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 "[[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]]. | ||
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 "[[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? == | ||
;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: | [[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
, andprop_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
- Category:World Models
- Half-Life Model Viewer
- Category:Modeling
- MDL (Source Model file format)