Monday 4 November 2013

Geometric theory in 3D Modeling

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.

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