Computer hardware and software
3D Models Lesson 9 – modeling, modeling – Part 1
What to live for a great time!
This is what I felt after seeing a demo of three hours of the next version of LightWave 3D a few weeks ago. There were so many developments, both simple, interactive performance, I could not help but be proud of what artists and programmers together to make 3D models Art and Animation on the Internet to a wider audience. The extraordinary progress, in my opinion, is a new kind of animation method that I had never seen (or heard) before. a head to turn back – the demonstrator has created a simple key-frame animation. Then, as a preview of the animation in a loop on the screen, he has the film, which the head nodding back and forth. It was actually editing the film because it was running, the interaction with moving objects in real time, 3D models and the application to meet the key frames of movement of the mouse. Those who have experience in understanding all the animation keyframe both how this is revolutionary. I’m not saying this to hype Lightwave, although I think it is a very unique application. There is no doubt that this progress will also appear on many other applications. I note, but emphasize that the 3-D technology is further developed at an astonishing pace – so fast that much of what I write today will be updated. The time is now, how powerful, fully professional tools are now in an affordable platform. I noticed in the newspaper today that Intel’s prices for a Pentium Pro 200 MHz in half of the preparation for their next cut with microprocessor. Even a 200 MHz Pentium Pro is professional enough 3D Models animation. Nor need we, 000 video card with OpenGL preview in the shadow run (but it’s nice to have one). Now for the question of modeling. So far in this tutorial, we investigated using the primitives offered by the application and to change them or distort them for the geometry we want. An enormous amount of modeling is possible by this approach. But often we need to create even the basic geometry from scratch. This is one of the most creative use of graphics in 3-D, both for programmers to develop the tools and the artists who use them. Think for a second. How can we do to create 3-D objects in virtual space on a screen 2-D, with a mouse? If an artist models in clay, it is the physical object in the real 3-D space with his hands forms. How can our hands in the virtual space behind our computer screen? Requests 3-D modeling handles differently. One of the most important factors in selecting a demand for comfort with modeling tools. Some applications offer fabulous control in the construction of models, the cost of complexity. Other applications are easier to use and intuitive, but do not offer much control. But all the underlying implementations are different concepts. We will examine these concepts in both parts of this tutorial. But before this we need to refine our understanding of a model a little. So far, we have a 3-D model described as a network of polygons. We have learned (Lesson 5) that the use of a mesh does not prevent us from rendering smooth curved surfaces. Some applications, such as LightWave 3D model directly into polygons. All surfaces are treated as a polygonal mesh, even when they are created and edited. But most applications have two types of models. If a model includes smooth curve (a ball), it is temporary as a mathematical description of the curves stored. It is therefore possible, curves and curved forms of manipulation rather than pushing work for points and polygons. However, if the object is made, the model is automatically converted into a network that approximates the curved surface. This is necessary because almost all of the renderers still operate from points and polygons instead of curves. The conversion process of curved surfaces is called a mesh approximations “mosaic” and can be visualized as a fisherman’s net wrapping around a curved object. Tessellation of curved surfaces in 3-D polygons is exactly analogous to the scanning halftone images in a grid of pixels using a scanner. let applications you create and edit curved surfaces such as curves true (instead of meshes) are often called “Spline-based.” A spline is a basic type of curve can be described by a mathematical expression, and the word “spline” is often used very general and imprecise. With this refinement in our understanding of the modeling software, we can consisder basic concepts of modeling. 3D Scanners