Tuesday, 11 February 2014

Rendering Time in 3D Modeling

When you have successfully created a 3D asset, you then have to think about the rendering time. Each 3D model you create has to be rendered to give you what the final product looks like. You have to think about the quality you want the item rendered into depending on the role the item plays. If it is a background image, then you want to render in in a lower quality compared to a main character in a game, which you will want to render in a high quality, This all impacts the file size as well, if everything is rendered to a high quality, then the file size is going to be huge, whereas if you render items depending on how important it is to the game, then you will lower the file size, meaning that it will work as a game.
This is a background for a MMO game. Look at the different levels of detail used for different items in the background.

File Size in 3D Modeling

When you are 3D modeling items to put into a game, there is always something you have to keep in mid. The file size. When making 3D assets, you must keep file sizes in your mind, because in the game you have objects, characters and environments to think about.

When you are making your environments, you want it to be in enough detail so that the player knows what environment they are currently playing in. If you are designing a forest environment, you have to thing about the trees. What will they look like? How tall will they be? What wildlife will there be in the forest? All of these must be thought about for the game, but how big do you want the file size to be for the environment?

When you are making objects for a game, you have objects that just sit in the background and does nothing, and also you have objects that the player interacts with. How big do you want the background objects to be? How big do you want the intractable objects to be? Objects that the player interacts with could be weapons and armor, down to pencils, scissors and small scale objects. You have to think about how much detail to put on everything and what the file size is that you are aiming at for each object.

When you are designing characters, you have to think about the characters that the player interacts with, characters that just sit in the background doing things that are not important to the player, and also the players character. You have to think how much detail to put in each character depending on how important they are to the story, and also what parts of the character you will make stand out and what parts that are not as important to stand out.

All of this is really important, so if you make everything for the game, the environment, objects and the characters, and then have each file size 5-10 MB, how big will this make your game, how big will the overall file size be, will the game work with its file size? You have to decide on what detail you want in each thing depending on what role it plays in the game you are making them for.

This is a Inn from a MMO game. Look at the different levels of detail used in different objects here.

















Polygon Count in 3D Modeling

In 3D Modeling, most things you create will go into a game. When in a game, everything you see would have been made with 3D modeling.

The polygon count determines what the object will look like in game. A lower poly count will make the object less detailed whereas a higher poly count would make the object more detailed and eye catching. Poly count is really important when doing objects for a game, because making objects intended just to be in the background would normally be set to a low poly count, making it so that more important things in the game like weapons, vehicles and main parts to the story line can be set to a higher poly count to make it more detailed and eye catching.




These are the same cars with the different poly counts, what do you think of them?