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        <title><![CDATA[Stories by David Kneusel on Medium]]></title>
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            <title><![CDATA[Creating 3D Objects and Environments for Games]]></title>
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            <dc:creator><![CDATA[David Kneusel]]></dc:creator>
            <pubDate>Tue, 18 Jun 2024 13:17:10 GMT</pubDate>
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            <content:encoded><![CDATA[<figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*mXK0ok2L2pJA-9w0XiNnPw.jpeg" /></figure><p>Within games, 3D involves the representation of shapes within a three-dimensional space, with their positions defined by a coordinate system. The WebGL platform employs a right-hand coordinate system, in which the x axis has a rightward orientation, the y axis an upward orientation and the z axis is pointed out of the screen (toward the viewer).</p><p>Creating objects requires the use of vertices or points defined within the x,y,z coordinate system. 3D is not simply defined by objects themselves but by layout or the framework that various objects inhabit and move within. How they interact reflects elements such as position, size, and orientation.</p><p>Among the attributes that make up a vertice of a 3D object are RGBA (red, green, blue, alpha/transparency) values. These determine color or texture, with the latter being a 2D image used in creating a dynamic surface. Textures are made up of texels or single-unit texture elements (similar to pixels for digital images). Texture wrapping involves the repetition of the 2D image around an object that is 3D. With texture filters applied, the original resolution is magnified or minimized to meet the requirements of the displayed fragment. When wrapped around the object, they contribute to revealing the fine details of a model.</p><p>Lighting is another essential element in defining how the colors are perceived on the screen. Light is either reflected or absorbed, depending on how the light source interacts with the colors that define the surface of an object. Lighting spans four basic types: emissive, which involves the object directly emitting light; ambient, when the light applied is constant for all objects on the screen; specular, or a point of light such as a flashlight or bulb; and diffuse, when there is a distant and directional light source, such as the sun.</p><p>3D gaming software applications simplify the creation of objects, lighting, and textures, such that this is an intuitive experience for the game designer. There are a number of methods of creating 3D models for games, including straightforward box modeling. Similar to clay sculpting, it involves starting with a simple 3D shape and refining it by pulling and pushing the edges, vertices, and faces, in the process creating a more complex form. This method works well for vehicles, furniture, and, in some cases, game characters.</p><p>Polygon modeling allows the creation of more complex characters and objects by defining individual four-sided polygons within the object. Each polygon can be defined in detail and helps create a complex structure or topology, as with character models that are manipulated in many ways within an animation.</p><p>Spline Modeling involves drawing a 2D line (the spline) and pulling it out, providing depth and creating a 3D shape. This method is often used to capture flowing objects such as tubing or cables, as well as furniture and interior elements with intricate curves.</p><p>Once a variety of 3D objects are defined, they can be utilized much like Legos in digital assembly or populating a layout with various 3D pieces and blocks. This time-effective method enables the game developer to create environments that possess intricate details but do not need to be created from scratch every time.</p><p>Another technique for creating a 3D environment is photogrammetry, which involves taking various photos of an object in the real world and feeding them into a program that stitches them together to generate a 3D model. This is particularly applicable when creating a 3D game set in the real world with realistic settings and assets.</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=e091c7ed4b7b" width="1" height="1" alt="">]]></content:encoded>
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