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Lesson 6 of 7Animation & Special Effects
Unit 2 · Lesson 6 of 7

3D Modelling, Lighting and Rendering Basics

How 3D objects are built from polygons, wrapped in textures with UV maps, lit and photographed by virtual lights and cameras, and rendered, including how long rendering takes and how much energy it uses.

5 min read11 practice questionsAsk AI about this →

Key things to remember

  1. 1A mesh is made of vertices (points), edges (lines between them) and faces (flat polygons); quads for modelling, triangles for rendering.
  2. 2UV unwrapping cuts a mesh along seams and flattens it so a 2D texture can be wrapped onto it without stretching.
  3. 3Texture maps control colour, fine bumps (normal), reflection sharpness (roughness), metalness and transparency.
  4. 4Rasterization is fast enough for real-time games; ray and path tracing are physically accurate but slow and noisy at low sample counts.
  5. 5 where ; a render farm divides it by the number of machines.
  6. 6 low-sample tests, denoising and re-rendering only changed frames save time and energy.

Every 3D animated film, video game and product visualisation starts as an empty virtual space. Inside it, an artist builds objects out of thousands of flat polygons, wraps them in painted images, places lights and a camera, and then asks the computer to work out what that camera would see. That last step, rendering, can take minutes or hours for a single frame, and an animation needs 24 or more frames for every second. Understanding where the time goes, and what it costs in electricity, is part of planning any 3D project. Canada has a strong history here: Chris Landreth's 3D short 'Ryan', produced with the National Film Board, won the Academy Award for animated short in 2005.

Polygons and meshes

A 3D model is a mesh: a surface made of vertices (points in 3D space, each with x, y and z coordinates), edges joining pairs of vertices, and faces, the flat polygons the edges enclose. Faces are usually quads (four-sided) while modelling, because they divide and deform cleanly, and are converted to triangles for rendering, since three points always lie on one flat plane. More polygons mean smoother curves but slower rendering, so games use low-poly models with detail painted on, while film uses high-poly models or subdivision surfaces that smooth a simple cage into a dense curve at render time.

TechniqueHow it worksGood for
Box modellingStart from a cube and extrude, cut and move facesHard objects, furniture, simple characters
ExtrusionPull a flat shape out along a direction to give it depthLogos and text in 3D, architecture
Lathe / revolveSpin a side profile around an axisAnything round: bottles, vases, chess pieces
Digital sculptingPush and pull a very dense mesh like clayOrganic detail such as faces, creatures, wrinkles

UVs and textures

A model's shape is only half the picture; the colour and surface detail come from textures, which are flat 2D images. To wrap a flat image around a 3D shape, each vertex needs a matching position on the image. Those 2D coordinates are called U and V (because X, Y and Z are already taken), and producing them is UV unwrapping: cutting the mesh along seams and flattening it, like peeling an orange or unfolding a cardboard box. Seams are hidden where the viewer will not look, and the pieces are laid out so the texture is not stretched: a checkerboard test pattern makes stretching obvious, because the squares turn into rectangles.

Texture mapWhat it controls
Colour (albedo / diffuse)The base colour of the surface, with no lighting baked in
Normal or bumpFake fine bumps and dents that catch light, without adding polygons
RoughnessHow blurry or sharp reflections are: polished metal versus rubber
MetallicWhether the surface behaves like metal or not
Alpha / opacityWhich parts are transparent, such as the gaps in a leaf or a chain-link fence

Virtual cameras and lights

Top-down plan — three lights, three different jobsWhat each light doesKey — the brightest, andthe one shadow that shapesthe face.Fill — softens that shadow,never removes it.Back — a rim that lifts thesubject off the background.45°subjectKey light45°, brightestFill lightopposite side, dimmerBack / rim lightbehind the subject, separates itcameraKey sets the exposure; fill sets the contrast ratio; the back light adds depth.
Fig 1Key, fill and back light work the same way on a 3D set as on a real one.

A virtual camera has a focal length, an aspect ratio and an optional depth of field, and every rule of real cinematography (shot sizes, the rule of thirds, camera moves) applies to it. Lights come in a few types: point lights shine in all directions like a bare bulb, spot lights shine in a cone, directional (sun) lights send parallel rays from far away, and area lights emit from a surface and give soft shadows. A 3D scene is usually lit with three-point lighting, plus global illumination: the renderer traces light bouncing between surfaces, which is why a red wall casts a faint red glow onto a white floor. That realism is also what makes rendering slow.

Rendering and render time

Rendering calculates the colour of every pixel in every frame. Games use rasterization, which projects the triangles onto the screen very quickly and fakes many lighting effects, so it can produce 60 or more frames per second. Film and product work use ray tracing or path tracing, which follow rays of light from the camera into the scene and around it. It is physically accurate but slow, and it produces grainy noise unless many samples are taken per pixel. Studios split the job across a render farm, many computers each rendering different frames at the same time. Pixar's Toy Story (1995), the first fully computer-animated feature film, was rendered on a farm of more than a hundred computers.

Frames × time per frame, shared across the machines in the farm.

The energy cost of rendering

A computer rendering at full load might draw 300 to 500 watts, and it may run for days. Energy is power multiplied by time, so a long render uses real electricity, and a render farm of hundreds of machines also needs cooling. Ontario's electricity mostly comes from nuclear and hydro, so each kilowatt-hour produces less carbon than in provinces that burn more fossil fuels, but energy still costs money and every kilowatt-hour has some environmental impact. The cheapest savings come from planning: render small, low-sample tests until the shot is approved, use a denoiser instead of very high sample counts, and re-render only the frames that changed.

Convert watts to kilowatts by dividing by 1000. Multiply by the price per kWh for the cost.

Worked examples

Reveal one step at a time and try to beat it to the next line.

Example 1
A 30-second 3D animation runs at 24 fps, and each frame takes 4 minutes to render on one computer. How long will the whole render take?
Example 2
The same 48-hour job is split across a school lab of 12 computers acting as a render farm. How long does it take now, and what could still slow it down?
Example 3
The single computer in the first example draws 400 W while rendering. How much energy does the 48-hour render use, and what does it cost at 13 cents per kWh? Then estimate the saving if a denoiser cuts the time per frame to 2.5 minutes.
Example 4
Model and texture a soda can 6.6 cm across and 12 cm tall. The label texture will be 2048 px wide. Plan the UVs and find the texture's height in pixels so the label is not stretched.

Where marks get lost

  • Starting the final full-quality render without low-resolution test frames, then finding a mistake hours later.
  • Forgetting to multiply seconds by the frame rate, and calculating render time per second instead of per frame.
  • Leaving UV seams across the most visible part of a model, or never checking for stretching with a test pattern.
  • Adding polygons to create fine surface detail that a normal or bump map could fake far more cheaply.
  • Mixing watts and kilowatts in energy calculations; divide watts by 1000 before multiplying by hours.

Flashcards 10

Mesh
Vertex
Quad vs triangle
Subdivision surface
+ 6 more

Practice

1
A 10-second animation at 24 fps takes 3 minutes per frame to render on one computer. How many hours will the whole render take?
h
2
A rendering computer draws 500 W for 10 hours. How many kilowatt-hours of energy does it use?
kWh
3
A 1440-frame shot takes 5 minutes per frame. It is rendered on a farm of 20 identical computers. How many hours does it take?
h
4
What is the purpose of UV unwrapping?
5
Why do video games mostly use rasterization rather than full path tracing?
6
A brick wall needs visible mortar grooves, but the model must stay low-poly for a game. What is the best approach?
7
What is the name for a point in 3D space that, joined to others by edges, forms a mesh?
8
What is the name for a group of computers that each render different frames of the same animation at the same time?
9
Put these stages of a 3D still-image project in order.
  1. 1Render low-quality test frames
  2. 2Place the lights and camera
  3. 3Render the final high-quality image
  4. 4Model the geometry
  5. 5Unwrap the UVs
  6. 6Apply and paint the textures
10
Match each texture map to what it controls.
Colour (albedo)
Normal map
Roughness
Alpha
11
Which change does the most to cut the time and energy used for a 3D animation project?

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