KS3National Curriculum Y9.6 22 min read 10 question quiz 17 exam marks

3D Modelling and Animation

How 3D objects are built from vertices, edges and faces, how animation works with keyframes, and what actually happens when a scene is rendered.

How 3D models are built

The building blocks

TermMeaning
VertexA single point in 3D space, with x, y and z coordinates
EdgeA straight line joining two vertices
FaceA flat surface enclosed by edges, usually a triangle or a square
MeshThe complete set of vertices, edges and faces making up an object

A cube has 8 vertices, 12 edges and 6 faces. A detailed character model may have hundreds of thousands.

Polygon count

More polygons means more detail and smoother curves, and also more processing power and memory needed.

This is the central trade off in 3D work:

  • A film can afford millions of polygons per character, because each frame is rendered once over hours
  • A game must render 60 frames every second, so models are far simpler and use clever texturing to fake detail

Modelling techniques

  • Primitives: start from a basic shape such as a cube, sphere or cylinder
  • Extrude: pull a face outwards to create new geometry
  • Subdivide: split faces into smaller ones to add detail
  • Loop cut: add a ring of new edges around a model
  • Modifiers: non destructive effects such as mirror, which builds one half and reflects it automatically

Coordinates

3D space uses three axes: x across, y depth and z height, though which is which varies between programs. Every vertex has a position, and every object can be moved, rotated and scaled along each axis.

The 3D pipeline, from vertices to a rendered frameHow a 3D model is built and turned into a picture. A vertex is a single point in 3D space with an x coordinate across, a y for depth and a z for height; a cube has eight. An edge is a straight line joining two vertices, and a cube needs twelve. A face is a flat surface enclosed by edges, usually a triangle or a square, and a cube has six; vertices, edges and faces together are the mesh. More polygons give more detail and smoother curves but need more processing power and memory, which is the central trade off: a film renders each frame once over hours and can afford millions of polygons, while a game must render sixty frames every second and fakes missing detail with textures. A material gives the surface colour, shine, roughness and transparency, and lights and a camera decide how it is seen, since a model with none of those renders as nothing. Animation sets keyframes at the important poses and the computer calculates every frame in between, then renders each one, which is why a two minute film at twenty four frames a second means two thousand eight hundred and eighty rendered frames.From eight points to a finished frame8 vertices. A detailed character has hundreds of thousands.VERTEXone pointx acrossy depthz height12 edges. Still see through: there are no surfaces yet.EDGEa straight linejoining twovertices6 faces. Vertices plus edges plus faces is the mesh.FACEa flat surfaceenclosed byedges, usuallya triangleLOW POLYGONblocky, but fastHIGH POLYGONsmooth, but heavyTHE TRADE OFFA film renders eachframe once, over hours.A game renders 60frames every second.Games fake the missing detail with clever textures insteadLIGHTCAMERAthe only view that existsMATERIALcolour, shine,roughness,transparencyA model with no material, light or camera renders as nothingTIMELINEframe 1frame 24frame 48keyframekeyframekeyframethe computer fills these inand theseRENDERINGevery frame calculated: lights, materials, shadowsWHY IT TAKES SO LONGa 2 minute film at 24fps is 2,880 framesYou set the important poses. The computer does the in between.
Vertex, edge, face, mesh. Learn those four in that order and the rest of the unit has somewhere to attach.
Vertices, edges, faces and the meshA cube, built from the parts a 3D model is actually made of. A vertex is a single point in three dimensional space, given by an x coordinate across, a y for depth and a z for height, and a cube has eight of them, one at each corner. An edge is a straight line joining two vertices, and a cube needs twelve. A face is a flat surface enclosed by edges, usually a triangle or a square, and a cube has six. Those three things together, every vertex, every edge and every face, are the mesh, and the mesh is the model. Beside the cube, three balls are built from more and more polygons: a low poly one of about a hundred triangles, which looks faceted and is cheap to draw, a medium one of about two thousand, and a high poly one of about a hundred thousand, which looks smooth and costs the most. The number of faces is the polygon count, and it is the central trade off in all 3D work: more polygons give finer detail and smoother curves, and also demand more processing power and more memory. A film can afford millions per character because each frame is rendered once over hours, while a game has to draw sixty frames every second and uses far simpler meshes with clever texturing to fake the detail that is missing.A cube is a meshvertexa point:(x, y, z)edgejoins twoverticesfacea flatsurfacexzy8 vertices12 edges6 facesHow many polygons?Low polyabout 100 trianglesdetailworkMediumabout 2,000 trianglesdetailworkHigh polyabout 100,000 trianglesdetailworkFilm: millions of polygons, hours per frame.Game: simpler meshes, 60 frames a second.12345
  1. A vertex is one point in space, with an x, a y and a z. A cube has 8.
  2. An edge is a straight line joining two vertices. A cube needs 12.
  3. A face is a flat surface enclosed by edges. A cube has 6.
  4. All of them together are the mesh, and that is the model.
  5. More polygons means more detail, and more work for the computer.
Learn vertex, edge, face, mesh in that order and the rest of the unit has somewhere to attach.

Materials, lighting and cameras

Materials and textures

A material describes how a surface behaves with light: its colour, how shiny it is, how rough, whether it is transparent or metallic.

A texture is an image wrapped onto the surface to give detail without adding geometry. UV mapping is the process of unwrapping a 3D surface flat so a 2D image can be applied to it accurately.

Textures are how a simple model gains detail cheaply. A brick wall can be a single flat face with a brick texture rather than thousands of individually modelled bricks.

Lighting

Lighting does more than make a scene visible. It creates mood and makes shapes readable.

  • Point light, radiating in all directions from one spot, like a bulb
  • Sun or directional light, parallel rays from far away, like sunlight
  • Spot light, a cone, like a stage light
  • Area light, a soft light from a surface, like a window

The classic setup is three point lighting: a bright key light as the main source, a softer fill light to lift the shadows on the other side, and a back light to separate the subject from the background.

Cameras

The camera decides what the viewer sees. Changing its position, angle and focal length completely changes how a scene feels. A low angle makes a subject look powerful, a high angle makes it look small.

Three point lighting around a cube with a camera, and what each light adds to a sphereA scene seen from above with three lights and a camera around a cube. The key light, at upper left, is the main and brightest source. The fill light, on the right, is softer and lifts the shadows on the other side. The back light is behind the subject and separates it from the background. The camera is at the bottom and its cone shows what it frames. On the right three spheres show what each light adds. With the key light only, one side is bright and the other has a hard dark shadow. Adding the fill light softens the shadow. Adding the back light puts a bright edge on the sphere that lifts it off the background.Three point lighting1key lightthe main, brightest sourcefill lightsofter: lifts the shadowsback lightseparates it fromthe backgroundcameraframes the shotWhat each light adds2key light onlyhard shadow onone side+ fill lightshadow softened+ back lightbright edge liftsit off thebackground
  1. Three point lighting uses a key light, a fill light and a back light, and a camera frames the shot.
  2. The key light makes the shape, the fill light softens its shadows, and the back light gives it a bright edge.
Lighting does more than make a scene visible. It makes shapes readable and sets the mood.

Animation and rendering

Keyframes

An animator does not draw every frame. They set keyframes at important moments, and the software calculates the frames in between, which is called interpolation or tweening.

To move a ball from left to right over two seconds at 24 frames per second:

  1. Set a keyframe at frame 1 with the ball on the left
  2. Set a keyframe at frame 48 with the ball on the right
  3. The software generates the 46 frames between

Making it look right

  • Easing means starting and stopping gradually rather than at constant speed, because real objects accelerate and decelerate
  • Squash and stretch makes objects feel like they have weight
  • Anticipation is a small movement in the opposite direction before the main action
  • Follow through means parts keep moving after the main body stops

Rendering

Rendering is calculating the final image from the scene: working out how light bounces, what each surface looks like from the camera and what is in front of what.

It is extremely demanding. A single frame of a modern animated film can take hours on a powerful machine, which is why studios use render farms of hundreds of computers.

24 frames per second x 60 seconds = 1440 frames for one minute

At 30 minutes per frame that is 720 hours, which is 30 days on one computer.

Why games and films look different

A film renders each frame once, slowly, so it can afford perfect lighting and millions of polygons. A game must render every frame in under a sixtieth of a second while responding to the player, so it uses simpler models and approximations. The constraint is time, not talent.

A bouncing ball animated with three keyframes, and the difference between linear motion and easingHow keyframe animation works. An animator sets keyframes at the key moments: here frame 1 with the ball on the left, frame 24 with the ball at the top of its arc, and frame 48 with the ball on the right. The software works out all the in-between frames, drawn as faded balls along the arc. Below, two graphs of position against time compare linear motion, a straight line where the dots are evenly spaced, so it starts and stops suddenly like a machine, with easing, an S shaped curve where the dots bunch up at the start and end, so it starts and stops gently like real things do.You set keyframes. The computer fills in the rest.frame 1frame 24frame 48keyframe: a key moment you setin-between frames: worked out for you1Linear: constant speedtimepositionstarts and stops suddenly,like a machinedots: equal steps in timeEasing: slow in, slow outtimepositionstarts and stops gently,like real things dodots: equal steps in time23
  1. Keyframes are the key moments the animator sets. The computer works out the frames in between, which is called interpolation or tweening.
  2. Linear motion has constant speed. It starts and stops suddenly, which looks like a machine.
  3. Easing starts and stops gradually, because real objects speed up and slow down.
An animator does not draw every frame. Set the keyframes, then ease the movement between them.

Key terms you must be able to define

Vertex
A single point in 3D space defined by x, y and z coordinates.
Edge
A straight line connecting two vertices.
Face
A flat surface enclosed by edges, forming part of a model's surface.
Mesh
The complete set of vertices, edges and faces that make up a 3D object.
Polygon count
The number of faces in a model, affecting both detail and performance.
Texture
An image applied to a surface to add detail without adding geometry.
UV mapping
Unwrapping a 3D surface flat so a 2D texture can be applied accurately.
Keyframe
A frame where the animator sets a value, with the software calculating the frames between.
Interpolation
The software generating the in between frames from the keyframes.
Rendering
Calculating the final image from the 3D scene, including light, materials and perspective.

Flashcards

Say the definition out loud before you flip the card. Retrieving it from memory is what builds recall, reading it again is not.

DefineVertex
AnswerA single point in 3D space defined by x, y and z coordinates.
DefineEdge
AnswerA straight line connecting two vertices.
DefineFace
AnswerA flat surface enclosed by edges, forming part of a model's surface.
DefineMesh
AnswerThe complete set of vertices, edges and faces that make up a 3D object.
DefinePolygon count
AnswerThe number of faces in a model, affecting both detail and performance.
DefineTexture
AnswerAn image applied to a surface to add detail without adding geometry.
DefineUV mapping
AnswerUnwrapping a 3D surface flat so a 2D texture can be applied accurately.
DefineKeyframe
AnswerA frame where the animator sets a value, with the software calculating the frames between.

Reach the top grade on this topic

The top level here is about explaining trade offs.

Polygon count is always a trade off. More polygons means more detail and more processing. Say both halves.

Explain why textures matter. A texture adds visible detail at almost no performance cost, which is why a brick wall is one flat face with an image on it rather than thousands of modelled bricks.

Explain rendering time with a calculation. Frames per second multiplied by duration gives the number of frames, and multiplying by time per frame shows why render farms exist.

Justify lighting choices. Three point lighting is not a rule to memorise. The key light provides the main illumination, the fill lifts the shadows so detail is not lost, and the back light separates the subject from the background.

  • Define vertex, edge, face and mesh and give the counts for a cube
  • Explain the trade off in polygon count for a game against a film
  • Explain how keyframes and interpolation produce animation
  • Calculate the total render time for a given length of animation

Mistakes that cost marks here

Avoid these
  • Saying more polygons is simply better. It costs performance, which matters enormously in games.
  • Confusing a material with a texture. A material describes how the surface behaves with light, a texture is an image applied to it.
  • Thinking every frame is animated by hand. Keyframes are set and the software interpolates.
  • Saying rendering is 'saving the file'. It is calculating the image, which is why it takes so long.
Fun fact

Every 3D model in every film and game is made entirely of flat triangles. Curved surfaces do not exist. They are thousands of tiny triangles arranged so the edges become invisible.

Knowledge check

0 of 10 answered
1What is a vertex?
2How many faces does a cube have?
3Why do games use models with fewer polygons than films?
4What is a texture?
5What is a keyframe?
6What is rendering?
7In three point lighting, what does the back light do?
8A one minute animation at 24 frames per second needs how many frames?
9What does UV mapping do?
10What does easing add to an animation?
Score 0 / 10

Exam-style questions

Five written questions in the style of the real paper. Write a full answer, then let the marker check it against the mark scheme.

17 marks
1State what is meant by a vertex, an edge and a face in a 3D model.3 marks
State

Mark scheme0 / 3
  • LA vertex is a point in 3D space
  • LAn edge is a line connecting two vertices
  • LA face is a flat surface enclosed by edges
Model answer

A vertex is a single point in three dimensional space, defined by its x, y and z coordinates. An edge is a straight line connecting two vertices. A face is a flat surface enclosed by edges, usually a triangle or a four sided shape, and together the vertices, edges and faces form the mesh that makes up the object.

The marker looks for key phrases. If you said it another way and it is still right, give yourself the mark.
2Explain why a model used in a video game usually has fewer polygons than the same character in an animated film.4 marks
Explain

Mark scheme0 / 4
  • LA game must render frames in real time as the player plays
  • LAround 60 frames must be produced every second
  • LA film renders each frame once in advance, taking as long as needed
  • LFewer polygons means the game runs smoothly, with textures used to suggest detail
Model answer

A video game has to produce each frame in real time while the player is controlling the character, which means the computer typically has less than a sixtieth of a second to work out lighting, positions and surfaces for the entire scene. If a model contains too many polygons the machine cannot keep up and the frame rate drops, which makes the game feel unresponsive and unplayable. An animated film has no such constraint, because each frame is rendered once in advance and can take minutes or even hours on a render farm, so millions of polygons per character are affordable. Game artists therefore use much simpler meshes and rely on detailed textures and lighting tricks to suggest detail that is not actually modelled, which costs almost no performance while looking convincing on screen.

The marker looks for key phrases. If you said it another way and it is still right, give yourself the mark.
3Describe how keyframes are used to create an animation.3 marks
Describe

Mark scheme0 / 3
  • LThe animator sets values at particular frames
  • LThese are the keyframes marking the start and end of a movement
  • LThe software calculates the frames in between by interpolation
Model answer

Rather than creating every single frame by hand, the animator sets the position, rotation or other property of an object at a small number of important moments, and each of these is recorded as a keyframe. For example, a keyframe at frame 1 might place a ball on the left of the screen and a keyframe at frame 48 might place it on the right. The software then calculates all the frames in between automatically, a process called interpolation, gradually changing the value from one keyframe to the next. The animator can adjust how that change happens, for example using easing so the movement accelerates and slows rather than travelling at a constant speed, which looks far more natural.

The marker looks for key phrases. If you said it another way and it is still right, give yourself the mark.
4An animation lasts 90 seconds and runs at 25 frames per second. Each frame takes 4 minutes to render. Calculate the total render time in hours.4 marks
Calculate

Mark scheme0 / 4
  • LCalculates the number of frames as 25 x 90
  • LObtains 2250 frames
  • LMultiplies by 4 minutes to get 9000 minutes
  • LConverts to 150 hours
Model answer

The total number of frames is the frame rate multiplied by the duration, so 25 x 90 = 2250 frames. Each frame takes 4 minutes, so the total render time is 2250 x 4 = 9000 minutes. Dividing by 60 converts this to 150 hours, which is over six days of continuous rendering on a single machine, and this is exactly why studios use render farms of hundreds of computers working on different frames at the same time.

The marker looks for key phrases. If you said it another way and it is still right, give yourself the mark.
5Explain the purpose of a texture in 3D modelling.3 marks
Explain

Mark scheme0 / 3
  • LA texture is an image applied to the surface of a model
  • LIt adds visual detail without adding polygons
  • LThis keeps the model efficient while still looking detailed
Model answer

A texture is a two dimensional image that is wrapped onto the surface of a 3D model, using UV mapping to ensure it lines up correctly on a curved or complex shape. Its purpose is to add visual detail such as wood grain, brickwork, rust or fabric weave without adding any extra geometry to the model. This matters enormously for performance: modelling every individual brick in a wall would require an enormous number of polygons and slow the scene down, whereas a single flat face with a brick texture looks convincing and costs almost nothing to render.

The marker looks for key phrases. If you said it another way and it is still right, give yourself the mark.
Machine mark 0 / 17