SR_ICTGAM304 (2023) Flipbook PDF

SR_ICTGAM304 (2023)

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ivet.edu.au 1300 00 IVET IVET Institute: RTO ID: 40548 Develop threedimensional (3D) models for digital games ICTGAM304 This unit describes the skills and knowledge required to prototype and refine threedimensional (3D) object designs for a variety of digital games, using simple modelling techniques and software. The unit applies to individuals who may work in roles such as digital media developers and content designers, who support the design and development stages of basic digital games. STUDENT RESOURCE


CONTENTS Suites 210 – 212 189E South Centre Road Tullamarine VIC 3043 © IVET Created: 12/1/23 Version: 1.0 The content of this publication is produced for educational purposes only. No claim is made to its accuracy or the authenticity of the content. The information in this document is provided on the basis that the reader takes responsibility for assessing the relevance and accuracy of the content. No responsibility is taken for any information or services which may appear on any linked websites. IVET Group does not accept any liability to any person for the information or advice (or the use of such information or advice) in this document or incorporated into it by reference. All content, unless otherwise indicated, is the intellectual property of the IVET Group. Elements and performance criteria........................................................................................................................................4 Introduction.......................................................................................................................................................................................6 Sprites versus models in digital games.................................................................................................................................................................. 6 Understanding 3D space........................................................................................................................................................................................................7 What makes up a 3D model................................................................................................................................................................................................7 3D Assets.................................................................................................................................................................................................................................................11 Computer hardware.................................................................................................................................................................................................................12 Computer software....................................................................................................................................................................................................................16 Gaming engines............................................................................................................................................................................................................................18 Prepare to apply 3D modelling techniques...................................................................................................................... 20 Confirm work brief and tasks............................................................................................................................................................................................21 Identify workflow sequences and production timelines.......................................................................................................................21 Challenges of creating 3D digital models .........................................................................................................................................................23 Project team members .........................................................................................................................................................................................................23 Copyright Issues .......................................................................................................................................................................................................................... 24 Select software and resources required to model 3D objects.................................................................................................... 25 Digital asset management processes................................................................................................................................................................. 25 WHS standards...............................................................................................................................................................................................................................27 Introduction to Blender...........................................................................................................................................................................................................31 Concepts of geometry...........................................................................................................................................................................................................32 Key processes and requirements to create 3D digital gaming models.............................................................................32 Using reference materials .................................................................................................................................................................................................34 Scale, form, weight and volume..................................................................................................................................................................................35 Organisational formats for documentation....................................................................................................................................................37 Non-disclosure on creative projects .......................................................................................................................................................................37 Prototype 3D digital models....................................................................................................................................................38 Apply simple 3D modelling techniques to create 3D models ......................................................................................................39 Blocking out your models...................................................................................................................................................................................................39 Grouping objects.........................................................................................................................................................................................................................47 Finalising model for export................................................................................................................................................................................................48 2


Exporting a model......................................................................................................................................................................................................................50 Model 3D object prototype according to work brief.................................................................................................................................51 Manipulate software features according to work brief.........................................................................................................................51 Confirm that model topology allows for required deformation.................................................................................................52 Check and refine model for integrity ....................................................................................................................................................................52 Confirm that model meets design requirements.....................................................................................................................................53 Finalise 3D digital models ........................................................................................................................................................54 Export digital 3D model in required gaming format...............................................................................................................................54 Submit model to required personnel.....................................................................................................................................................................55 Save and store model according to organisational policies and procedures ..........................................................55 Complete workplace documentation according to organisational requirements...............................................56 Conclusion......................................................................................................................................................................................56 3


ELEMENT PERFORMANCE CRITERIA Elements describe the essential outcomes. Performance criteria describe the performance needed to demonstrate achievement of the element. 1. Prepare to apply 3D modelling techniques 1.1 Confirm work brief and tasks according to organisational policies and procedures 1.2 Identify work-flow sequences and production timelines according to work brief 1.3 Select software and resources required to model 3D objects 1.4 Identify and document digital asset management processes and requirements of 3D modelling for digital games 2. Prototype 3D digital models 2.1 Model 3D object prototype according to work brief 2.2 Manipulate software features according to work brief 2.3 Confirm that model topology allows for required deformation 2.4 Check and refine model for integrity 2.5 Confirm that model meets design requirements 2.6 Seek feedback on model from required personnel 2.7 Make adjustments to model, where required 3. Finalise 3D digital models 3.1 Export digital 3D model in required gaming format 3.2 Submit model to required personnel 3.3 Save and store model according to organisational policies and procedures 3.4 Complete workplace documentation according to organisational requirements ICTGAM304 Develop three-dimensional (3D) models for digital games Elements and performance criteria 4


Performance evidence The candidate must demonstrate the ability to complete the tasks outlined in the elements, performance criteria and foundation skills of this unit, including evidence of the ability to: y develop at least two different three-dimensional (3D) objects for a digital game. In the course of the above, the candidate must: y meet production documentation requirements within production deadlines y apply required organisational policies and procedures. Knowledge evidence The candidate must be able to demonstrate knowledge to complete the tasks outlined in the elements, performance criteria and foundation skills of this unit, including knowledge of: y functions and features of 3D digital modelling tools and techniques y methods of prototyping, designing, producing and delivering digital 3D models y functions and features of 3D digital model development software, hardware and components y techniques to safely save and store 3D digital models y concepts of geometry that apply to the creation of realistic 3D digital models for digital games y key processes and requirements to create 3D digital gaming models y relevance of scale, form, weight and volume to prototyping 3D digital models for digital games y key copyright considerations associated with designing and creating 3D digital models y organisational formats for documentation y organisational policies and procedures, and legislative requirements relating to work tasks. For more information on this unit of competency visit: https://training.gov.au/Training/Details/ICTGAM304 5


ICTGAM304 - Develop three-dimensional (3D) models for digital games Introduction In this unit, you will develop the skills and knowledge required to prototype and refine basic threedimensional (3D) object designs for various digital games using simple modelling techniques and software. The unit applies to individuals who may work in roles such as digital media developers and content designers who support basic digital game design and development stages. It will cover how to: y Prepare to apply 3D modelling techniques y Prototype 3D digital models y Finalise 3D digital models By completing this unit, you will understand the steps and processes involved in undertaking 3D modelling projects for digital games. Sprites versus models in digital games In a digital games environment, users interact with elements via a controller or their keyboard and mouse. These elements or objects can be two-dimensional or three-dimensional. Two-dimensional games contain sprites. They have usually been hand or digitally drawn. The game operates across a two-dimensional plane, such as in a platform game. The user often has minimal control over camera positioning. The gaming engine plays a series of individual images (sprites) in sequence to create the illusion of movement, similar to an animated feature film or television series. The sprites are made up of individual pixels, similar to a digital photograph. Three-dimensional games are produced using 3D digital models and, as the name implies, are comprised of threedimensional shapes rendered in a 3D gaming engine. The user takes control of a 3D character and will often have the ability to move their character in all directions and control and manipulate the camera’s perspective and view. 3-dimensional models allow for stylised or realistic models to be produced depending on the games’ designs and the computer hardware’s capability to process and run the game. For example, a 3D model will be designed with different specifications to run on a mobile device versus one designed to run on a high-end PC. 6


Understanding 3D space When creating objects in 3D modelling software, you are working in a representation of 3D space. This can sometimes be confusing because you are viewing it on a monitor and from the perspective of a 3D camera. Understanding how 3D space operates is essential to creating and editing models in a 3D environment. In 3-dimensional space, any part of an object has a reference point that can be calculated based on 3 points. They are: y X-axis: along the horizontal y Z-axis: along the vertical y Y-axis: along the depth These three axes are known as Cartesian coordinates and are relative to the 3D space, with (0,0,0) being the world centre or origin. Coordinates can have a local and global setting. Local refers to the object’s centre point with the points based on the object, whereas global refers to the world setting. If we wanted to place points on the opposite side, they would be to the negative of the world space, so think of the origin as your centre point. What makes up a 3D model 3D modelling is produced using polygon modelling with a 3D object comprised of a series of polygon meshes that are made up of the following elements: y Vertex: An individual dot or point on the object y Edges: A straight line connecting two vertices y Faces: The interior region of the polygon y Object: The total object as a whole The selected vertex is the solid dot in the corner in orange on the image below. Vertex 7


ICTGAM304 - Develop three-dimensional (3D) models for digital games The edge is highlighted in orange below. The face is highlighted in white below. Edge Face The vertex is referenced in 3D space by its relative or absolute X, Y, and Z coordinates. In the below image, we have a basic cube. If we translate one of the corner vertex points, you’ll see what happens to the shape. Or this happens if you push it in the opposite direction. You can see how the shape changes. 8


A basic cube is comprised of 8 vertices, 12 edges, and 6 faces. You can see the number of vertices, edges, and faces increase dramatically for a larger and more detailed model. 9


ICTGAM304 - Develop three-dimensional (3D) models for digital games Understanding how to manipulate polygons inside the 3D Modelling software is integral to constructing 3D models. In brief, the polygons all connect to each other to produce a 3D mesh. As a rule of thumb, the more polygons you use, the higher your level of detail in the model. However, the problem with this is that the higher the polygon count, the more powerful the computer or console system needs to display the polygons. As such, for a long time, polygon models have had to be simplified to run within a gaming environment. Quake, which was released back in 1996, was only able to render a total of 200 polygons at any one time. Compare that to Cyberpunk 2077, where a single character might have 100,000 polygons, and you can get a sense of how hardware and computing technology has improved. 10


3D Assets In computer game design, a 3D model is referred to as a 3D Digital Asset. It could be the character the user controls in the game, a prop they interact with, or part of the environment. A 3D asset is comprised of the mesh, materials and textures. The mesh is the physical representation of the object in 3D space, comprised of a series of points representing the object’s shape and form. Materials and textures are what wraps around the object to give it colour and texture (which we will go into further detail later in this unit). 3D digital assets can be duplicated, manipulated or repurposed within a game. For example, a mesh of a billboard could be retextured to show a different sign, and the colour of a car could be changed. 3D Assets can be built from scratch but can also be purchased online. It is not uncommon these days for small game development teams to purchase a selection of licenced base 3D models, which they then adapt or edit to suit the needs of their game. 3D Assets can be stored in the 3D modelling software’s native format but will need to be exported into a common standard format for use within the gaming engine. Any changes that will need to be made to the model will need to go back to the modelling software. It is important to have an understanding of asset management and version control when modelling. Standard naming conventions are required when producing 3D models and are part of common work practice. Gaming projects can have hundreds, if not thousands, of 3D assets, and it is important to be able to source and retrieve the correct model if you require any changes to be made. Version control means you save multiple copies of your file based on changes you make. Since 3D modelling for gaming will often mean that you work in a collaborative environment and that decisions are made within a team, there will be times when revisions or adjustments are made to 3D models, so you need to be able to save multiple versions of a file. 11


ICTGAM304 - Develop three-dimensional (3D) models for digital games Computer hardware As technology has evolved, so has the accessibility of producing 3D modelling on more entry-level machines. Most modern PCs with a recent NVIDIA graphics card can run 3D modelling software such as Blender. Obviously, the more high-end processor and memory you have, the faster and more responsive the software will be, but with the move from CPU processors to GPU processors over recent years for the processing and rendering of 3D models, a lot of the weight has been moved. With each new generation of computers and graphics cards, the tools are becoming more and more accessible. There are six basic components that influence the speed and responsive nature of 3D modelling software. Case This is the metal shell that covers and protects the components of a computer. It can come in a variety of shapes and sizes depending on the size and specifications of the components inside. It could be a standalone tower in the case of a PC or comprised of another piece of technology, such as a monitor in the case of a Mac, where the computer is housed together with the screen. PC cases can come in the following sizes: Full tower These are generally big (more than 76cms in height) and have a lot of internal space for housing a variety of components. Mid tower These are slightly smaller than the full tower (around 45 to 60cms in height), reducing the available space to house components. Mini tower Smaller again than the mid tower (around 30 to 45cms in height). These do not have much room for expansion and may require specialised components sized for the case. Slim line case Slim lines are designed so that they can be turned on their side. This is so they can house a monitor on top of them. They are essentially small towers, similar to a mini tower. Small form factor (SFF) case These are usually custom-built cases designed for specific computing tasks and come in various shapes and sizes. The size of the case will determine what components can fit inside, with newer GPUs being double or triple-slotted (meaning they take up two or three times the space of a traditional graphics card), and some organisations wanting to run multiple GPUs in a single machine to increase response time and productivity. With larger components comes the need for additional cooling as the cards can get extremely hot running at optimum speed, so full-sized or custom towers are not uncommon. 12


Motherboard The Motherboard is a printed circuit board that houses all the essential components of the computer. Think of it as a chassis on the car in that everything is connected to it. The type of Motherboard determines what third-party components can be connected, what their speeds and capabilities are, and how data travels from one component to another. It also determines how many internal and external devices can be connected and what chipset can be attached. Motherboard’s come in a variety of sizes. The size of the Motherboard will determine the required size of the case. These form factors include: y AT – Advanced Technology y ATX – Advanced Technology Extended y Mini-ATX – smaller footprint than ATX y Micro-ATX – smaller footprint than ATX y LPX – Low-Profile Extended y NLX – New Low-Profile Extended y BTX – Balanced Technology Extended Features of a motherboard include: y The chipset of the CPU Socket – this will determine the type of chipset that will be compatible y Connectors x Hard drive connector x Floppy drive connector x Peripheral connector y Available Slot x RAM – the number of slots will determine the maximum memory x PCI Express – for the graphics cards x PCI – expansion slots for cards y BIOS or UEFI BIOS – Determines how the computer boots outside of the operating system The choice of Motherboard will determine the chipset that can be installed as well as the boundaries of the maximum memory, PCI cards, SATA drive speed etc. Motherboards are designed with specific enduser goals in mind, so it pays to do the research and decide on the most appropriate for 3D modelling. Brands of motherboards include: y ASRock y Asus y Biostar y EVGA Corporation y Gigabyte Technology y MSI (Micro-Star International) y Intel. 13


ICTGAM304 - Develop three-dimensional (3D) models for digital games Chipset The chipset on your computer is also known as the CPU or Central Processing Unit. The CPU is where the software performs all the calculations. Chipsets are being improved each generation, with faster speeds and multiple cores, which means they can process more complicated processes in shorter times. If you are doing low-level computing work such as word processing, you wouldn’t need the advanced capabilities of a high-end chipset, but if you were doing video editing or animation, then you would. Chipsets are made by different manufacturers, including Intel Core and AMD Ryzen. Generally, AMD Ryzen is better at multi-tasking, while Intel CPUs tend to be faster when it comes to single-core tasks. It’s important to note that chipsets require a compatible motherboard to be installed onto, so if there are chipset upgrades, they will potentially entail the upgrade of motherboards as well. Chipsets can get notoriously hot and require heat sinks to keep them cool. These regulate the temperature and can come in a variety of types, including: y Passive Heat Sink y Active Heat Sink y Aluminium Heat Sink y Copper Heat Sink y Solid Metal Heat Sink y Pumped Liquid Heat Sink y Two-Phase Heat Sink y CNC Machined Heat Sink As already mentioned, the majority of 3D processing has shifted from the CPU to the GPU in recent years, but you still require a high-end CPU to manage and run the operating system and software application. Whether you choose an AMD or Intel chipset will depend on your desired workload and preference. Random access memory (RAM) Computer memory is the physical device storing temporary information on the computer. There are two types of memory: RAM and ROM. RAM stands for Random Access Memory, while ROM stands for Read-Only Memory. The easiest way to determine the difference is that RAM is erased when the power is turned off. Computers require a standard start-up list of instructions every time they power up. This is performed through UEFI (Unified Extensible Firmware Interface) or in older computer BIOS with a series of instructions stored in the computer’s ROM. RAM is used by the computer to load software and serves as its working memory when it performs calculations or processes. The more memory you have, the more it can process ‘on the fly’. Different motherboards hold different memory types, known as SDRAM. These types include, from oldest to newest: DDR, DDR2, DDR3, DDR4 and DDR5. The DDR stands for “Double Data Rate.” Memory cannot be swapped between generations, so the computer’s memory must match the Motherboard’s specific requirements. 3D modelling applications will shift between memory on the computer and memory on the graphics card, but the more RAM you have, the more responsive your computer will be as it is able to move information and processes around. 14


certification and determines how much power the supply draws and uses and how much is wasted. The higher the rating, the more efficient the power supply is. With GPUs drawing a larger source of power and requiring that power to be at a consistent rate, the computer will require a higher-end power supply. You should always check the minimum power spec requirements for each of the components and then calculate an appropriate wattage power supply to install. Hard drives A hard disk drive is also known as an HDD. It reads and writes data to a storage device. It is stored internally within the computer. It can come in a variety of sizes ranging from gigabytes to terabytes. A gigabyte represents 1,000,000,000 bytes of information. A terabyte houses 1,024 gigabytes. A hard drive could also be an SSD or solid-state drive. This could take the form of an internal drive or an M2 device that is installed onto the Motherboard. These drives can read and write data a lot faster than traditional HDD drives. Hard drives are powered by a SATA connection and power supply. Having your operating system and software application running off an M2 device will be faster than a traditional hard drive. Storing work-in-progress files on an SSD will also be beneficial, and then archiving old project files to an HDD. GPU This is the graphics component of your computer, sometimes known as the graphics processing unit. You may know of it as a graphics card. It can be inbuilt into your Motherboard as an onboard graphics card, or it may be a third-party component that you install into your computer. With PCs, there are two main types; those produced by NVIDIA and those produced by AMD. With the GPU, all calculations specific to the visual requirements of a software package, such as a game or 3D animation package, are sent to the GPU rather than the CPU for processing. The GPU can do advanced calculations specifically designed for visual components, and it will then allow the CPU to focus on other elements. So, for example, in a game, the GPU would handle the visuals, while the CPU would handle the game mechanics, responding to keyboard and mouse movement and interaction. In recent years a lot of computer processing in relation to graphics has moved from CPU to GPU. In particular, gaming and 3D modelling and animation rely on the high-end functionality of cards made by NVIDIA, including the ability to render RTX or Raytraced images. These cards can be extremely expensive but can also speed up development and production time with producing 3D models, especially when producing high-end AAA graphics and models. 15


ICTGAM304 - Develop three-dimensional (3D) models for digital games Computer software There are a variety of 3D Modelling software packages available on the internet. Most high-end commercial packages professionals and industry use are often expensive to purchase and come with a steep learning curve that can alienate beginners. Others are designed towards the prosumer level with high-end functionality and tools but without the price. Then there are open-source software packages that have had such community support and development in recent years that they are now rivalling the functionality of the high-end modelling packages. Specific industries will prefer a particular software based on their production pipeline. If you develop a skillset for producing polygon-based modelling in one software package, you will be able to adapt to another software package if and when required. With any software package, and especially with 3D modelling, there is a steep learning curve, which includes developing an understanding of the workflow and the native tools of the software package. Let’s look at some of the 3D Modelling software packages. Commercial software applications The software packages listed below are commercial applications used in animation and visual effects houses around the world. They often come with advanced tools and a matching price tag. Autodesk Maya is seen as the industry standard for computer-generated imagery based on its use over the past twenty-five years. The reason that it is standard is because of its workflow and functionality. Many small and large modelling and animation facilities have built their pipeline around this as their central piece of software. It can manage high-level modelling and animation, including tools for particle, hair fluid simulations, physics and character animation. Maya is used in high-end productions for Hollywood and animated feature films. It also comes with a huge price tag of over $3,000 per year. Educational licences are available for free if you’re a student, with a Maya Indie licence available (for $390 per annum) when you start earning an income from the software. ZBrush by Pixologic is a sculpting and modelling software application with a focus on creating organic forms. It uses its own workflow, making it easy to make sense of the workflow and get up and running quickly. Even beginners can create highly detailed models and sculptures. It is a popular software package for 3D Printing as well as concept design. ZBrush is available on a monthly subscription with educational licences available.. Houdini by SideFX is a powerful non-standard software application that operates in its own proprietary workflow – making it extremely difficult but powerful to get used to. It is highly regarded and used in the industry, particularly in visual effects and simulations. Full licences are available as well as educational. 16


Cinema 4D by Maxon is a well-established 3D Modelling and animation package known for its stability and easy learning curve. It is supported by a large community of users and tutorials and is used by boutique creative industry organisations. It also supports a wealth of third-party plugins. 3DS Maxby Autodesk is long established in computer graphics for architectural and product visualisation and feature film and TV work. It boasts a detailed toolset for 3D modelling and other techniques. It is an industry-standard software package and costs similar pricing to Maya, although educational licences are available for free. Modo by Foundry started out as a basic subdivision surface modeller. It has a user-friendly interface that has a powerful toolkit behind it. Build around modelling it using both direct tools as well as procedural techniques. It doesn’t have the bells and whistles of applications such as Maya but can still enable you to create high-end work. Free software applications Gone are the days when free meant a software application was poor or ineffective. Large communities of developers are continually developing software applications and releasing them on the internet. Blender has been around since 1995 and went open source in 2002, meaning that anyone could edit or add features to the core code. Blender had its own unique way of doing things for a while, including a non-standard user interface. This was all resolved with the release of version 2.8, and the evergrowing features list made it a viable software choice for independent and small 3D developers and studios. There are a wealth of plugins and resources available to support the software. At the time of writing, version 3.3.1 has just been released with long-term support for the next two years. Blender also conforms to all industry standards and is fast becoming recognised as a replacement for smaller studios to more expensive alternatives such as Maya. Sketchup works within your web browser and is extremely easy to use. There are a variety of user-generate and manufacturer-produced models that you can use as a starting point for your own modelling. It is a totally free app and is great for a limited but specific range of uses. Wings 3D is referred to as an advanced subdivision modeller. It offers a variety of modelling tools, has a customisable interface and supports materials and lights. It should be noted, though, that it has no animation tools, so it is offered purely for modelling. 17


ICTGAM304 - Develop three-dimensional (3D) models for digital games In this unit, we will be using Blender for reference and tutorials. Screenshots are taken from version 3.3.1. The software can be downloaded for free from the following URL: https://www.blender.org/ Gaming engines A gaming engine is a software application that allows you to import your digital assets and apply rules and interactions to the assets. If we look at a straightforward structure of a game such as Pong, invented in 1972 and widely recognised as one of the first video games. The user has control of a ‘bat’ that they can move up and down. A ‘ball’ bounces from left to right. The aim of the game is to make contact with the ‘ball’ with your ‘bat’, similar to a game of tennis. If your bat makes contact with the ball, it will bounce back to the other side of the court. If it doesn’t make contact, then it will go past the bat, and the other player earns a point. A game operates by a defined set of rules. Prior to gaming engines, these rules and instructions would need to be programmed every time a new game was produced. However, gaming engines simplified this process by recognising that the majority of the architecture of games was similar. For example, firstperson shooters follow a series of rules such as: y They are seen from the perspective of the player being the character, as though you were observing the action through their eyes. As such, visibility of the lead character is often limited to hands, arms, and the weapons or guns they are carrying y The player moves through a 3D environment to reach an end destination. This may mean navigating through buildings and rooms or outside in a wilderness. y They will collect weapons or powerups along the way to increase their skills or customise their gameplay y They will encounter a variety of enemies whose design reflects the world in which the character occupies. The difficulty of the combat with these characters will escalate as the levels progress 18


and requires a more advanced understanding to write and debug sections of code. In this unit, we will make use of Unity. 19


ICTGAM304 - Develop three-dimensional (3D) models for digital games Prepare to apply 3D modelling techniques When designing 3D models for games, you will have a reference document known as a GDD or game design document. This document serves as a blueprint with a set of goals, timelines and a list of resources allocated to a project. To produce a commercially sustainable product, producing digital games requires a highly structured and resource-heavy business structure. You are therefore required to complete your allocated tasks consistently within the allocated time. There are several stages involved in game development, with decisions made at each stage that determine and influence the subsequent direction of the game. Like any project, what starts off with good intentions can be easily derailed without the correct resources or planning. 1. Planning and preparation a. What are the key features of the game? b. What is the goal of the game? c. Who are the characters in the game? d. What will it look like? e. What platform or hardware requirements will be required? f. How long do we have to produce the game? g. What resources do we have available (number of people etc.)? h. What external resources will we require? 2. Pre-production a. Writers produce the backstory and narrative of the story b. Engineers discuss game design and hardware limitations c. Artists meet and visual references to define visuals, colour palettes, and artistic styles d. Developers and programmers detail in-game mechanics and rules of the game e. Project management allocated timelines and resources to teams. 3. Production a. Character models are designed and edited b. Character models are then loaded into the game environment and tested c. Revisions are made to character models to optimise game play d. Animations are produced for characters and elements e. Audio design is produced and recorded f. Level design and game programming occur g. Project management assesses timelines and resources to ensure deadlines are met. 4. Testing a. The game is tested for bugs b. Revisions are made c. Further testing occurs 5. Pre-launch a. A Beta version of the game may be distributed for external review and testing 6. Launch a. The game is released to the audience 7. Post-launch a. Additional debugging occurs, and patches are released 20


Confirm work brief and tasks The production of 3D models can occur in both the pre-production and production phases. You might be asked to develop initial 3D models to explore the visual look of the game and how different assets look when working together. This is because when you are designing a game, you are trying to create an immersive experience of a world. Therefore the style between your characters, props, and background elements should feel the same. Think about the visual elements that make up a game like Minecraft compared to Call of Duty. Images by JorgeEduardo - stock.adobe.com You may be working by yourself or as part of a larger team in producing the 3D models for the game. It is crucial to regularly refer to any provided style guide and supporting documentation developed for the game. This will include delivery deadlines you must adhere to so that the next part of the pipeline isn’t held up, and they can’t continue or start without your completed work. If you are unsure of a decision to be made or require feedback on a model you are developing, you should always report to your team leader or allocated supervisor. Identify workflow sequences and production timelines When producing a game, there will always be a delivery date and schedule for producing elements. These may be determined by external decision makers based on specific dates – such as getting a Christmas game released in early December for the intended audience, or based on budget – i.e. they have allocated a certain amount of money which, when translated into resources and hours means they only have six weeks to produce the game. These timelines will therefore determine the creative and technical decisions that go into making the game. If you only have two weeks to produce all the assets for the game and it takes you two days just to produce a single asset, then you may need to simplify the designs or reduce the number of assets required, otherwise you could potentially bottleneck on the project and run out of time. For example 21


ICTGAM304 - Develop three-dimensional (3D) models for digital games You have to factor in that the 3D modelling is just one stage in the game development. Adequate time has to be included for testing, debugging and optimising each section of the production pipeline. This should also include padding in case the timeline blows out because of something stalling or delaying the process. In a commercial environment, the schedule will be determined by the budget allocated to the project, and the design aesthetics will need to respond accordingly. Suppose the team has been given six weeks to build a puzzle android game. In that case, time will be broken up across the various departments based on the resources and time required. It also means that your concept design and 3D modelling might need to complete all its deliverables within two to three weeks. With a limited time, you won’t be designing high-end models but likely low polygon equivalents. For example Any 3D model produced goes through various stages, referred to as the production process or pipeline. These stages include: y Brief y Concept design y Modelling y Texturing Brief ... is where we are told what the object, element or creature is that we need to model. Is it a bottle, a spaceship, or an alien creature? Will the model be animated or static? Concept design ... is where we explore the possibilities of what the object might look like. Our design might be influenced by other elements in the scene to ensure that it complements the project’s mood, tone, genre, and time period. Is it based on an actual real-life object, or are we creating it from our imagination? During concept design, we make rough sketches or source reference images that will influence our design. Modelling ... is where we construct the shape of our object. This will come from examining our reference images and constructing the model from different viewports. We might use basic primitive shapes to form our model or extract and move polygons to create our shape. Once our model shape feels right, we move to the next stage. Texturing ... is where we apply image maps and textures to our object elements. For a spaceship, this would mean applying a metal image to reflect the elements of the ship or for skin texture on a 3D human to show their skin tone, blemishes and freckles. 22


Challenges of creating 3D digital models Depending on the complexity of a required model, it may take several days or even weeks to produce. A mechanical model, for example, may require multiple moving parts that are needed to be produced to be animated. Humanoid characters as well might be highly detailed and require tweaking and manipulation to get things right. Then if you are required to build clothing for that character and additional prop items, again, these will take time. While 3D modelling is highly creative, it is also extremely technical. When working in polygon-based modelling environments, you must know how to manipulate and edit elements within the mesh. There can be stray vertices or edges that you need to merge to clean up your model, which can mean zooming in and carefully selecting the right vertex. Often if you’re in the wrong viewport, you can select the wrong piece and then accidentally move it. You’ll need to develop a workflow and log to be familiar with your file versions and the changes made. There will be times when you need to revert to an earlier version to backtrack to correct errors. Project team members Depending on the size and available resources of your 3D modelling team, it may just be one person, or it could be a group with each person assigned a specific role in the pipeline based on their area of specialty. In a gaming context, these roles might include: y Concept Designer y Character Modeller or Designer y Environment Artist y Asset Artist y Texture Artist The Concept Designer will create 2D reference images of key characters and elements. These will be used to set the mood and tone to maintain consistency throughout the project. They will help to define the creative vision, and the construction of the specific 3D models will come from their concept artwork. The Character Modeller or Designer is responsible for taking the concept artwork and producing the 3D Polygon-based models. A Character Modeller is specifically focused on creating characters – that, in a gaming context, may then need to be rigged for animation within the gaming environment. Therefore, they will need an advanced understanding of rigging and weight mapping of meshes so that secondary models attached to the character – such as clothing and props, will move and flow. The Environment Artist is responsible for creating the models that support the character within the game. In a 3D environment, this may include buildings, plants, backgrounds and additional elements that populate the world. The Asset Artist maintains and catalogues all the assets required within a gaming environment. They are responsible for measuring and maintaining quality control on all assets and making recommendations for changes or corrections that need to be made. 23


ICTGAM304 - Develop three-dimensional (3D) models for digital games The Texture Artist produces the texture maps that wrap around the 3D model (known as UV mapping). These may be hyper-realistic to support the feel of the game, as in Resident Evil Village. Alternatively, they could be stylised, as in the case of Borderlands. Copyright Issues Intellectual property rights protect those who create 3D models, textures, animations, and other digital elements. It is a series of laws that recognises that if you create something, you have the right to decide who uses it and how you should be compensated. While some people believe that if you find something on the internet, you are free to use it as you want – nothing could be further from the truth. Images used for textures need to be clear, and you may need to check if you are using reference images for your conceptual designs. Never take another person’s work and claim it as your own. Understanding the value of the intellectual property goes a long way in standing in the industry as well. For example, if you produce a 3D model, how would you feel if someone stole it and tried to use parts of it without your permission? 24


Select software and resources required to model 3D objects 3D Models can be produced in various formats and can be exported and imported between other software packages. However, there are limitations in what information is transferred within these files, with different software packages reading elements of the model differently. There are two main types of files that 3D models can be stored in – proprietary and neutral. Proprietary files will only work in their native software application but allow for the storage of all that software’s tools and functions. Neutral files can be taken from one 3D Modelling software package to another and still maintain their file integrity. Understanding how files operate when created, imported, or exported will help you design your production pipeline. For example, exporting 3D models in FBX format will allow for rigging and animation to be included as well as mesh and textures. OBJ files are good for lower-resolution static meshes with mapping and textures. Alembic files are great for exporting particle effects and simulations, which require a high level of accuracy. The software your organisation uses will influence the formats you work within. The software and pipeline will also be determined by what software and hardware facilities and resources they have. They may have high-end software such as Autodesk Maya or use a mix of Blender and other software applications in their pipeline. Digital asset management processes A game can be made up of thousands upon thousands of assets, and each asset may go through multiple versions, from concept design to production, to edits and revisions before going into the gaming environment. Escalate that across a team of 5-10 3D modellers, and you can start to understand the importance of having a digital asset management system in place. At the very least, a digital asset management system will be a document within your policies and procedures that details: y Where to store your working files y What naming conventions to use y How to use version control y Where to store final files y How to archive and index files As a class, discuss what 3D games you play and what you like about them. Find a screenshot from the game and then break down what 3D assets are in the game; think about what has gone into making the shot. What would have been required to make each of those assets? For example, in the Cyberpunk image above, assets created would include the player, the car, the billboards, the cityscape, additional props, buildings, road etc. LEARNING ACTIVITY 1 Class discussion – 3D gaming 25


ICTGAM304 - Develop three-dimensional (3D) models for digital games File location You will likely have a cloud storage setup when working in a team. This is preferred over storing files on a local machine because if something happens to a computer and somewhere else requires the files, then it can be difficult to be retrieved them as they need to be copied off the local drive. Cloud storage creates a central repository where the team can view and edit files. Assets should be stored in relevant folders so that they can be located and retrieved as required. Naming conventions Your policies and procedures should define how files should be named. If a team is working on multiple projects, the files may be named with the game title, then the model type, then the model name, and then the version number. NinjaChicken_Props_CookieNinjaStar_v0.2 Or NinjaChicken_Background_PalmTree_v0.3 Version control Every time you make a major change to a model, you should save it with a different version number. It can also be helpful to note what changes were made between versions. When a version is signed off and ready for production, you will either change the version number to 1.0 (meaning ready for release) or tag the file as approved. Version control also allows time to go back to an earlier design and update it. For example, they might sign off on version 0.3 and then get into production and decide that they prefer version 0.2 in the gaming environment. Where to store final files Final files will usually sit in a different folder structure than your works-in-progress files. This is because the programming team only need access to your final files. Follow your organisation’s policies and procedures on what to do when assets are signed off and approved. Archiving and indexing files When a project is finished, you will need to move your working files to another location. They will need to be indexed and catalogued in case they are required for subsequent projects, so ensure that you follow the correct protocol – do not delete any work that has been produced for a project, as you never know when it might be required. 26


WHS standards Before you commence any work on any 3D Modelling, you should be aware of safe work practices and how they influence and affect your working conditions. To do your work efficiently and effectively, you need to ensure a comfortable and safe work area or work environment. This can be done by making sure that the area is ergonomically safe and by following any requirements concerning your work organisation’s policies or procedures. Ergonomics is focused on confirming that the workplace, products and work systems are suited to the people that use them. In terms of office, computer or desk work, several ergonomic requirements should be considered to help employees work to their best ability and keep them safe from potential risks. Chair height, seat and back adjustment The best chairs that an employer can give their staff are those that can adjust, as each individual will require a particular chair height and back adjustment. The provision of adjustable chairs will help in allowing each individual to find the most comfortable position for them based on their size and body shape. To adjust your chair’s height, seat, and back accordingly, follow these steps: y To adjust the chair height, stand in front of the chair and adjust the height until the seat is resting just below your knees y Sit on the chair and adjust the backrest until it fits into the hollow of your back y If your chair has armrests, bend your elbows (90 degrees) and adjust the armrest till there is a limited amount of contact with your elbows y Tilt the seat either forward or backwards until you have found your level of comfort Photo by James McDonald on Unsplash 27


ICTGAM304 - Develop three-dimensional (3D) models for digital games The figure below can give you a guideline as to what your work desk should look like if you want it to be an ergonomic workstation; this should be the aim of anyone working in this environment. WHS specialists strongly recommend that employees and employers work together to create a workstation reflective of the image below. Keyboard and mouse positions The incorrect positioning of a keyboard and mouse, i.e., height and angle, may lead to users bending their wrists or straining their arms. If this is the case, then the workstation should be adjusted. A sliding platform may be attached to the bottom of the desk, allowing the keyboard and mouse to be brought down to a slightly lower level, reducing potential harm to the body. Chair height adjustments can be another option to allow for proper access to the keyboard and mouse. Always ensure that your keyboard is not too close to you. It must be at a length that allows for your arms and hands to be straight and not bent. Furthermore, the mouse should be at a close enough range, one which does not lead to any unnecessary stretching or over-stretching of the arm. 28


Lighting Sufficient lighting in the workplace is another element that needs to be given consideration. Lighting must be neither too dim nor with too much glare. Lights should not flicker, and there must be an even distribution throughout the workplace. Poor lighting can lead to poor visualisation, straining of the eyes, headaches, and irritated eyes. Lighting emits not just from the fittings up on the ceiling but also from your computer. Tablets and iPads may emit even further levels of light. These pieces of equipment have a brightness function, and each user will have their own preference on how bright they want their screen, so necessary adjustments must be made to suit the user. Caution must be exercised as over-bright screens, which cause too much glare, may lead to eye irritation. Posture The posture you maintain when working will be influenced by how well you adjust your chair, whether or not you choose to use a footrest, and the computer screen’s distance, which accommodates your comfortable reading distance. An indication that you may have a bad posture is back pain; this back pain is a result of muscles in the back being strained in one way or the other. Perhaps it’s due to leaning forward to try to get foot support on the floor as a result of not using a footrest to support your feet. Perhaps your chair has not been adjusted correctly, and the back support is not resting in the hollow of your back. Whilst it is important to make sure that you use ergonomic equipment and furniture, as well as adopting various ergonomic methods to create a healthy and safe environment, another method that may be adopted to help keep a good posture is that of stretching and exercises. These will be explained in greater detail later. It is important to remember that doing simple exercises is directly linked to good posture. Be aware of sitting straight and keeping your spine well-aligned when you are sitting at your desk. Avoid hunching, crossing your legs unevenly, and stretching to reach pieces of equipment. Continually check to see that your shoulders and hips are aligned. Once you begin doing this regularly, it will become a habit. Posture, however, does not only relate to the position you should hold when you are sitting. It is also relevant when you are standing. Ensure that you put equal weight on both your legs when standing, as you do not want to strain any part of your body. If you generally stand for long periods of time, make sure you wear shoes that will give you the support you need, both muscular and postural. 29


ICTGAM304 - Develop three-dimensional (3D) models for digital games Screen position The first thing that you need to remember with your computer screen is that it must be placed directly in front of you. In some instances, however, where employees interact with many people or customers, their computers may be placed to the side so that the front area of their desk allows for face-to-face interaction. Their work desk will be designed in a way that allows them to sit directly in front of their computer screen when they need to use it. Secondly, the correct distance between the user and their computer screen is an arm’s length away. The next step is to check that the top of the screen is in line with your eyes. If a screen is too low, it may result in you bending your head forward to look at it, thus leading to potential neck strains. A high screen will make you look up, and in doing so, you’ll tilt your head back, which can then contribute to neck and shoulder aches. Workstation height and layout Correct workstation height and layout will contribute greatly to your posture and help you in doing your work to the best of your ability. In most cases, it will be difficult for a workstation to be adjusted in height, as they are often fixed into walls and cannot be moved. The general rule is that if a desk is high enough to allow the user to write on it comfortably, then it will be too high to place a computer on it. This is because there are certain angles that users need to maintain so that they do not get any injuries. Where a fitted desk is being used, the best way to get the correct height is to adjust the chair until you get the required height. Another option is to insert a sliding keyboard tray underneath the desk to allow the keyboard to be at a more accessible height for the user. 30


Introduction to Blender Each 3D modelling package will have its own structure and tools to produce 3D models, but generic principles will be the same. Blender, in itself, is a high-level software application with some extremely advanced and specialised tools, so it can be easy to get lost in the user interface. In this unit, we will be focusing specifically on the modelling component of the software application. Blender’s user interface can be customisable – you have the ability to move areas around, but by default, when you open the application, it will look like the image below. There are six distinct areas within the application. They are: y 3D Viewport. This is the large section in the middle where you will spend the majority of your time. This is known as the viewport because it shows us the view of the 3D object we are currently working on. y Outliner. This is found on the top right of the screen. This displays all the objects within our scene and helps us to organise them. We can group objects together, turn the visibility of objects on and off, and select or delete objects from here. y Properties. This is found on the bottom right of the screen. This is where we can control the specific properties and attributes of an object or the entire scene. We can apply modifiers to an object and layer and stack adjustments y Timeline. This sits across the bottom of the screen, is essential for animation as it allows us to play any animation back and forward y Top Bar. This is found at the very top of the user interface and includes a series of menus and tabs that will change the tools and visible workspaces. y Status Bar. This can be found at the very bottom of the user interface and includes information such as polygon count, hotkey reminders and other useful information. 31


ICTGAM304 - Develop three-dimensional (3D) models for digital games Concepts of geometry There are a variety of different techniques that you can use to construct a 3D model. The tools you have available at your disposal will depend on the structure of the 3D software itself. Within Blender, you can perform a variety of steps using different tools. There are parallels between 3D model construction to realworld construction in that you are constructing an object from raw material. Only in a 3D environment those raw shapes are known as primitives, and they can be used as starting blocks for your modelling. You can add default shapes to your 3D environment and use them to start constructing rough shapes and forms. Blender, by default, will start each scene with a cube on the stage which you can delete or use. In this unit, we will deal with Mesh-based primitives, but as you can see from the menu below, there are a variety of other types available. Key processes and requirements to create 3D digital gaming models There are a variety of techniques that you’ll need to understand in order to manipulate and create 3D models. Of immediate importance is understanding how to manipulate objects in a 3D workspace when we can only view two dimensions at a time. Moving and manipulating objects can be somewhat confusing. We may think we are moving an object in one direction when the reality is that we may have moved it along another axis. This is why we have multiple viewports within our 3D environment. We will toggle through these different viewports as we are creating our work to correctly adjust it without making mistakes. There are two types of views that we primarily use: perspective and orthographic. Our perspective view allows us to rotate around an object; we can zoom in and out. It is our virtual 3D world. This view is excellent for examining a model to make sure points are lined up. The good thing with the perspective view is that the further objects are away from the viewport, the smaller they will appear in size, giving us a sense of the depth of the objects. On Blender, you can switch to Perspective view by pressing the number 5 on your numeric keypad. If you press it a second time, it’ll switch to an orthographic view, which is where all objects will appear the same size no matter the distance from the view. You can toggle between perspective and orthographic by pressing 5 again. 32


You’ll be able to see what viewport mode you’re in by referencing the top left of your viewport (in the image above, it says User Perspective) You can also toggle to top, bottom, front, and back, left and right views as orthographic views. These are fixed views, and you can only ever move in two degrees of movement. You also have a camera view which is what your system will render the image from. You position the camera based on the type of shot you want to render. We will discuss the camera view later. The viewport takes up the majority of our user interface and sits in the middle of the screen. Sometimes you will want to see multiple viewports simultaneously to get a sense of specific details of your model. You can select multiple viewports by pressing CTRL ALT Q on your keyboard and pressing it again to go back to a single viewport. The image above is toggled to multiple viewports. We have top, perspective, front, and right viewpoints. 33


ICTGAM304 - Develop three-dimensional (3D) models for digital games Using reference materials Reference is key in creating 3D models. It cannot be stressed enough how important they are to the 3D design process. When you are working with a 3D model, it needs to be believable from any angle, which is the result of understanding the depth, weight and volume that an object has. Even if you are producing a fantasy prop or items, such as a sword or a hat, it needs to have a grounding in the real world. You get this by gathering and using reference materials. They could come from shooting photographs of an object from multiple angles or exploring online images and using them as a starting point for your designs. In some cases, you might also have access to pre-existing assets that you can study to then inspire your own design. Reference images also help you visualise and communicate with your team. Say the brief is that you are creating a 3D model of a sword to use in your game. Then you have to start thinking about what sort of sword it would be. You know the basics of a sword shape, but by exploring reference images, you can get into a lot more finer detail. But which is the right sword? The team then decides it should be a Ninjatō or a Ninja Sword, as your game’s character is a young Ninja in training (see left). You can then search the internet and find a wealth of images of a Ninja sword from a variety of different angles. You can then use these reference images to help create your 3D model. Think of a 3D model that you might want to attempt to produce. It could be a car, an object or a person. Spend time researching reference images that you might be able to use to help you create your design. Try and find ones from different angles so that you can visualise them in 3 dimensions. LEARNING ACTIVITY 2 Research project – Reference images 34


Scale, form, weight and volume One important element to understand is that the sense of scale, form, weight and volume within 3D can be completely manipulated. In a similar context to that of a blank page on which you could illustrate anything you can imagine – working in a 3D modelling environment has the same level of control. Therefore, you could create a 3D model representing a microscopic organism or something as large as a planet or space freighter. Objects in 3D space receive context through their association with other objects in a scene. For example, with a sphere by itself – we have no context as to its scale or what it is supposed to be. Put the sphere next to half a lime, and you get a sense of scale. Or next to a wagon. 35


ICTGAM304 - Develop three-dimensional (3D) models for digital games But if the scale of the sphere was larger ... Then it would change what the object could be. Therefore it is essential to understand the relationship between one object to another. Form, weight, and volume relate to an object appearing realistic when viewed from any perspective. You can get a sense of the object’s form, weight, and volume when viewing it from multiple angles, as in the image below. When you have finished modelling an object, you should always view it from multiple angles and gauge whether it feels realistic. If your proportions are out, then you will need to rework your model. Understanding scale, form, weight and volume become even more important when producing 3D models for games, where, at any one time, there may be dozens of other digital assets on view by the player. For example, look at the image below and think about how the scale and proportions of each of the 3D assets need to be correct to give a sense of the world. 36


Organisational formats for documentation Your organisation will likely have a 3D assets registry which acts as a database of assets that have been built internally. Part of your workflow will be to index the 3D asset upon completion with a series of keyboards so that it can be identified and retrieved at a later date. You should ensure that you follow your organisation’s policies and procedures when entering and confirming this information. Non-disclosure on creative projects One of the requirements of your role may be not to share or discuss any information about your game while it’s in development. Even if you’re working for a smaller studio, maintaining secrecy behind concept artwork and game design is integral to how a game studio manages the marketing and branding of its upcoming releases. Posting unfavourable comments or early images of works-in-progress can spread like wildfire on the internet and could see you in breach of your contracted role and possibly fired from your job (depending on the scale of the leak). Privacy is important at all stages of the production pipeline, and you should always follow your organisation’s policies and procedures. Learning Checkpoint 1 1. Why should you confirm work brief and tasks according to organisational policies and procedures? 2. Why is it important to have an understanding of delivery dates and milestones from the work brief? 3. What is the software package you will be using in this unit and what are some key facts about it? 4. Why is it important to name files correctly and know where they are stored. 37


ICTGAM304 - Develop three-dimensional (3D) models for digital games Prototype 3D digital models There are a variety of different techniques that you can use to construct 3D model. The tools you have available at your disposal will depend on the structure of the 3D software itself. Within Blender, you can perform a variety of steps using different tools. There are parallels from 3D model construction to real-world construction in that you are constructing an object from raw material. Only in a 3D environment those raw shapes are known as primitives, and they can be used as starting blocks for your modelling. You can add default shapes to your 3D environment and use them to start constructing rough shapes and forms. Blender, by default, will start each scene with a cube on the stage which you can delete or use. In this unit, we will deal with Mesh-based primitives, but as you can see from the menu below, there are a variety of other types available. The primitive shapes available are: Plane Cube Circle UV Sphere ISO Sphere Cylinder Cone Torus 38


Apply simple 3D modelling techniques to create 3D models There are 3 basic modelling types that you can use to produce your models. They are: y Primitive modelling – lets you construct low polygon models by combining basic primitive shapes and manipulating the points. We will use this technique to create a table y Spline based modelling – where you take the outline of an object and lathe around it to create a shape – this technique is great for creating shapes such as bottles, glasses etc. y Box modelling – this is where you start with a primitive shape such as a box and extrude out sections to create your model. LEARNING ACTIVITY 3 Practical – Making a table This activity will be conducted as we cover the content below. Blocking out your models Before you start your 3D model, you need to set up your file structure and projects. 3D modelling can include many reference files linked to your project file – with texture maps being a key example. The important thing to remember is that they are linked and not embedded in your document. This gives you the flexibility to update your files, so you can adjust an image as a texture map in Photoshop. Your 3D modelling software would then update it. However, it also means that if you store an image file on an external USB stick and then can’t remember where it is, the software won’t load the image when you open your file. This is why it is always handy to set your project folder when you are starting. When you start a new file, you can go FILE > SAVE AS 39


ICTGAM304 - Develop three-dimensional (3D) models for digital games LEARNING ACTIVITY 3 CONTINUED... You will get into a habit of saving multiple versions of your model as you progress. We’ll call this one table_start to begin with. You’re going to model a table. It is a good first model for us to create because it uses the primitive shape of a cube for all its elements. The table could be used in a game for a room that the character walks into and might have to investigate what is on the table. Let’s break it down into components. You have: y The tabletop y Four legs y Four support beams You can decide whether we want the table to be square or rectangular and how short or long the legs will be. This is the difference between making a dining table and a coffee table with shorter legs and narrower and possibly smaller. Again, it comes back to your reference images and the design brief. The first thing we are going to do is create the tabletop. So, we need to create a cube and then adjust its dimensions to fit that of a tabletop. 40


LEARNING ACTIVITY 3 CONTINUED... This is a default cube, but if we go to the object properties panel the object, we can see a whole lot of options available to us. The object properties panel is the Orange cube in the panel on the right. By default, when you initially create a shape, its scale is set to 1 by 1 by 1, making it a perfect cube. If you adjust the scale in the properties panel to 10, 5, .3, you instantly get a tabletop shape and size. 41


ICTGAM304 - Develop three-dimensional (3D) models for digital games LEARNING ACTIVITY 3 CONTINUED... By default, the primitive object has been labelled cube. Rename that to Tabletop. Labelling your meshes will help you to select the correct one when editing. It’s a great habit to get into. 42


LEARNING ACTIVITY 3 CONTINUED... You’re now going to move the tabletop up in the Z axis to 2.5 so that the legs will sit underneath it. And then you’re going to create another cube which will form our first leg. This can be done in object mode by going Add > Mesh > Cube The settings for the first leg will be scale .5, .5, 2.3, and then change the location setting to 0, 1.25, 0 43


ICTGAM304 - Develop three-dimensional (3D) models for digital games LEARNING ACTIVITY 3 CONTINUED... We need to line the leg up in orthographic view from both the front and the side. Press CTRL ALT Q to switch views. We want to move the object on one axis at a time so click on the object to select it in the front orthographic view, then press G to move it, hold down shift to lock the movement to one axis. Reposition it near the edge, so there is a lip. Now repeat this process on the right orthographic view. We want to have it slightly inset so that it creates a lip. 44


LEARNING ACTIVITY 3 CONTINUED... Then we can duplicate each of the legs by right-clicking on the leg and selecting duplicate. Press CTRL ALT Q to revert back to single view Roughly line up all four of your legs. Now go to the transform panel to make sure they are accurate. Your Z axis should be zero for all four legs. 45


ICTGAM304 - Develop three-dimensional (3D) models for digital games LEARNING ACTIVITY 3 CONTINUED... Now create another cube for the support beam. Give it the dimensions of 9, .3, and .3 so that it will fit between the legs. Duplicate this cube and position it on the opposite side. Then create another cube for the smaller side. You should be able to approximate the size and positioning in proportion to what you already have. Label each of the parts and you should end up with something like this: 46


LEARNING ACTIVITY 3 CONTINUED... Grouping objects Our object is still a collection of individual shapes, so if we wanted to move the table, we would have to select the individual pieces and move them. This isn’t ideal, especially since we want the object to move as one shape. In Blender, we can create a collection that means we can select the collection, and they will all move as one. To create a new collection, right-click on an element and select New Collection. Relabel that to table, and then click and drag the tabletop and leg’s into the collection. 47


ICTGAM304 - Develop three-dimensional (3D) models for digital games LEARNING ACTIVITY 3 CONTINUED... Finalising model for export While we have grouped the object together there is one more step before we can import it into our gaming engine. We need to weld the mesh together so that it is a single object. There are a variety of ways we can do this in Blender, but the simplest is to use the welding tool. It is important to remember that once a mesh is welded together, it is permanent, so it pays to save a copy of the unwelded model if you need to make any changes. To weld the object, we need to select all the components that we want to join. We can do this from our Scene Collection by clicking on the first object and shift clicking on the last object. This will also highlight all of the objects on our stage. 48


LEARNING ACTIVITY 3 CONTINUED... Then all we need to do is click Ctrl and J. The object on the stage should change from this: To this: You will notice that the number of objects in the collection has become one. 49


ICTGAM304 - Develop three-dimensional (3D) models for digital games LEARNING ACTIVITY 3 CONTINUED... Exporting a model To export a model to our gaming engine you need to have the object selected and then go File > Export. There are variety of formats that you can export your model in. When importing into a gaming engine it will likely be as an OBJ format or an FBX. Always follow your project brief to confirm what format to export in. If we choose export as an obj file we will then be asked the location of where we want the file exported, and the file name we want to call it. 50


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