Not all 3D Content is Created Equal
Hey guys and gals,
We have a wide variety of content on the site now, and I wanted to go through and detail what these models that we are all making could be used for. This is so in the near future we can start sections dedicated to each discipline. 3D Models are used in 3 main mediums; Real time render, Offline render/Batch rendering, and still images.
Real Time Rendering
In real time rendering, the computer has to render everything on the screen 30 times per second, including all AI computations, special effects and in-game cinematic. For this medium, efficiency and loading speed is the key for these 3D Models. Conservative polygon use and smaller texture sizes all contribute to a smooth running application, be it a game or Virtual Earth. As an example, a GI-Joe Skyhawk, a game model I made under 2000 triangles. Thanks to increasing technology, today’s game models range in the 2,000-10,000 polygon neighborhood. Another good example of a game ready model is this Boat. For more game ready models in this polygon range visit this 3DVIA page.
Game Model of a GI-Joe Skyhawk, occlusion render.
Pre-Rendering
Pre-Rendering is the opposite, this is used in commercials, movies or animations. All the rendering is done beforehand and then compiled into a compressed movie format. For this medium, the sky’s the limit on polygon count and textures, the main rule it to make it look GREAT. This is the movie version of the same Skyhawk seen above. Its 25 times more complex than the game model, at 55,000 triangles. Any computer would have a hard time rendering this vehicle, 30 times per second, but it would look fantastic in a movie. Another good model like this would be this Spaceship. For more movie models in the 100,000 range visit this 3DVIA page.
Movie Model of the GI-Joe Skyhawk, occlusion render.
Digital Art
Lastly there are still images. These are models you start in a 3d application and complete in sculpting or image editing programs to create a final image. For example, you can start a simple horse in 3Dmax, add all the vein and hair details in Zbrush or Mudbox, add the eyes, nose and other details in Photoshop, then paint in the grass and composite all the different layers to create a beautiful piece of digital art.
So when modeling for a particular use, a game, a 3d world or a movie, keep in mind their medium, and find out any polygon and texture limits beforehand. Then as you make the model you can optimize it for any medium. Not only will this save you work later on, but it will be easier for others to work with you and your models and create fantastic worlds and movies.
-Juan
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Juan – great post…looking forward to more.
Do you want to see low poly? Go to the search, go to “Popular Modeling Software” and choose “Object Format (.off)”.
The design for this model has been stolen from
vanishingpoint.biz
Let me educate you a little bit Tom.
1. The design for this model is publicly available through many websites, as its a a hasbro toy for the GI-Joe franchise.
proof = http://www.yojoe.com/vehicles/84/skyhawk/
2. Not all models that look alike are alike. For example my version of the Skyhawk incorporates some inovations like a quick release ammo drum fashioned after the ammo drum on an A-10 Warthog and ammo belts fashioned after the side mount grenade launchers from US military helicopters.
I redesigned the model and built it for an internal game project that I managed out of http://www.gameflood.com, Information on this model and why it was created can be found on my website.
For Comparison:
My Skyhawk = http://www.jmdelrio.com/skyhawk.htm
Model on Vanishingpoint.biz = http://vanishingpoint.biz/productdetail.asp?productID=229
3. If you want to go around accusing people of stealing models with out doing your homework you will get burned.
That is all.
-Juan
Owned!
Having been creating and building for web 3D using VRML, X3D, etc, I can attest to the advantage of low poly construction and small textures. Quicker loading and faster rendering being a big part, and dealing with frames per second when connecting online. I also think that doing work in low poly can make you a better modeler. You learn to do more with less and it teaches you to represent the piece rather than make it exact, and then you get to learn to put detail in with textures to make it look more real. Let’s face it, a lot of people are like me, NOT working for Pixar and therefore it is not necessary to make a movie detailed object. (Although I try sometimes anyway, ’cause I am obsessed, lol).