3D model: Difference between revisions

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


'''World Models''' are used in Hammer as ''pre-compiled'' world objects, as opposed to [[Brushes]] which are compiled during the map compile ([[vbsp|VBSP]]). Hammer cannot edit Models; it can only ''place'' them in a map, by tying them to entities such as prop_static, prop_physics, prop_dynamic, etc. npc_type, weapon_type and item_type entities usually use preset worldmodels (to ensure recognisable consistency in game).
A '''model''' is a collection of [[Wikipedia:Point (geometry)|points]], or "[[vertex]]es", 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]].


'''View Models''' are specially animated and optimised models used for "player usable" weapons and hand tools.
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.


Valve's Source Models were created and edited with [[XSI Mod Tool]], which, although not bundled with the [[Source SDK]] tools, is free to download from [[XSI Mod Tool|XSI's website]]. Other [[model editor]]s that can export models in [[SMD]] format can also be used to work with Source Models. (See [[Compiling 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 "[[Compiling Models|studiomdl]]" is used to convert the external program's files to the <code>[[MDL|.mdl]]</code> format that Source understands.
 
==World vs. View==
 
[[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 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 in the world.


== Why use a model? ==
== Why use a model? ==
[[Image:Citadel.jpg|thumb|A [[Half-Life 2]] scene consisting entirely of different models.]]


;Detail
;Detail
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;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, 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 ==
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*[[MDL]] (Source Model file format)
*[[MDL]] (Source Model file format)


 
[[Category:Glossary]]
[[Category:Level Design]]
[[Category:Level Design]]
[[Category:Glossary]]
[[Category:Modeling]]

Revision as of 09:32, 6 April 2008

A model being edited in the XSI Mod Tool.

A model is a collection of points, or "vertexes", that form a 3D shape, or "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 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.

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 enforce its own world model and not allow configuration in Hammer; the three main exceptions are prop_static, prop_physics, and prop_dynamic.
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 in the world.

Why use a model?

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.
Replication
Every instance of a model is guaranteed to look the same. (Behaviour, however, depends on the entity!)

See also