Wednesday, 26 April 2017

Task 6 - Constraints

a polygon count is the number of polygons/triangles rendered per frame in modeling by 3D artists. polygons can either have 4 or 3 edges which are quads or triangular count, game engines usually support triangular counts but it is possible to change quads into triangular but its better to do this earlier because you can see what the poly count is which will allow you to check if its too big and also some will needed to be manually converted for animation. Since software is a very limited thing you can only render a certain amount of polygons at any one time if the amount of polygons that need rendering surpasses the software you are using to render it then it will either be incomplete or the quality will be lowered and obviously more polygons it has the longer it will take.





the amount of vertices is what takes up the most of the memory storage. Vertex also called faces is one of the most basic part of 3D polygons, faces are the areas on your model that gets shading material applied to them which take up a lot of memory which is why you should delete them when they are not shown



The file size is very important since this can affect the rendering and pother things. file size depends on polygon count, vertices and other things


rendering is the action of generating an image from the 2D or a 3D model by using a 3D modelling software and then rendering them out. during render everything the camera is looking at which include the actual space, textures, lighting and flatten into a image. the time it takes to render the image increases with amount of vertices and edges since they increase the memory

Real time vs Non real time rendering
There are two very different types of rendering the first is real type rendering which is primarily used in games where everything is rendered as it happens. Such as in a games where you're being chased since everything is being rendered as you're going along suck as the area around you or the characters as they perform certain actions, the pros of real time rendering in games is that it allows for the freedom of movement and lets the game play out differently because of how interactive it is but a con is that the cutscenes or the game can glitch whereas non real time rendering which would be used with movies on DVDs is not that good for games except for non interactive cutscenes this is because a con of non real time rendering being that they cannot be interactive since it has already be rendered which would go against what games are which is something that can be played.





https://www.shapeways.com/blog/archives/226-polygon-count-reduction-with-meshlab.html

http://nyuad.im/tutorials/Makesome3Dmodels/Makesome3Dmodels.html

http://blog.hitchingsdesign.com/3d-workflow-for-designers-art-directors-modeling/

http://www.archives.qld.gov.au/Recordkeeping/DigitalContinuity/Pages/FAQs.aspx

https://en.wikipedia.org/wiki/Rendering_(computer_graphics)

















Task 6 – Constraints
What constraints are involved in working within a 3D environment - polygon count, file size and rendering time?
Remember that you are trying to comprehensively explain the theory and applications of 3D with elucidated examples and consistently using subject terminology correctly.

This provides evidence Unit 66 – P1, M1, D1

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