Optimering av 3D modellering för handhållen enhet: Processen för skapandet och optimering av 3D modeller för handhållen enhet, med en unik grafisk profil
Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
This report will focus mainly on the modeling process of different types of assets to the game ”BoxCar Kids”, a game developed for the Nintendo 3DS. The goal is to find the most optimized way of creating different assets with a very distinct graphical style. Thus a variety of different modeling workflows will be tested and eventually evaluated within different types of modeling areas, such as ”Hard surface”, ”Organic” and ”Characters”.After each and every method has been tested within the different categories an evaluation shall be done between the methods. The purpose of the evaluation is to determine their relevance to the said category and what pros and cons could be noted when working with the different workflows.The report also focuses on different elements you must consider when working with the Nintendo 3DS. The console has restricted technical capacities due to it being a handheld console, and therefore it cannot process the high amounts of polygons and texture resolution used in games for a computer or a console like the PlayStation or Xbox. With that in mind, different elements the 3D artist can affect to achieve the best possible result for this particular type of game.The methods being tested and evaluated during this project were “Box/Subdivision Modeling”, “Edge/Contour Modeling”, “Silhouette Modeling”, “Texture to Geometry” and “Quad Draw”. These five methods were examined within three modelling categories, “Hard Surface”, “Organic” and “Characters”. The five methods resulted in five models within the “Hard Surface” and “Organic” categories. All models created were also evaluated individually to be able to decide the pros and cons when working with each method.When working with the character for the ”Character” category only one model were created since the company already had a very optimized method when creating characters. This resulted in a documentation of the process from start to finish when creating a character.
Place, publisher, year, edition, pages
2016. , 46 p.
IdentifiersURN: urn:nbn:se:ltu:diva-47389Local ID: 4f09f465-a9a1-45b4-a625-76234b79c01aOAI: oai:DiVA.org:ltu-47389DiVA: diva2:1020710
Subject / course
Student thesis, at least 15 credits
Media Design, bachelor's level
Validerat; 20160129 (global_studentproject_submitter)2016-10-042016-10-04Bibliographically approved