Year 9 · Y9.6 3D Modelling and Animation · Lesson 1

Stretch tasks How 3D models are built

Task 1

Quiz Challenge

A quiz game against four computer players, then short and long written answers.

  1. Quiz Blitz12 questions against the clock
  2. Quick Fire4 short answers
  3. Big Think2 long answers

About 20 minutes

Task 2

This or That

Pixel the cat asks 8 questions. Each has two answers: pick the right one.

  • Two answers to every question
  • A fish treat for every right answer
  • Streaks win Pixel shades, then a party hat

About 4 minutes

Task 3

Memory Match

Flip the cards two at a time to match each term card to its meaning card.

  • 12 cards: each term has a meaning
  • One peek at every card
  • Combo points for pairs found in a row

6 pairs, about 4 minutes

The games need JavaScript. Every question is below, with the answers at the end.

Read the lesson: How 3D models are built

How 3D models are built: the questions

Quiz Challenge, round 1: Quiz Blitz

  1. How many vertices does a cube have?

    • 6
    • 12
    • 4
    • 8
  2. How many edges does a cube have?

  3. What is a mesh?

    • A type of light
    • The complete set of vertices, edges and faces of an object
    • A single point in 3D space
    • An image wrapped round a model
  4. Curved surfaces in 3D models are really made of many small flat faces.

    • True
    • False
  5. Why does a game use far fewer polygons per character than an animated film?

    • A game must draw about 60 frames every second
    • Game artists are less skilled
    • Films are made on phones
    • Polygons cost money in games
  6. Which TWO happen when a model's polygon count goes up?

    Tick 2.

    • More processing power and memory are needed
    • Faster rendering
    • A smaller file
    • Fewer vertices
    • More detail and smoother curves
  7. Which technique pulls a face outwards to create new geometry?

    • Subdivide
    • Loop cut
    • Mirror
    • Extrude
  8. A modeller builds the left half of a face and the software copies it to the right side. Which tool is this?

    • A loop cut
    • Extrude
    • UV mapping
    • A mirror modifier
  9. Order these from the simplest to the most complex.

    Number these 1 to 4.

    • Edge
    • Face
    • Mesh
    • Vertex
  10. A cube's 6 square faces are each split into 2 triangles. How many triangles are there?

  11. What do a vertex's x, y and z coordinates give?

    • Its texture
    • Its brightness
    • Its position in 3D space
    • Its colour
  12. A triangular prism has 6 vertices and 5 faces. How many edges does it have?

Quiz Challenge, round 2: Quick Fire

  1. Explain the difference between a vertex, an edge and a face. [3 marks]

  2. Explain the trade-off involved in a model's polygon count. [2 marks]

  3. Why can a film character have millions of polygons, while a game character has far fewer? [2 marks]

  4. Name two modelling techniques and say what each does. [2 marks]

Quiz Challenge, round 3: Big Think

  1. Explain how you could model a simple chair, starting from one basic shape. [4 marks]

  2. A game studio wants its characters to look as detailed as characters in an animated film. Evaluate how it could achieve this. [6 marks]

This or That: tick the right answer

  1. How many faces does a cube have?

    • 6
    • 8
  2. What is a vertex?

    • A single point with x, y and z coordinates
    • A flat surface enclosed by edges
  3. What joins two vertices?

    • A mesh
    • An edge
  4. You need more detail on part of a model. Which technique splits its faces into smaller ones?

    • Subdivide
    • Extrude
  5. A model starts life as a cylinder. What is a cylinder in 3D modelling?

    • A primitive
    • A modifier
  6. Which technique adds a ring of new edges around a model?

    • Mirror
    • Loop cut
  7. What is the central trade off in 3D work?

    • More polygons: more detail, more power
    • More polygons: smaller files
  8. Why is a mirror modifier called non destructive?

    • It can be changed or removed later
    • It can never crash the computer

Memory Match: match each term to its meaning

TermMeaning
A Vertex1 Pull a face outwards to make new geometry
B Edge2 All the vertices, edges and faces of an object
C Face3 A straight line joining two vertices
D Mesh4 A basic starting shape, such as a sphere
E Extrude5 A flat surface enclosed by edges
F Primitive6 A single point in 3D space
Answers

Round 1: Quiz Blitz

  1. 8 One at each corner: 4 on the top and 4 on the bottom.
  2. 12 4 round the top, 4 round the bottom and 4 joining them.
  3. The complete set of vertices, edges and faces of an object The mesh is the whole wireframe shape of the model.
  4. True With enough tiny triangles, the edges become invisible and the surface looks smooth.
  5. A game must draw about 60 frames every second A film can spend hours on each frame. A game has a sixtieth of a second.
  6. More detail and smoother curves; More processing power and memory are needed This is the central trade off of 3D work: detail against performance.
  7. Extrude Extruding a face of a cube upwards is how a box becomes, say, a chimney.
  8. A mirror modifier Mirror is a non-destructive modifier: change one side and the other follows.
  9. Vertex → Edge → Face → Mesh Points join to make edges, edges enclose faces, and faces together make a mesh.
  10. 12 6 x 2 = 12. Games usually break every face down into triangles like this.
  11. Its position in 3D space Three axes, three numbers: across, depth and height.
  12. 9 3 on each triangle end and 3 joining the ends. For any simple solid, vertices - edges + faces = 2: 6 - 9 + 5 = 2.

Round 2: Quick Fire

    • A vertex is a single point in 3D space
    • An edge is a straight line joining two vertices
    • A face is a flat surface enclosed by edges
    Model answer

    A vertex is a single point in 3D space with x, y and z coordinates. An edge is a straight line joining two vertices. A face is a flat surface enclosed by edges, usually a triangle or a square.

    • More polygons give more detail and smoother curves
    • But they need more processing power and memory
    Model answer

    More polygons give more detail and smoother curves, but they need more processing power and memory, so the model is slower to display.

    • Each film frame is rendered once, in advance, and can take hours
    • A game must draw about 60 frames every second, in real time
    Model answer

    Each frame of a film is rendered once, in advance, and can take hours. A game has to draw about 60 frames every second, in real time, while responding to the player, so its models must be far simpler.

    • Extrude: pull a face outwards to make new geometry
    • Subdivide: split faces into smaller ones to add detail
    • Loop cut: add a ring of new edges around a model
    • Mirror modifier: build one half and reflect it
    • Primitives: start from a basic shape such as a cube
    Model answer

    Extrude pulls a face outwards to create new geometry. Subdivide splits faces into smaller ones to add detail.

Round 3: Big Think

    • Start from a cube
    • Scale it flat to make the seat
    • Extrude faces downwards to make the legs
    • Extrude upwards to make the back
    • Add detail with loop cuts or subdividing, or use mirror for symmetry
    • Keep the polygon count low if it is for a game
    Model answer

    I would start from a cube and scale it flat to make the seat. Then I would extrude the four corner faces on the bottom downwards to make the legs, and extrude a strip along the back edge upwards to make the backrest. Loop cuts would add edges where I need more detail, and a mirror modifier would keep both sides identical. If the chair were for a game, I would keep the polygon count low.

    • Raising the polygon count adds detail
    • But the game must draw about 60 frames a second, so too many polygons cause lag
    • Textures can fake detail cheaply
    • Better lighting and materials improve realism
    • Distant characters can use simpler models
    • Faster hardware, such as graphics cards, helps
    • A film has hours per frame, so the comparison is limited by time
    • A reasoned conclusion
    Model answer

    The studio could raise the polygon count to add detail, but a game must draw about 60 frames every second in real time, so too many polygons would make it lag. A better approach is to use detailed textures, which fake detail cheaply, along with realistic materials and lighting. Characters far away from the camera could use simpler models, saving power for the ones close up, and newer graphics cards can handle more detail each year. However, a film can spend hours on each frame using a render farm, so the limit is time, not talent. Overall, the studio can get close to film quality with clever texturing and lighting, but it cannot match a film exactly while the game still runs smoothly.

This or That

  1. 6 A cube has 6 faces, 8 vertices and 12 edges.
  2. A single point with x, y and z coordinates A vertex is a point. A flat surface enclosed by edges is a face.
  3. An edge An edge is a straight line between two vertices. The mesh is the whole object.
  4. Subdivide Subdividing splits faces to add detail. Extruding pulls a face outwards.
  5. A primitive Primitives are the basic starting shapes, such as cubes, spheres and cylinders.
  6. Loop cut A loop cut adds a ring of edges. A mirror modifier reflects one half to build the other.
  7. More polygons: more detail, more power Extra polygons add detail and smoother curves, but need more processing power and memory.
  8. It can be changed or removed later A non destructive modifier does not permanently change the mesh, so it can be adjusted or taken off.

Memory Match

  • A 6 Vertex: A single point in 3D space
  • B 3 Edge: A straight line joining two vertices
  • C 5 Face: A flat surface enclosed by edges
  • D 2 Mesh: All the vertices, edges and faces of an object
  • E 1 Extrude: Pull a face outwards to make new geometry
  • F 4 Primitive: A basic starting shape, such as a sphere