Provides evidence of:
Volume Based Modeling
Volume based modeling is also know as voxel modeling, a voxel is something which represents a value on a 3D grid, and they were primarily used in medical practice when a patient needed to have a part of their body scanned after a serious injury or when suffering a serious ailment.
Voxels are also used in film visual effects for things like flame and liquid simulations, but have more recently become a popular way of creating real time game environments like the ones seen in Minecraft and Everquest Next. In minecraft players can create structures out of voxels as if using building blocks like legos, adding to the 3d grid one at voxel at a time, Everquest Next takes voxel tech further by allowing players to create more complex objects with the ability to smooth and cut holes in their voxel creations.
3D coat uses Voxels for sculpting, in a similar way that i have used Zbrush and its Dynamesh feature, 3D coat uses voxels instead of polygons to allow clay like sculpting for its users.
I have not included voxel modeling in my project because i felt that it was unnecessary and i did not have immediate access to any software that provided this feature. If i did have access to voxel modeling i feel that I may have been interesting to experiment with for my environment section but overall in this scale of project it would be unnecessary.
- Volume Based Modeling
- Tesselation
- Sub dividing
Volume Based Modeling
Volume based modeling is also know as voxel modeling, a voxel is something which represents a value on a 3D grid, and they were primarily used in medical practice when a patient needed to have a part of their body scanned after a serious injury or when suffering a serious ailment.
Voxels are also used in film visual effects for things like flame and liquid simulations, but have more recently become a popular way of creating real time game environments like the ones seen in Minecraft and Everquest Next. In minecraft players can create structures out of voxels as if using building blocks like legos, adding to the 3d grid one at voxel at a time, Everquest Next takes voxel tech further by allowing players to create more complex objects with the ability to smooth and cut holes in their voxel creations.
3D coat uses Voxels for sculpting, in a similar way that i have used Zbrush and its Dynamesh feature, 3D coat uses voxels instead of polygons to allow clay like sculpting for its users.
I have not included voxel modeling in my project because i felt that it was unnecessary and i did not have immediate access to any software that provided this feature. If i did have access to voxel modeling i feel that I may have been interesting to experiment with for my environment section but overall in this scale of project it would be unnecessary.
Tessellation and Sub Division
Tessellation or sub division is when a quad based mesh has polygons evenly added to it in between the polygons that already exist, when a 3D Polygon is sub divided the polygon count is multiplied by four and the result is a much smoother mesh. An example I found is shown below.
Tessellation or sub division is when a quad based mesh has polygons evenly added to it in between the polygons that already exist, when a 3D Polygon is sub divided the polygon count is multiplied by four and the result is a much smoother mesh. An example I found is shown below.
I can and have used sub division to model smooth surface in 3ds max before in person works, but i did not use any sub division on this project because I have been limited to 40,000 polygons. Using tessellation or sub division would create allot more polygons than i am allowed to use on this project and i would have gone over my limit.
Boolean operations
Boolean operations are a way of creating complex topology by subtracting one mesh from another mesh as shown in th images below. The reason I didn't use this in my model was because I had no area that i could use this technique in, and all of my model was modeled using other modelling techniques.
Boolean operations are a way of creating complex topology by subtracting one mesh from another mesh as shown in th images below. The reason I didn't use this in my model was because I had no area that i could use this technique in, and all of my model was modeled using other modelling techniques.