Modeling can be performed by means of a dedicated program (e.g., Blender, Cinema 4D, LightWave, Maya, Modo, 3ds Max) or an application component (Shaper, Lofter in 3ds Max) or some scene description language (as in POV-Ray). There are a number of modeling techniques, including: The modeling stage consists of shaping individual objects that are later used in the scene. The new mesh will usually have the original high resolution mesh information transferred into displacement data or normal map data if for a game engine.Ī 3D fantasy fish composed of organic surfaces generated using LAI4D. These methods allow for very artistic exploration as the model will have a new topology created over it once the models form and possibly details have been sculpted. Dynamic tessellation, which is similar to voxel, divides the surface using triangulation to maintain a smooth surface and allow finer details. Volumetric, loosely based on voxels, has similar capabilities as displacement but does not suffer from polygon stretching when there are not enough polygons in a region to achieve a deformation. There are currently three types of digital sculpting: Displacement, which is the most widely used among applications at this moment, uses a dense model (often generated by subdivision surfaces of a polygon control mesh) and stores new locations for the vertex positions through use of an image map that stores the adjusted locations. Digital sculpting – Still a fairly new method of modeling, 3D sculpting has become very popular in the few years it has been around.Curve types include nonuniform rational B-spline (NURBS), splines, patches, and geometric primitives Increasing the weight for a point will pull the curve closer to that point. The curve follows (but does not necessarily interpolate) the points.
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