Thursday, 15 October 2015
Task 2: Game Environment Planning
https://newevolutiondesigns.com/images/freebies/futuristic-city-wallpaper-20.jpg
https://newevolutiondesigns.com/images/freebies/futuristic-city-wallpaper-6.jpg
http://i.ytimg.com/vi/AHAVptS87rs/maxresdefault.jpg
http://img4.wikia.nocookie.net/__cb20140716020839/cyberpunk2044/images/4/43/21258_1_miscellaneous_digital_art_futuristic_futuristic_city.jpg
https://i.ytimg.com/vi/Vxm08-jxEnc/maxresdefault.jpg
http://img07.deviantart.net/9096/i/2013/032/c/0/future_city_by_dongkyuni-d5tidbu.jpg
http://www.wallpaperup.com/uploads/wallpapers/2015/04/11/659181/big_thumb_a41238327e5414066ab015d13ead936c.jpg
Thursday, 1 October 2015
Task 2 - Displaying 3D Polygon Animations
Graphics Pipeline:
Lighting in 3d modelling is the finished rendered version of the 3D object(s). Lighting is important as it can change the way a game is played and what sort of mood a game developer wants the players to be in. Horror games would have much darker and 'eerie' settings whereas an adventure game aimed at younger audiences would have a lot of bright light and colours but it really depends on the mood and setting of a game and its world.
Viewing is when you look at the 3D shape you have made or are currently making. This would be done to check if it looks right and making sure it is going in the right direction so you don't really waste your time.
Projection
Clipping is when enable or disable rendering for a certain shape or shapes. This would mainly be done to stop lag and improve performance. Not everything has to be rendered at once as it is a tough job for a computer depending on how much needs to be rendered and to what extent. It is visible in games when you walk over a hill and it takes a few seconds for the textures and quality of certain objects to become normal. It really depends on how good your platform is (XBOX, Playstation, PC, etc.) and there are usually some sort of settings you can change to how far you want your render distance or something.
Viewport transformation is
Scan conversion is
Task 3: Geometric Theory
A 3D model is a mathematical representation of a shape in 3D space. Spheres, cubes, and cylinders are the examples of basic 3D models but can used to create even more complex ones.
There are two main types of 3D models used in the medias, them being NURBS surfaces and polygonal models. NURBS (Non-Uniform Rational B-Spline) surfaces are created using bezier
curves. They are also very mathematically accurate which is why they are commonly used in modelling for the engineering and automotive industries. Polygonal models are made up of vertices, edges, and faces. Polygonal models are commonly used in modelling and are used to create more complex and complicated shapes/objects. Polygonal models aren't too difficult to manipulate or morph which is why they are commonly used. When morphing a polygonal model, you must do it bit by bit which can take a lot of time and work.


The 3 dimensional space in which games and software like Maya is based on the Cartesian coordinate system. This is essentially a map for the positions of the points of the 3D objects. This system was developed by the French philosopher, mathematician, and scientist, Rene Descartes. The system space uses 3 different axes: width (x), height (y), and depth (z).
There are two main types of 3D models used in the medias, them being NURBS surfaces and polygonal models. NURBS (Non-Uniform Rational B-Spline) surfaces are created using bezier
curves. They are also very mathematically accurate which is why they are commonly used in modelling for the engineering and automotive industries. Polygonal models are made up of vertices, edges, and faces. Polygonal models are commonly used in modelling and are used to create more complex and complicated shapes/objects. Polygonal models aren't too difficult to manipulate or morph which is why they are commonly used. When morphing a polygonal model, you must do it bit by bit which can take a lot of time and work. 

The 3 dimensional space in which games and software like Maya is based on the Cartesian coordinate system. This is essentially a map for the positions of the points of the 3D objects. This system was developed by the French philosopher, mathematician, and scientist, Rene Descartes. The system space uses 3 different axes: width (x), height (y), and depth (z).

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