How does 3D modeling work in video games?

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I know from a very basic standpoint that game devs create a model for a character/object, but how exactly do they keep consistency? Do they use that same exact model for all cutscenes, different angles, different depth distances etc? As in if a model of a character was a mile away, could you theoretically walk all the way up to that model and it would be the same perspective as if you were walking up to a real person/object? Or say for instance you had a camera shot from the foot of a character model looking up at them, is that the same model used for every other shot to keep consistency? Sorry if I’m making no sense here lmao this has just been bugging me

In: Technology

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Anonymous 0 Comments

A big thing in computer graphics is that a billion things are based on tricks, there is a million different things that in real games work really weird, because if something is stupid but looks good it’s not stupid.

At the default, yes, the model is the model and you could move the camera up to it and around it and it’d be the same model. In real life games, there is often a million little graphical tricks and some far away background thing or something in a cut scene might really be low quality, or just a flat texture, or missing parts that you can’t see, or just a looping video, or a million other weird gimmicks.

Like the straightfoward way to do things is just make a complete model and model it at all times, but there is lots of resource reasons that stuff is done weird. If you walk up to something like a mirror and it works, you can almost guarantee what is really going on is the stupidest thing in the world, but if it looks good, it’s fine.

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