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[[Image:Xsimodtool-workspace.jpg|thumb|A model being edited in the [[XSI Mod Tool]].]]
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[[File:Xsimodtool-workspace.jpg|thumb|A model being edited in the [[Softimage Mod Tool]].]]
{{modernConfusion|BSP brushes are also [[binary space partitioning|compiled into models]]; these are internally referred to as [[bmodel]]s.}}
A '''3D model''' (hereinafter referred to as the "model") is a collection of [[Wikipedia:Point (geometry)|points]], or vertices, that form a 3D shape known as a [[mesh]]. The gaps between the points are usually filled with [[Wikipedia:Polygon (computer graphics)|polygons]], and these polygons are usually covered with a [[material]].


A '''model''' is a collection of [[Wikipedia:Point (geometry)|points]], or "[[Vertex Editor|vertices]]", that form a 3D shape, or "[[mesh]]". The gaps between the points are usually filled with [[Wikipedia:Polygon (computer graphics)|polygons]], and these polygons are usually covered with a [[material]].
Models are used for almost every 3D object in Source that isn't a part of a map's underlying [[brush]] geometry. [[NPC]]s, physics objects, guns, and sometimes even buildings are all models.


Models are used for almost every 3D object in Source that isn't a part of the underlying [[brush]] geometry. NPCs, physics objects, guns, and even some buildings, to name but a few examples, are all models.
Models are created in external modelling packages that are not part of the Source SDK. Valve currently uses [[Maya]], but there are [[Exporting a model|other options]]. The SDK tool [[studiomdl]] is used to [[Compiling a model|compile]] files exported from a modelling package into the binary {{ext|mdl|2}} format that Source understands.


Models are created with programs external to the Source SDK; Valve recommend the [[XSI Mod Tool]], but there are other options. The Source SDK tool "[[Compiling Models|studiomdl]]" is used to convert the external program's files to the <code>[[MDL|.mdl]]</code> format that Source understands. See [[Model Creation Overview]] for more information.
To ensure consistency an entity will normally choose its own world model; the three main exceptions to this are {{ent|prop_static}}, {{ent|prop_physics}}, and {{ent|prop_dynamic}}.


==World vs. View==
== Why use a model? ==
 
[[File:Citadel.jpg|thumb|A [[Half-Life 2]] scene consisting entirely of models.]]
[[Image:Citadel.jpg|thumb|A [[Half-Life 2]] scene consisting entirely of world models.]]
 
;World Models
:Used by [[Entity|entities]] which appear in the 3D world. To ensure consistency an entity will normally enforce its own world model and not allow configuration in Hammer; the three main exceptions to this are <code>[[prop_static]]</code>, <code>[[prop_physics]]</code>, and <code>[[prop_dynamic]]</code>.
;View Models
:Used for hands and weapons that appear in the player interface. They are typically far more detailed than world models, but do not provide enough information to exist alongside them.


== Why use a model? ==
; Detail
: A model can have many, many times more vertices than a brush. [[LOD Models|Level of detail]] allows the detail to be toned down when it is too far away to be appreciated, improving performance.
; [[Skeletal animation|Skeleton]] and [[Flex animation|vertex]] animation
: Detailed and lifelike animation can be achieved with a model. Walking, talking, running, jumping!
; Dynamism
: Unless specifically made to behave otherwise, a model's position, lighting and animation are all completely dynamic. They can go anywhere and do anything.
; Replication
: Every instance of a model is guaranteed to look the same, and you can change all of them at once by modifying one small set of files.


;Detail
== Console commands ==
:The number of vertexes on a model can be many, many times higher than on a world [[brush]]. [[LOD Models|Level of detail]] allows the extra detail to be bypassed when the model is too far away for it to be seen.
; {{cmd|r_flushlod}}
;[[Skeletal animation]]
: Reload all models from disc.
:Detailed, efficient, believable animation can be achieved with a model. Walking, talking, running, jumping!
; {{cmd|r_drawmodelstatsoverlay|<1/0>}}
;Dynamism
: Print the name of the model under the crosshair to the screen.
:Unless specifically made to behave otherwise, a model's position, lighting, state and motion are all completely dynamic. They can go anywhere and do anything.
;Replication
:Every instance of a model is guaranteed to look the same. (Behaviour, however, depends on the entity!)


== See also ==
== See also ==
 
* {{ent|prop_static}}, {{ent|prop_dynamic}} and {{ent|prop_physics}}
*[[:Category:World Models]]
* [[Viewmodel]]
*[[Model Viewer|Half-Life Model Viewer]]
* [[:Category:World Models]]
*[[Anatomy of a Model]]
* [[Model Viewer|Half-Life Model Viewer]]
*[[Model Creation Overview]]
* [[Anatomy of a Model]]
*[[:Category:Modeling]]
* [[Model Creation Overview]]
*[[MDL]] (Source Model file format)
* <code>[[:Category:CBaseAnimating|CBaseAnimating]]</code>
 
* [[Prop Download Sites]]
* [[:Category:Modeling]]
* [[MDL]] (Model file formats)
[[Category:Glossary]]
[[Category:Glossary]]
[[Category:Level Design]]
[[Category:Level Design]]
[[Category:Modeling]]
[[Category:Modeling]]
{{stub}}

Latest revision as of 16:10, 13 December 2024

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A model being edited in the Softimage Mod Tool.
Warning.pngRisk of Confusion:BSP brushes are also compiled into models; these are internally referred to as bmodels.

A 3D model (hereinafter referred to as the "model") is a collection of points, or vertices, that form a 3D shape known as a mesh. The gaps between the points are usually filled with polygons, and these polygons are usually covered with a material.

Models are used for almost every 3D object in Source that isn't a part of a map's underlying brush geometry. NPCs, physics objects, guns, and sometimes even buildings are all models.

Models are created in external modelling packages that are not part of the Source SDK. Valve currently uses Maya, but there are other options. The SDK tool studiomdl is used to compile files exported from a modelling package into the binary mdl format that Source understands.

To ensure consistency an entity will normally choose its own world model; the three main exceptions to this are prop_static, prop_physics, and prop_dynamic.

Why use a model?

A Half-Life 2 scene consisting entirely of models.
Detail
A model can have many, many times more vertices than a brush. Level of detail allows the detail to be toned down when it is too far away to be appreciated, improving performance.
Skeleton and vertex animation
Detailed and lifelike animation can be achieved with a model. Walking, talking, running, jumping!
Dynamism
Unless specifically made to behave otherwise, a model's position, lighting and animation are all completely dynamic. They can go anywhere and do anything.
Replication
Every instance of a model is guaranteed to look the same, and you can change all of them at once by modifying one small set of files.

Console commands

r_flushlod
Reload all models from disc.
r_drawmodelstatsoverlay <1/0>
Print the name of the model under the crosshair to the screen.

See also


Stub

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