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]].]] | ||
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 '''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 [[world]]. NPCs, physics objects, guns, and even some buildings, to name but a few examples, are all models. |
Revision as of 10:28, 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 behave otherwise, a model's position, lighting, state and motion are all completely dynamic. They can go anywhere and do anything.