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 *  *  *  * Adobe
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                * Home
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                * Creative Cloud
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                * Use cases
                * What is a Polygon
               
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    * What is a Polygon


WHAT IS A POLYGON IN 3D MODELING?

Polygons are 2D shapes that are used to create 3D meshes. Did you ever make
those paper cutouts that turned into shapes like pyramids or cubes in school
when learning about 3D shapes? Well, in polygonal modeling, a mesh is just like
that.

Explore Substance 3D


POLYGONS ARE FUNDAMENTAL TO 3D MODELING.

Every polygon is formed by at least three vertices and edges coming together to
create a closed shape. Three vertices, or points, makes a triangle—tri for
short. Four of them makes a quad. It’s industry standard to only use tris and
quads in a mesh as much as possible. There is a term for polygons that have more
edges than quads: they’re called N-Gons, and really should be avoided because
they are more likely to cause artifacts in your textures and materials.


PIECES OF A POLYGON.

Understanding what constitutes a polygon will help you better manipulate and
edit them while modeling. Let’s look more closely at the pieces of a polygon and
where they fit in a 3D model’s mesh.

VERTEX

A vertex is the point where two edges meet and join. If you move the position of
a vertex, you will also affect the position of the two edges simultaneously.

EDGE

An edge appears in modeling programs as a line. An edge has two vertices, one on
each end. When at least three edges join at their vertices, a polygon is formed:
specifically, a triangle.

FACE

A face is the flat 2D shape created when a polygon is formed. Many polygonal
modeling software will allow you to select a face specifically and change its
position editing your mesh. Moving a face would of course, simultaneously move
the edges and vertices that form it.


CREATE ANY SHAPE IMAGINABLE USING POLYGONS.

To illustrate a simple example of polygons and complete 3D models, consider the
construction of a basic cube. A cube has six faces, 12 edges, and 8 vertices
linked together to create one object. With these basic principles, CG artists
can use polygons to create any shape they’d like.

 

If you look at the mesh, or wireframe of any 3D object, you will see the many
polygons wove together to create that shape, from a human face to something born
wholly from their imagination.


THE DIFFERENCE BETWEEN HIGH-POLY, LOW-POLY, AND RETOPOLOGY.

When it comes to polygonal modeling, there are a few key industry terms you
should be aware of.


HIGH-POLY

A high-poly model refers to a mesh that was created with extreme detail, and
usually no regard for the final poly count. Often, high poly models aren’t
designed with polygons at all. Typically, they are sculpted using voxel-based 3D
methods.

 

Think of a single voxel like a pixel in 2D art. Each pixel stores color
information. A voxel is no different. It’s a single point that stores relevant
3D information, and each has a place in a three-dimensional grid.

 

Using these methods allows artists to sculpt 3D objects in real-time. When
complete, they can export the 3D model as a mesh, in which case, computer
algorithms take care of the polygonal modeling. The results are often
impressive, but bloated when polygons are concerned. Hence the name, high poly.


LOW-POLY

In many industries, having 3D models with low numbers of polygons is desired.
Often the term low-poly is used to describe a model that not only has a small
number of polygons, but has a mesh that has been recreated or optimized to lower
its poly count.


RETOPOLOGY

This brings us to retopology: the process of turning a high-poly model into a
low-poly one. There are several methods, and various software may even have
specific tools available to aid the retopology process. For many artists, this
is a necessary step in their workflow.

 

Most commonly, artists will simplify the topology, but bake the more complex,
high-poly version onto the objects surface textures. This way very little detail
is lost, despite greatly optimizing a model’s performance.

Image by Olivier Beaugrand.


SIMPLE POLYGONAL MODELING TECHNIQUES YOU CAN USE.

Here are basic techniques artists can use when creating polygons for 3D
modeling.


EXTRUSION

Extrusion is a basic modeling tool that enables artists to select a piece of a
mesh, usually a face or an edge, and extrude it inwards or outwards. This causes
an extension of the original shape or can literally tunnel into the shape.


SUBDIVISION

Subdivision is a useful tool and technique for creating smooth 3D models out of
polygons. Take our earlier example of a simple cube that only has six faces. One
could subdivide each face of the cube, dividing it into smaller quadrants. For
example, an artist could subdivide the cube once vertically, and once
horizontally, thus splitting each face into four smaller faces.

 

Subdivision is a great way to increase poly count while letting a basic shape
become the starting point for modeling. In general, subdivision can be completed
in two types.

 

• Uniform subdivision. This is when the entire object is subdivided evenly. This
will impact the entire mesh.

 

• Selective subdivision. In this method of subdividing, the artist only selects
a single quadrant, for example one face, and imposes the desired number of
subdivisions. The remainder of the mesh is unaffected.


BEVELS

On their own, the edges of a model are perfectly sharp. Consider again the cube
example, where two faces share an edge. You could manipulate the angle between
two faces making it square, obtuse, or acute, but the edge itself would remain
sharp.

 

Beveling tools allow artists to select an edge and then add any number of bevels
to soften an edge. This is a useful tool but should be used carefully as it can
easily add unwanted polygons or cause conflicts with topology if too much detail
is added to one bevel.


USE ADOBE SUBSTANCE 3D TO CREATE INSPIRING ART WITHOUT FUSSING OVER POLYGONS.

For many 3D workflows, polygonal modeling may seem unavoidable. Managing
topology can feel like a hassle, especially in situations when having a
perfectly streamlined mesh may not be required. This is especially the case in
product-focused industries that want to take advantage of 3D.

 

In these situations, having a software that not only allows you to block out
shapes quickly and efficiently, but can also produce high-quality results for
both hard surface and organic surface modeling, can make all the difference in
your success in 3D.

 

Adobe Substance 3D Modeler is a voxel-based sculpting software that aims to make
3D modeling feel as gestural and natural as working with real clay. From start
to finish, artists don’t need to worry about polygons, topology, or UV mapping.
All these steps are handled by the software at export, and the artist has export
options available to help guide this process.

 

Discover modeler and the rest of the Substance 3D apps to learn more.

 

Thank you for exploring the world of Adobe. We can’t wait to see what you
create.


FREQUENTLY ASKED QUESTIONS


WHY ARE 3D MODELS MADE OF POLYGONS?

3D models typically start with the creation of a mesh. Most 3D software allows
for a mesh to be viewed in a wireframe mode, which allows the user to see the
lines and vertices that create the 3D shape. The mesh contains important data
that computers use to properly render the 3D model. Thus, polygons become a
natural necessity due to the nature of how meshes are created and used in
real-time. This is also an advantage 3D has over traditional art forms because a
mesh can be animated and changed in real-time non-destructively.




WHAT ARE POLYGONS IN RENDERING?

A 3D mesh is a net of polygons, connected by lines and vertices. Alone, a
polygon is just a 2D shape made up of at least 3 vertices and lines, also
referred to as edges. These points joined together create faces, often referred
to as triangles, quads, or N-Gons depending on how many vertices and edges form
them. In 3D modeling, N-Gons refer to any polygon that has more than four
vertices and edges and should be considered undesirable. Good topology practice
recommends the use of tris and quads only for the cleanest results.




WHAT IS POLYGON MODELING USED FOR?

Polygon modeling is considered the standard for 3D modeling due to its adoption
in nearly every commercial 3D software. It is used to create 3D meshes with
accurate and deliberate topology. Polygon modeling is preferred in VFX and
gaming especially. Because gaming often requires many assets to be rendered in
real-time at once, developers must be mindful of polygon counts in relation to
hardware constraints. Different consoles and PCs will all have varying
limitations as to how much they can handle. Thus, 3D artists who work in these
spaces, prefer polygon modeling due to the heightened control they have over
each model.



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