3D model: Difference between revisions
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A '''model''' is a collection of [[Wikipedia:Point (geometry)|points]], or "vertexes", that form a 3D shape. 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 "vertexes", that form a 3D shape. 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 everything in Source that isn't a part of the [[world]]. NPCs, physics objects, guns, and even some buildings, to name but a few examples, are all models. | Models are used for almost everything in Source that isn't a part of the [[Worldspawn|world]]. NPCs, physics objects, guns, and even some buildings, to name but a few examples, are all models. | ||
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 "[[studiomdl]]" is used to convert the external program's files to the [[.mdl]] 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 [[MDL|.mdl]] format that Source understands. | ||
== Why use a model? == | == Why use a model? == | ||
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:Detailed, efficient, believable animation can be achieved with a model. Walking, talking, running, jumping! | :Detailed, efficient, believable animation can be achieved with a model. Walking, talking, running, jumping! | ||
;Dynamism | ;Dynamism | ||
:Unless specifically made 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, state and motion are all completely dynamic. They can go anywhere and do anything. | ||
== See also == | == See also == |
Revision as of 14:43, 25 February 2008

A model being edited in the XSI Mod Tool.
A model is a collection of points, or "vertexes", that form a 3D shape. The gaps between the points are usually filled with polygons, and these polygons are usually covered with a material.
Models are used for almost everything in Source that isn't a part of the world. NPCs, physics objects, guns, and even some buildings, to name but a few examples, are all models.
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 "studiomdl" is used to convert the external program's files to the .mdl format that Source understands.
Why use a model?

A Half-Life 2 scene consisting entirely of different models.
- Detail
- The concentration of vertexes on a model is many, many times higher than on a world brush.
- Skeletal animation
- Detailed, efficient, believable animation can be achieved with a model. Walking, talking, running, jumping!
- 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.