Sunday 29 September 2013

3D Modelling

3D Modelling




3D models have been around in our games and films for decades, slowly evolving, growing more and more polygons. Until we get to the incredibly detailed, hard-to-determine-if-real-or-not 3D work that we have today.
In a game, set in an interactive world, such as the Elder Scrolls games from Bethesda, 3D models are brought to life with animation. Unlike animation in a film, where it's all scripted and the animator knows exactly what his model needs to do. The animator for the game would have to take in to account all of the inputs that a player has at their disposal, and give many animations to one model that flow together, ready to be performed in any random sequence that the player desires. In turn, this makes it tougher to create an immersive universe in a game, rather than in a film.




Geologists will sometimes create 3D renders of land. Here you see a landscape split in to tiers, so to aid their study of it. Earthquakes can be simulated, so that the scientists know better of the destructive capabilities, if an earthquake were to hit the land they were studying. 3D modelling, entertaining and protecting us. Unlike modelling in a creative field, scientists must remain accurate and precise with their work, so to create reliable findings. So, the modeller must stay true to the geography of the land. If a mistake were made, that makes the results far less reliable. However, if an artist were to make a mistake on a film or game, they would only lose the audience's belief.


Architects have been using 3D models to demonstrate to their clients how their design would look when it's complete. The 3D render also allows the client to see it from any angle desired, giving a much more accurate representation of the complete design. Unlike a modeller in the games industry, an architect doesn't need to animate his design, nor do they need to create a fully fleshed out universe to envelope their design. Only a partial look at the surrounding architecture would be required, in order for the client to have an idea of what their building would look like in it's real space.

3D modelling in the film industry is different to most, in the way that the models (in many cases) must be thrown in to a real world, our world, and still look like they exist there. Whereas in games, the models are all built around each other, creating a believable space. A modeller in a game can create his own light sources, bend and manipulate how his scene looks with no restriction. In film, there are restrictions. For example, this screenshot from Cloverfield is set at night, and so most of the light that will bounce off of the monster will come from the street, where the lamps are on. There will be some light from explosions, and lastly the spotlights from the helicopters over head. If the artists didn't take in to account all of the light sources on the set, the monster would look out of place, and wouldn't scare anyone.

Of course, there are other films that are completely comprised of CGI, for example, Avatar. An entire world designed as a film set.

No comments:

Post a Comment