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jd norton's List: Game Art terms

    • Rendering is the most technically complex aspect of 3D production, but it can actually be understood quite easily in the context of an analogy: Much like a film photographer must develop and print his photos before they can be displayed, computer graphics professionals are burdened a similar necessity.
    • When an artist is working on a 3D scene, the models he manipulates are actually a mathematical representation of points and surfaces (more specifically, vertices and polygons) in three-dimensional space.

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    • Box/Subdivision Modeling: Box modeling is a polygonal modeling technique in which the artist starts with a geometric primitive (cube, sphere, cylinder, etc.) and then refines its shape until the desired appearance is achieved.

      Box modelers often work in stages, starting with a low resolution mesh, refining the shape, and then sub-dividing the mesh to smooth out hard edges and add detail. The process of subdividing and refining is repeated until the mesh contains enough polygonal detail to properly convey the intended concept.

      Box modeling is probably the most common form of polygonal modeling, and is often used in conjunction with edge modeling techniques
    • Edge/Contour Modeling: Edge modeling is another polygonal technique, though fundamentally different from its box modeling counterpart. In edge modeling, rather than starting with a primitive shape and refining, the model is essentially built piece by piece by placing loops of polygonal faces along prominent contours, and then filling any gaps between them.

      This may sound needlessly complicated, but certain meshes are difficult to complete through box modeling alone, the human face being a good example. To properly model a face requires very strict management of edge flow and topology, and the precision afforded by contour modeling can be invaluable. Rather than trying shape a well defined eye socket from a solid polygonal cube (which is confusing and counter-intuitive), it's much easier to build an outline of the eye and then model the rest from there. Once the major landmarks (eyes, lips, browline, nose, jawline) are modeled, the rest tends to fall into place almost automatically.

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    • As realistic as 3D graphics may appear, they are typically comprised of flat, multi-sided polygons. These polygons are placed together to create a three-dimensional mesh, which produces a 3D image. While most polygons are triangles (which have the fewest possible sides), they can also be rectangles, hexagons, or other shapes. Colors and textures can be mapped onto these polygons, giving the final image a realistic appearance.

       

      Because polygons are flat surfaces, they can only estimate curved shapes, which many objects have. Therefore, smaller polygons can more accurately represent curved objects. Of course, using smaller polygons also means more polygons are required to create the object. So the more polygons a 3D model has, the more smooth and realistic it will look.

       

      For example, imagine a 3D image of a round ball that is three inches in diameter. If the ball was made up of only 100 polygons, it would be easy to notice the flat surfaces, making the ball seem rather blocky. However, if 1,000 polygons were used, the shapes would be less noticeable, giving the ball a smoother look. If 100,000 polygons were used to create the surface of the ball, the ball might appear completely round. The same concept holds true for more complex models, such as three-dimensional characters and other objects.

       

      Thanks to advances in graphics processing technology, today's video cards can render millions of polygons per second. This allows for several highly detailed 3D models to be displayed on the screen at one time. Therefore, if you want to play a 3D video game on your computer with highly realistic graphics, chances are you'll need a video card with a powerful GPU.

    • Polygonal models or "meshes" as they're often called, are the most common form of 3D model found in the animation, film, and games industry
    • Polygonal models are very similar to the geometric shapes you probably learned about in middle school. Just like a basic geometric cube, 3D polygonal models are comprised of faces, edges, and vertices.

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    • Rigging

        

      A character rig is essentially a digital skeleton bound to the 3D mesh. Like a real skeleton, a rig is made up of joints and bones, each of which act as a "handle" that animators can use to bend the character into a desired pose.

        

      A character rig can range from simple and elegant to staggeringly complex. A basic setup for simple posing can be built in a few hours, while a fully articulated rig for a feature film might require days or weeks before the character is ready for Pixar level animation.

      • Placing the Skeleton: Placement of a skeleton is perhaps the easiest part of the rigging process. For the most part, joints should be placed exactly where they would be in a real world skeleton, with one or two exceptions.
          

        • Joint Hierarchy: In order for a rig to work properly, the bones and joints must follow a logical hierarchy. When setting up a character's skeleton, the first joint you place is called the root joint. Every subsequent joint will be connected to the root either directly, or indirectly through another joint.

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