First, when working on a 3D object, regardless of the program you're utilizing for this, it very crucial to be aware of the exact polygon count in your 3D project. The given information will improve your overall workflow in the following ways:
- It will be much easier to trouble shoot and manage any mistakes during your build process.
- It will simplify the process of creating UV maps for texturing.
- If you're actually creating an animation rig, you better keep the polygon count down in order to speed up your joint weighting process. In this case, you’ll avoid many problems.
- Your target polygon count for AR needs to range from 4000 – 10 000 triangles or 2 000 to 5 000 polygons. This guarantees the best results.
- By using less polygons, you’ll drastically reduce the rendering time. It especially important, when you’re out of time. You can hardly find a better 3D Art homework help than these recommendations.
In fact, keeping your polygon count low suggests a great deal of patience. That a point-by-point creative process, involving much practice and sound decision making.
Avoid creating more than you actually need. 3D modeling professionals are used to modeling approximately half of their character. This approach saves a great deal of time.
You require being creative with your UVs. Of course, you can create something having multiple parts. Instead of making several textures of 512 x 512 or 64 x 64 pixels, it would be better to arrange your UV layout for every object onto one image and then load a single 1028 x 1028 picture onto your model.
This move will significantly increase the overall performance rate since you’re dealing with a single shader in this case. In addition, you’re free to make a specular map, so that every part could obtain a difference. For example, some areas need to look like fabric and others may require metal or plastic appearance.
When exporting the model for AR, make use of Collada or Filmbox, supporting character animation. As you know, polygons are single sided, so it crucial before exporting them to make sure that all the normal face outwards and they’re clearly seen by the camera.
Then, when exporting, the geometry is going to be triangulated. In order to avoid extra triangles as well as odd deformation you require illuminating any odd sided polygons.
Another worthy recommendation of 3D Art homework help states that it highly advisable to make use of normal and bump maps. Bump maps can be defined as gray scale images, generating fine details in objects. However, they give effect only when the camera is directed right at them. When choosing between bump and normal maps, you require determining how large your model will be.
As you know most up-to-date applications can’t do without 3D technology. We admire 3D and it doesn’t matter whether we’re dealing with an AR display, mobile game or just working on a static render just for fun. Now we like to offer you a nice guide on low-poly modeling. That’s going to be the best 3D Art homework help ever offered to you!
On the other hand, normal maps are superior to bump ones. It’s because these maps provide information giving us more accuracy in object details. Such maps effect the overall performance more compared to bump maps and look much better.
Normal maps take advantage of a 3-channel bitmap textured right onto the object, so they can be encoded with more detailed information. Every color value (R,G, B) corresponds to a certain spatial dimension (X,Y,Z). Normal maps give more realism especially when combined with advanced lighting techniques.
It’s more difficult to make normal maps. The best way is to utilize a digital sculpting application. For instance, these may be Mudbox or Zbrush. Besides this, it’s possible to make normal maps from images. For this purpose, you should use different generators, including Filter Forge or NVIDIA texture tool for Adobe Photoshop and it won’t take you much time.
Keep in mind that making a normal map from an image can’t be on a par with making a map transfer, when a hi-polygon model is converted into a low-polygon one.
In certain cases, browsers fail to support bump as well as normal maps. Fortunately, you can turn these maps into colored ones, thus maintaining the expected effect. The only downside here is that you’ll obtain static shadows. Nevertheless, they may look quite good.
You require considering alpha maps for transparency. Moreover, video textures are pretty good and they support transparency.
Your scene information requires a great deal of dedication and organization. All the elements need to be named in the adequate way, as the developer shouldn’t ask what this Lambert 28 means.
Finally, you’re welcome to make some fun! Well, it’s an evident fact that the best works are driven by great passion. Respectively, if you dislike what you’re actually doing, you better quit it.
Using all these helpful recommendations of 3D Art homework help, we’ve successfully created a pretty good fish model. Then, I imported this stuff into Zbrush to increase its polygon count to four million polygons. Fine sculpted details were transformed into a normal map. By the way, in the am the transfer process of these details can be applied to a low-polygon model. We hope you’ll benefit from this 3D Art homework help.