Introduction to 3D Experience

Learn 3D Basics Through ekl

.There are many ways to create 3D Experience objects, depending on both the artist and the object, and the expected end result. The method can vary greatly depending. Whether the model is for augmented reality or for cinema, for video games or for industrial production. Learn 3dexperience ekl basics today.

In this article we give you a beginner’s guide to building 3D objects with Blender. The free cross-platform 3D graphics and video software. We cover guiding you in the most simple modeling interface.

Obviously, there is a lot more to Blender, but this simple Type 101 introduction will get you down to business with the basics, and you can at least build a simple object in this bewilderingly complex software.

There are automatic methods like scanning through photogrammetry, but here we are going to talk about the usual workflow to make a 3D model manually. And so that it is not too abstract, we are going to follow the process with an example.

In the first place, you have to consider what is the final result you want to achieve and decide what is the most appropriate way to carry it out.

Before starting to model, it is necessary to know all the  measurements and design style=”font-weight: 400″>  from the different points of view (orthographic, without perspective).

So that we do not miss any detail and everything fits when building the 3D model.

Now you can start modeling, but first it would be convenient to clarify some  basic concepts  that are:

  • Vertices : Basically they are points with spatial coordinates.
  • Edges : The line that joins two vertices.
  • Faces  or polygons: It is the surface that is made up of at least three vertices and three edges.
  • Mesh : Set of polygons that make up a 3D Experience object, or a part of it.

Techniques of 3D Experience

Depending on whether the object is a hard surface, such as an industrial machine, or if it is organic, like our example, it will be more convenient to use one technique or another.

To model a hard surface, the most common option would be to use Box modeling , which starts with a simple figure such as a plane, a cube, or a sphere to modify it by adding or removing geometry. So that the volume gains shape and detail.

Although NURBS  (non-uniform rational B-spline) modeling could also be used, where first the contours of certain cross-sections would be defined. The order to easily generated.

 What may not be very desirable when we need to have control over the mesh, the number of polygons it has, and what its topology is like.

Another technique that has gained much prominence in recent years is ” Sculpt modeling “, which is similar to working with clay and which gives high polygon meshes. For our example this would be a good option.

Polygonage and optimal number of polygons 

The number of polygons to use depends on the required quality and the target platform. For mobile devices, somewhere between 300 and 1500 polygons per object will give good results.

Where for desktop computers the ideal range is close to 1500 to 4000. The number of polygons per object have to be reduced.

If there any objects on screen at any given time. As an example, the Half Life 2 video game uses 2500–5000 triangles per character. AAA games on PS3 or Xbox 360 usually have characters with 5000–7000 triangles.

Topology and Retopology of using 3D Experience

Topology is a branch of mathematics  In this context is used to refer to the arrangement. Polygons on a surface without it altering its general shape. For this reason we can have the same object with different levels of detail, which influences the performance it will have on the device where it is displayed.

Retopology is to reassemble the mesh of a model, to ensure reliable functionality, quality and lower weight. Typically used when working with software that creates a fairly dense and somewhat messy mesh of polygons.

When trying to pass one of these meshes to an animation software. It may be very slow and that is why we apply the retopology. We create a new mesh on top of the high density one. And then its normal, displacement and diffuse maps are passed ( among others) in order to achieve the same result on your lightest mesh.

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