3D model: Difference between revisions

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[[Image:Xsimodtool-workspace.jpg|thumb|A model being edited in the [[XSI Mod Tool]].]]
[[File:Xsimodtool-workspace.jpg|thumb|A model being edited in the [[Softimage Mod Tool]].]]


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]].
A '''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]].


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 a map's underlying [[brush]] geometry. [[NPC]]s, physics objects, guns, and sometimes even buildings are all models.


Models are created with programs external to the Source SDK. Valve recommend the [[XSI Mod Tool]], but there are [[Exporting a model|other options]]. The SDK tool [[studiomdl]] is used to compile the external program's files to the <code>[[MDL|.mdl]]</code> format that Source understands; see [[Model Creation Overview]] for more information.
Models are created in external modelling packages that are not part of the Source SDK. Valve recommend the [[Softimage Mod Tool]], but there are [[Exporting a model|other options]]. The SDK tool [[studiomdl]] is used to compile the packages' files into the [[MDL]] file format that Source understands; see [[Compiling a model]] for more information.


==World vs. View==
==World vs. View==


[[Image:Citadel.jpg|thumb|A [[Half-Life 2]] scene consisting entirely of world models.]]
[[File:Citadel.jpg|thumb|A [[Half-Life 2]] scene consisting entirely of world models.]]


;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>.
: Used by [[Entity|entities]] which appear in the 3D world. To ensure consistency an entity will normally choose its own world model; the three main exceptions to this are <code>[[prop_static]]</code>, <code>[[prop_physics]]</code>, and <code>[[prop_dynamic]]</code>.
;View Models
; 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 in the world.
: Hands and weapons that are designed solely to appear as part of a first-person UI. They are typically far more detailed than world models.


== Why use a model? ==
== Why use a model? ==


;Detail
; Detail
:The number of vertexes on a model can be many, many times higher than on a world [[brush]]. [[LOD Models|Level of detail]] allows detail to be bypassed when the model is too far away for it to be seen.
: 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, saving performance.
;[[Skeletal animation]]
; [[Skeletal animation]]
:Detailed, efficient, believable animation can be achieved with a model. Walking, talking, running, jumping!
: Detailed, efficient, lifelike animation can be achieved with a model. Walking, talking, running, jumping!
;Dynamism
; Dynamism
: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.
: 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
; Replication
:Every instance of a model is guaranteed to look the same, and you can change them all at once by modifying the one core set of files.
: 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.


== See also ==
== See also ==

Revision as of 03:28, 11 August 2009

A model being edited in the Softimage Mod Tool.

A 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 recommend the Softimage Mod Tool, but there are other options. The SDK tool studiomdl is used to compile the packages' files into the MDL file format that Source understands; see Compiling a model for more information.

World vs. View

A Half-Life 2 scene consisting entirely of world models.
World Models
Used by entities which appear in the 3D world. 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.
View Models
Hands and weapons that are designed solely to appear as part of a first-person UI. They are typically far more detailed than world models.

Why use a model?

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, saving performance.
Skeletal animation
Detailed, efficient, 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.

See also