3D Computer Graphics: Theory and Application I, Post 3

This is my third post relating to course 5SD045, it details the results of a field visit to Gotland Museum during 2014-09-16 and of a practical assignment to optimize topology given to us during the lecture of 2014-09-17, constituting the third week of the course.

The visit to the museum was part of the second course turn-in, during which we will model and implement a game-ready 3d asset, modeled after a real-life object. The objective of the visit was to present us with real-life object suitable for the assignment; at the end of the visit we were informed that we were to select one of the objects the museum had on display and take as many reference photos as we felt necessary. Preferably what we felt necessary would be one shot for every 90 degree angle (if possible), as well as some additional shots for texture and detail reference. You can read about what object I chose a bit further down in this post, in addition to seeing the first step of the assignment.

Before that, I’ll cover the practical assignment. The assignment was to optimize the topology of our colleagues meshes. We were divided into groups of three, and given a chart of how we were to share our meshes with the colleagues assigned to our group. We would then optimize their meshes (in this case with the focus on reducing the complexity of the mesh), and have our own optimized. At the end of the lecture we were instructed to go through the meshes internally and have the optimizer discuss the changes he/she saw fit to make with the author of the mesh.

Finally a note before I post the images as well as list of changes I made / saw others make; the instructions specified that we were to name our colleagues but I think it keeps the tone neutral were I instead to call them Colleague A, B and C. I myself was B, their real names are available on the course portal.

I had a bit of difficulty with how exactly I was to present this next assignment. Following the instructions I ended up with no less than a 700-word list/change-log type of document and 50 pictures illustrating the changes. To interject a bit of “ass armor” this list was written as I was making changes in the 3d suite so some of the entries might be a bit cryptic, but the images should straighten things out.

To keep things flowing smoothly I’ve broken up each mesh/asset into its own set, and I’ll present first the pictures and the changes, along with a little blurb summing up the problems the assets had and any additional comments I might have.

Legend; White = New, Grey = Old

Set 1 – Colleague A Crate 2

Comparison 1
Comparison 2
Comparison 3
Topology 1
Topology 2
Topology 3
Topology 4
Detail 1
Silhouette

  • Changes made during the lecture;
  • Fixed Geometry on edge, flat non-geometry faces
  • Removed edge face to retopologize, fixed messy extrudes
  • Deleted lid short faces to delete interior geometry
  • Straightened and used component editor to straighten lid flat edge
  • Later Changes;
  • Adjusted vertex distance to adjust lid width for more consistent model proportions.
  • Evened out extrude Y distance on lid uneven plank element
  • Adjusted pitch and yaw of lid crossboard element
  • Removed partial crate side extrudes
  • Retopologized crate exterior sides
  • Removed crate interior (Solvable by diffuse
  • Re-implemented crate side extrudes, evenly and at a pre-defined distance to make mesh more workable.
  • Adjusted position, pitch and yaw of crate lid element.
  • Reworked vertical supports (and on lid), diagonal faces for improved light handling
  • Added cross-plane element for barbed wire or similar detail element. (96 triangle cost and completely optional)

SET 1

CRATE COLLEAGUE A – CRATE 2 UNOPT: V 274 E 454 F 220 TRI 440

CRATE COLLEAGUE A – CRATE 2 OPT: V 150 E 271 F 143 TRI 248

The issues this mesh had were construction-related and mostly caused by messy extrudes. In addition it had some conceptual issues. The elements of the crate body exterior are all essentially full rectangular primitives, which I felt was inefficient, therefore I tessellated them to be a more worthwhile use of vertices.

A lot of the thematic burden was on the lid element, so I toned it down by reducing its tilt and yaw, and distance from the box. The crate short edges had full primitives acting as individually modeled “planks”, which I decided was inefficient so I replaced them with extrudes along the chest exterior – an element I felt better conveyed the theme and style. I invested the geometry I freed up in increasing the detail of the vertical supports and reducing their overlap with the new extrudes.

Finally I also made the choice to remove the crate interior as I felt it was no longer a worthwhile addition to the mesh with the altered position of the lid.

When returning the mesh to the authoring colleague, I gave the suggestion that when rotating and modifying elements in more angles than one, the component editor can be a great way of keeping yourself completely informed about the precise positioning of your vertices.

Also worth mentioning is that the majority of the optimization I did to this crate happened after the lecture, the reason for that is that the next crate I’ll cover ate up a lot of my time during the lecture because of its complexity.

Set 2 – Colleague C Crate 2

Comparison 1
Comparison 2
Comparison 3
Topology 1
Topology 2
Topology 3
Detail 1
Silhouette

  • Changes made during the lecture;
  • Retopologized chest lid, faces with no geometry, stray edges – Merged into formholding verts and edges
  • Reduced faces on lid front, normalized topology
  • Formalized topology on lock (missing edges)
  • Note; at this point my poor old laptop bluescreened so I while I didn’t lose any progress on optimizing the asset, I unfortunately lost my notes.
  • Attempted summary; Retopology fixed Extrudes & Tessellation issues.
  • Removed Stray edges and triangulation left-overs
  • Later Changes;
  • Fixed vertex merge error
  • Fixed forgotten wood plate element bevel vertex merge.
  • Reset lock element normals

SET 2

CRATE COLLEAGUE C – CRATE 2 UNOPT: V 1680 E 3548 F 1866 TRI 3364

CRATE COLLEAGUE C – CRATE 2 OPT: V 1530 E 3341 F 1808 TRI 3066

This asset had issues primarily derived from a messy tessellation process during construction. I mainly focused on straightening out the edge flow, my goal was to make the mesh more workable. In addition to that, I saw an opportunity for effective geometry in the dividing extrudes all over the mesh, by splitting their central face in two and them merging the four controlling vertices into two.

In addition to the issues with the automated nature of the geometry, there were also some construction oddities – such as that the extrudes were not in level with one another – that made things more complex.

Ultimately I focused on making the edge flow more suitable for humans to work with, and saved some geometry in the extrudes and on cleaning up some left-over and unused geometry.

After the lecture I realized I had made some faulty vertex merges, which I solved by deleting the resulting faces and reconstructing them from existing geometry in the affected area.

The tip I gave to the authoring colleague was to consider when the added complexity of the mesh outweighs the value of having an element as an embedded element of the mesh as opposed to an external.

Set 3 – Colleague B Crate 1

Comparison 1
Comparison 2
Comparison 3
Comparison 4
Topology 1
Topology 2
Detail Hinge 1
Detail Hinge 2
Detail 1
Detail Lid 1
Detail Lid 2
Detail 2
Silhouette

  • Colleague A Changed;
  • Colleague A Returned it without making changes, citing inexperience.
  • Own changes;
  • Reduced by merging verts on lid rear hinge active part, removed interior geometry
  • Reduced by removing rear hinge chest parts hollowing, replaced by flat faces
  • Fixed normals issue on lid reinforcement (Smoothing groups for teapot users)
  • Normalized Chest top interior geometry to be more consistent, and save triangles.
  • Heartrendingly simplified split edge at chest top, in favor of a more efficient straight bevel that can be worked with the diffuse map to achieve the same effect. (b-but muh geometry)
  • Re-topologized and normalized the topology of the chest interior top
  • Removed Stray vertices from the lid interior
  • Straightened interior geometry for better mapping
  • Straightened interior and exterior lid side edge flow for better UV mapping

SET 3

CRATE 1 – UNOPT: V 969 E 2001 F 1041 TRI 1844

CRATE 1 – OPT: V 793 E 1699 F 919 TRI 1486

This crate had a number of issues, both conceptual and construction related. There were also some inefficient features derived from a lack of consideration about mesh application. I tried to resolve these issues by re-working some parts of the mesh completely (mainly the hinges and crate body top bevel) in order to configure them more resource-efficiently. There were also some features and decisions that would be an issue in the next phase of the model – unwrapping and texturing – that I tried to resolve.

In summary, the mesh wasn’t very well planned out, and that’s what I had to try and deal with. When planning for the asset I should have considered where it would be used, and what kind of level of detail and ambition would be required for it to successfully be utilized in its context.

Set 4 – Colleague B Crate 2

Comparison 1
Comparison 2
Comparison 3
Topology 1
Detail 1
Detail 2
Detail 3
Topology 2
Silhouette

  • Own Changes;
  • Reduced triangles by merging excess vertices on box edges
  • Reduced faces by re-topologizing beveled edge at the mid line of the crate exterior, split centre faces into two in order to merge verts into a two-plane bevel
  • Re-topologized hinge mounts for reduced triangles in final shape
  • Cleaned up unused vertices on hinge mounts
  • Re-topologized hinge mount rounded edges, to reduce triangles – Reset normals/Smoothing Groups to compensate
  • Optimized crate feet underside (Backpedaled on this action because the result was less optimized.)
  • Adjusted decimal errors in crate feet construction
  • Reduce hinge interior roundness to reduce triangle cost, at expense of unwrapping convenience
  • Hinge normals reset
  • Removed lid top edge bevel (pointless feature)

SET 4

CRATE 2 – UNOPT: V 639 E 1274 F 638 TRI 1272

CRATE 2 – OPT: V 558 E 1184 F 628 TRI 1112

This mesh is rather sparse on elements, but there were some opportunities to free up geometry. I focused on tracking down unused or underused vertices and merging them with their closest neighbour. Optimizing this crate was to summarize a straight-forward clean-up job.

The most relevant issue with this crate was and still is conceptual inefficiency. The detail elements are too small to have any major impact on the silhouette of them mesh, and the rest is just too plain. Fixing these issues however did not fall within the scope of optimization so for this one I cleaned up what I could, and left the rest as it is.

Set 5 – Colleague B Crate 3

Comparison 1
Comparison 2
Comparison 3
Topology 1
Topology 2
Topology 3
Topology 4
Detail 1
Detail 2
Detail 3
Silhouette

  • Colleague C Changed;
  • Cleaned up interior geometry in cross
  • Fixed construction non-geometry in crate feet
  • Own Changes;
  • Implemented fixes suggested by Colleague C
  • Re-topologized cross element, added geometry to circle, adjusted decimal errors in construction
  • Reset normals on cross element to deal with modified topology.
  • Adjusted vertice placement on dome
  • Lid topology made less ambiguous
  • Lid extrudes topology made less ambiguous
  • Fixed lid extrude construction error (asymmetry)
  • Cleaned up unused vertices on lid extrude underside
  • Simplified box top edge (Straight bevel)
  • Reworked box top edge and top side extrudes, to improve efficiency of geometry
  • Reduced crate body inter-geometry (central face geometry) as border vertices maintain silhouette.
  • Made body side extrudes less ambiguous
  • Reworked crate underside tessellation
  • Reworked crate feet, added geometry to improve optimized topology
  • Hinges reworked, geometry normalized, silhouette softened, decimal errors resolved

SET 5

CRATE 3 – UNOPT: V 1089 E 2154 F 1075 TRI 1914

CRATE 3 – OPT: V 880 E 1961 F 1055 TRI 1664

With this mesh I focused on rationalizing the design, removing and adding geometry where I figured it would be fit to improve the meshes usability. I also cleaned up unnecessary features and underused vertices.

I’d reflect more on it but I’m already pushing the word limit and have not yet touched on the museum visit so I’ll let the pictures do the talking and move on.

Now about the museum visit and the object reference I’ll be working with in the coming weeks. I chose a 14th century censer that was in one of the display cases. The censer was probably used in a religious context.

Object Front
Object Ortographic
Object Side
Object Below
Object Detail 1
Object Detail 2
Object Detail 3
Object Detail 4

The style I’ll be modeling this in is the contemporary realistic style, which means that I’ll try to keep the object as authentic as possible within the frame of in what sort of a context an ornamental object like this would be used in a real-time environment.

No matter how I go about applying the visual style to the object reference, there’s plenty of interesting geometry to contend with in this object, that’s why I decided to go with it after going through the entire exhibition.

To not disregard the visual style here are my thoughts about how I’ll apply this mesh to the visual style; I will emphasize the hard angular surfaces and I will in turn tone down the embellishments. This because shape and form are the supposed principles behind Scandinavian design, and that is the positive stereotype I want to project. This is a positive stereotype for me to reinforce as I am attempting to convey the objects history with its visuals. The embellishments however, play into a potentially (in this particular case) negative stereotype with incensories which is their association with eastern cultures. I’ll also keep the texture work a bit darker than the reference to avoid any viewers mistaking it as gold or silver, which would reinforce the stereotype I’m hoping to avoid.

The biggest risk I’m running during the development of this asset is that I might get to caught up in making a nice object and losing sight of what would make it a useful asset. I hope to avoid mesh hell by accomplishing the basic mesh shape as soon into the process as possible. In short, I’ll aim to “Keep It Simple, Stupid!”.

Finally, two mockups of the edge flow:

Mock-up Front
Mock-up Ortographic

That’s all for this post, peace out!

About Rickard Folland

2014  Graphics