This is a continuation of last blog pre-production.
Modeling is the first stage of production after everything has been designed. This is the creation of what the viewers will see. Modelling is the process of utilising 3 dimensional points and their connections, a modeler can create complex geometry that represents something found in real life.
The above image is the result of 3D modelling and to the viewer, looks like some sort of city, though what it really is, is just a bunch of specifically arranged triangles. When it comes to the amount of triangles allowed to be used per model, it is determined by the context and medium being used. The medium can be what this project ultimately is, if it’s a video, then there really isn’t any constraint on the detail the model is allowed to have, but if it’s a game, then the number of triangles can have an affect on the performance. Though saying this doesn’t mean that in a video there isn’t any limit to the detail allowed. The higher the triangle count, the longer it will take to render (draw in a frame), which if it takes too long, then there will be a limit imposed. When it comes to the context, common sense should be applied to the detail as an apple that takes up an extremely small amount of the screen in a single scene shouldn’t have the same amount of triangles as the main character that is constantly close to the camera.
The modeler has a lot to deal with when it comes to producing their artwork, other than making the model look like the desired object, the constraints of the model are what will most likely cause the greatest amount of trouble. If a model exceeds the desired triangle count, then the model has to either be modified slightly, heavily, or completely remade.