Using 3D Scanning in 3D Character Modeling and Game Figure Production
Guo, Jun (2008)
Guo, Jun
Metropolia Ammattikorkeakoulu
2008
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-200812124410
https://urn.fi/URN:NBN:fi:amk-200812124410
Tiivistelmä
The theme of this thesis was to discuss the theory of 3D scanning, focus on the flowchart of using 3D NextEngine Desktop Scanner hardware and software as well as the 3D game character exporting and importing in both 3ds Max and CryENGINE2 Sandbox2.
The purpose of this final-year project was to scan models made of modeling paste using the 3D NextEngine ScanStudio. The models were developed and imported as raw files into 3dsMax. At the same step, the skeletons were adjusted and the ranges of the envelopes were also defined. Finally, the models were connected to the skeletons to be used in the game engine CryENGINE2 Sandbox2. One scanned model was to act as a character on a scene of the game Crysis.
There were several exporting and importing processes in this project, including the fixing and saving of the texture and mapping of the 3D scanned models.
This project was concerned with finding the best way to design the 3D characters by using a 3D scanner. In fact, the final result showed that it is possible to use a scanned model for animation and acting as a character in a game. It also showed that a 3D scanned model is one of the fastest ways to do the character modeling for 3D character action or shooting games. It is also easy to use by people who are not really professional
users of 3ds Max and game design.
The purpose of this final-year project was to scan models made of modeling paste using the 3D NextEngine ScanStudio. The models were developed and imported as raw files into 3dsMax. At the same step, the skeletons were adjusted and the ranges of the envelopes were also defined. Finally, the models were connected to the skeletons to be used in the game engine CryENGINE2 Sandbox2. One scanned model was to act as a character on a scene of the game Crysis.
There were several exporting and importing processes in this project, including the fixing and saving of the texture and mapping of the 3D scanned models.
This project was concerned with finding the best way to design the 3D characters by using a 3D scanner. In fact, the final result showed that it is possible to use a scanned model for animation and acting as a character in a game. It also showed that a 3D scanned model is one of the fastest ways to do the character modeling for 3D character action or shooting games. It is also easy to use by people who are not really professional
users of 3ds Max and game design.