the Indianapolis 500 racetrack.

Step by step.

1 ) Plan and design your flash 3D game. To minimize the time it takes to make your 3D flash game, it is important to plan the game. As part of your planning process, pull together or code 3D flash design components that you will use in the design. For example, select or code 3D models of cubes, spheres, ellipsoids, trapezoidals and other common 3D geometrical figures. .

2 ) Design and construct your stage backgrounds. The stage backgrounds are objects in the background that are for the most part stationary. Different backgrounds in 3D video games are used for different game scenes and for different game scenarios. Sometimes the background, is simply a stationary photograph. Flash allows you to readily import files from digital cameras as well as files from other types of graphic design software like Adobe PhotoShop and Illustrator.

3 ) Enhance the 3D textures of your game models and characters. You can change the color or texture of your objects in flash. You can do this with the Flash's color and texture tools. If you want to give a two-dimensional 3D objects, such as a circle, a three-dimensional photo realistic look, you can use textures from photographs. For example, to create a 3D asteroid, obtain a photo of a real asteroid and then texture the circle in your flash movie with the actual textures on the real asteroid's photo.

4 ) Code the game sequences and rules. Write the Flash programming code to control how the objects on the screen will respond to different users actions. For example, you may need to write code that will fire an asteroid whenever the gamer right-clicks the mouse. You may also have to write code that displays the current score on the screen, or you may need to write code that displays a "game over" message.

Think about which buttons and keys will be used for control of the game and what they will have to control. Also you will
have to write code to sequence the flow of the game. For example, when a missile hits a spaceship, code will have to be written that makes the spaceship explode. Alternately, if it misses, the code will have to be written such that the missile and spaceship continues flying.

5 ) Test the program. After you have written your code, you will need to test it thoroughly. First test all the different
control inputs, such as buttons, keys and mice and see if they do what was intended. Once you have confirmed that they work, play the game several times. Put the game through its paces. For example, fire missiles as rapidly as possible, try to drag objects you can control off the screen and see what happens.

6 ) Let your friends test the game. Upload the program to the Internet, and see how it performs there. Check to see how long it takes too download the program and look for timing synchronization problems. Often you may have to redesign the code so that there is no delay between the time you activate an object, such as firing a missile, and the time it responds.

 

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