3D Modelling
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High Poly Modeling

3D modeling is the process of developing a mathematical, wireframe representation of any three-dimensional object (either inanimate or living) via specialized software.

ArtDuck Studios offers 3D modeling to a wide variety of fields. We have been able to prove our mettle in 3D modeling in areas like:

  • The medical industry which uses it to make detailed models of internal organs.

  • The movie industry which uses them as characters and objects for animated and real-life motion pictures.

  • The video game industry which uses them as assets for computer and video games.

  • The life and sciences sector uses them as highly detailed models of chemical compounds.

  • The architectural industry which uses them to demonstrate proposed buildings and landscapes.

  • The engineering community which uses them as designs of new devices, vehicles and structures as well as a host of other uses.

  • And in recent decades the earth sciences community which has started to construct 3D geological models as a standard practice.

In fact, 3D models are widely used anywhere 3D graphics are used. Actually, their use predates the widespread use of 3D graphics on personal computers. Many computer games used pre-rendered images of 3D models as sprites before computers could render them in real-time. ArtDuck Studios has been able to understand the necessity behind high poly 3D modeling and implement it accordingly.


Normal Mapping

Normal mapping is an application of a technique known as "bump mapping" and it is used to light a 3D model with a low polygon count as if it were a more detailed model. While bump mapping perturbs the existing normal (the way the surface is facing) of a model, normal mapping replaces the normal entirely. Like bump mapping, it is used to add details to shading without using more polygons. Where a bump map is usually calculated based on a single-channel (interpreted as a grayscale image) image, the source for the normals in normal mapping is usually a multichannel image (that is, channels for "red", "green" and "blue" as opposed to just a single color) derived from a set of more detailed versions of the objects. The values of each channel (color) usually represent the xyz coordinates of the normal in the point corresponding to that texture.

At ArtDuck Studios, we understand that the popularity of normal mapping for real-time rendering is due to its good quality for processing requirements ratio versus other methods of producing similar effects. Our team of experts maintains much of this efficiency by distance-indexed detail scaling. This technique selectively decreases the detail of the normal map of a given texture, meaning that more distant surfaces require less complex lighting simulation. Thus, the end result is perfect and satisfactory.

Low Poly Modeling

Our ability to take up all sorts of projects under the sun is what makes us special. ArtDuck Studios takes up projects of all budgets and sizes.

Our low poly 3D modeling technique is used by clients like:
- PC videogame creators,
- mobile game developers,
- interactive simulators,

A low poly 3D modeling is a three-dimensional computer generated character or object that appears to be lacking in polygons. The polygons are usually triangles. The more triangles that are used to create an object, the more detailed it will appear, but the more computing power it will take to render the object. To reduce the budget of the project, the computing power can easily be reduced.

At ArtDuck Studios we have developed a way to reduce the computing power. We do this by cutting models with the polygon budget, which is the number of polygons that can be rendered per frame in a scene. This is done creatively keeping in mind that the product is still high quality with lowest possible amount of polygons. This leads to products with low budgets that are often described as being low poly.

ArtDuck Studios team of professionals also keeps in mind that low poly is just a phrase which is used relative to the time it is released. As computing power inevitably increases, the number of polygons that can be used can be increased as well.



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