3D Modeling For Computer Game Design


Your browser does not support PDF viewing. Click here to download .

Related Projects


Creator/Artist: Manish Hans

Category: Animation Design

Document: Special Project

Batch: 2009-2011

Source: India,   IDC IIT Bombay

Period:  2009-2018

Medium: Report pdf

Supervisor: Prof. Phani Tetali


Detailed Description

This project report aims to study the process of modelling for computer game design, which requires specialised skill sets and adherence to specific rules, particularly in relation to hardware limitations and rendering performance. Although digital models appear to have depth, they are essentially virtual entities displayed on a two-dimensional screen, where the illusion of three-dimensional space is created through software. This is achieved by defining a virtual 3D space using three perpendicular axes—X (breadth), Y (height), and Z (depth)—with points positioned relative to a common origin. Three-dimensional models are constructed as meshes composed of interconnected points within this virtual space. These meshes consist of triangular polygons, commonly referred to as polys, where each polygon is defined by vertices connected by edges. The polygon mesh forms a virtual surface onto which colours or images, known as textures, can be applied to simulate natural materials. While increasing the number of polygons enhances visual smoothness and realism, it also increases rendering time during gameplay. Therefore, efficient modelling for game design requires balancing visual quality with optimised polygon usage to ensure smooth performance and manageable rendering times.