Geometric theory in 3D
Modeling
In games development the
process of geometric theory is a way to model objects or characters 3D modelling
software. The way this is performed is through a design process using an
initial mesh which gives the basic shape of an object to later be built upon
with different textures. The way in which a mesh is created is through the
process of combined polygons. In the creation of a polygon two vertices are
connected together by a line creating a first edge. When another vertices is
added and two more line edges are connected it, this creates a basic triangle
polygon with a face; which is the simplest version of a polygon that can be
made. Before this basic shape is created, extra vertices can be added after a
third to create a shape called a quad which is composed of four edges. This can
be carried on with more vertices to create more complex shapes such as hexagons
and decagons. An example of a three vertices triangle polygon with a pin point
to each feature is displayed below.
When
using polygons to create a mesh for a game, correct shapes must be determined
both for correct design and for fluid movement should the shape be used for a
moving character. In order to do this, different shaped polygons can be
combined to create a new shape. For example the triangle polygon is widely used
in combination with others to create more squared or kited shapes and can be
used for more fluid movement. As a mesh is created polygons are steadily joined
together by each vertices until a shape is complete with no vertices detached
from any other. This rule applies to both characters and objects within a game
as not doing this would leave a split in the created item, leading it to not be
whole. Once the 2D polygons have all been joined together into their desired
shape with no vertices left detached, the shape that is created becomes a 3D
model composed entirely of 2D polygons.
No comments:
Post a Comment