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Types and Uses of Stadium 3D Models

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3D Model of basketball arena highly detailed including tribunes, seats, tables, backstops, display, roof construction, advertisement-boards and ball.
3D Model of basketball arena highly detailed including tribunes, seats, tables, backstops, display, roof construction, advertisement-boards and ball.

A stadium is a place or venue for events such as outdoor sports and concerts. Stadiums typically consist of a field or stage that is partly or completely surrounded by a structure that provides protection, lighting, and other services that allows spectators to seat or stand during the sport event or concert. Stadiums can have movable fields and partial roofs to protect spectators from the sunlight, and they even have retractable seating.

There are several types of stadiums and 3d model computer graphics are commonly used to visualize them. Stadium 3d models are typically used to represent the actual architectural structure in a computer generated city scene.

City scenes can be used as backdrops in games, marketing materials for web and print, urban planning and development, and anytime when the stadium 3d model can provide a visual reference of the actual stadium.

Wimbledon center court stadium 3d model for tennis player centre
Wimbledon center court stadium 3d model for tennis player centre

There are a variety of stadium 3d models including domes and arenas. Domes are mainly designed to host outdoor sports; such as soccer and arenas are designed for indoor sports; such as boxing and hockey.

The elliptical bowl stadiums are designed mainly for American football. This Amercian football bowl stadium can only host American football.

Other types of stadium designed mainly for one sport or event is the baseball park or stadium.

Boxing Arena 3D Model with interior seating and lighting structures
Boxing Arena 3D Model with interior seating and lighting structures

Stadiums can accommodate a wide range of events depending on the on the size, fields, and seating. Some stadiums are designed for a single sport while others can accommodate different events and different sports require fields of different size and shape.

Stadiums can be designed to multi-purpose or single purpose depdending on their ultimate use and size of the event.

For example, Olympic stadiums host the opening and closing ceremonies and the track & field competitions and can have a seating capacity of more than 240,000.

Soccer stadium 3d model building interior
Soccer stadium 3d model building interior

Other stadiums, such as soccer stadiums, are built to accommodate in excess of 100,000. In addition to the field, stadium 3d models also include the surrounding structure and seating and can be customized to represent higher seating capacities.

The spectator areas of a stadium are referred as bleachers, terraces, or tier. The spectator areas were originally designed to have standing room only. However, they have evolved to have different types of seating and even vip areas.

Stadiums 3d models are used in many sport video games including soccer, American football, baseball, basketball and many other games where 3d computer graphic representation of the indoor and outdoor of a dome or arena is needed.

See more stock and customized stadium 3d models.

Hockey stadium 3d model for ice hockey events and sport arena for figureskating and Olympic winter games
Hockey stadium 3d model for ice hockey events and sport arena for figureskating and Olympic winter games

Written by flatpyramid

April 13, 2009 at 10:42 am

Make Your Own “Next Gen” Game!

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As player’s expectations rise with each new game, so do the budgets of “Triple A” developers looking to impress their audience. This can mean stunning new visuals, more accurate physics and improved game play. Unfortunately it can also mean studios limit financial risk by producing sequels to proven series, sticking to tried and true concepts and genres instead.

To curb rising costs, some developers have focused on creating robust platforms, or “engines,” to power their own games, as well as license to others looking to save on production costs and focus on creating content. Many of these engines are incredibly dynamic, and versatile enough for use in platform, real-time strategy, first person shooter and even role playing games.

MODDING – OPEN DOOR FOR INDIE DEV

One of the most exciting outcomes of these new game engines is the rapid growth of the MOD community and the dramatic increase in what can be accomplished by a motivated individual or group.

“Modding” is the process of modifying an existing game by adding new content, redefining the way the game is played or nearly creating a new game entirely.

“Mods” are generally referred to as either “partial” or “total” conversions, with the latter usually largely indistinguishable from the original game.

As user generated content and mods continue to extend the shelf life of many popular titles, the original developers have embraced the community and begun offering more and more of the tools typically reserved for full engine licensees to anyone who owns their game. While they grant no commercial license, any prospective game developer now has access to serious tools designed for professional game designers.

Anyone planning a career in the games industry should consider learning to mod immediately!

WHO, WHAT, WHEN… HUH?

While modding may seem daunting to someone just starting out, the process can actually be broken down into very manageable tasks including: game designer, 2D and 3D artist, programmer, level designer, sound designer, cinematic producer, and project manager. Certain roles may be better suited to particular individuals.

Any ideas should be defined through concept art, scripts, design documents, and/or reference images. Once a concept has been finalized, the creation of the game assets can begin.

3D props and characters must be modeled, textured, and rigged within the game engine specifications. Levels and environments must be created to house your characters and dictate game play. Well crafted animation provides life and realism and sound design helps bring everything together.

Depending on the scope of your project, certain programming may also be necessary to add or change core functionality.

Fortunately these roles and responsibilities are nearly identical to those within commercial game studios and any future employer will appreciate an applicant who has experience in, or an understanding of, other related disciplines.

CREATING YOUR OWN MOD

Like most coordinated efforts, creating a mod requires a well laid plan. Refine your ideas and create lists detailing elements to be created and what functionality will be implemented to achieve your goals.

Beware of ‘feature creep’ and remember that completing even a simple mod is more impressive than a lavish project that is only partially completed.
If warranted, assemble a team of like-minded, determined colleagues. Strong leadership is important to ensure you remain on track and reach your goals.

One particularly mod-friendly engine is Source®, created by Valve Software, the company that awed the gaming industry with the releases of Half-Life® and Half-Life®2. Several of their games, including Counter-Strike®, Day of Defeat®, Portal® and Team Fortress®2 actually began as mods prior to being distributed commercially. Many of the original modders even found employment at Valve based on their mod projects!

Throughout the process seek help wherever possible and continue to learn new techniques and hone your skills. Resources from groups like Noesis Interactive who specialize in training modders are invaluable. Marketing yourself effectively on community sites such as Mod Center and ModDB will help ensure an audience for your mod and validate all of your hard work.

Noesis Interactive produces high quality video based training materials for modders, machinima producers, academic institutions and indie-developers.

Take advantage of game ready 3D computer graphics content from a site like Flatpyramid.com to create your Next Gen Game.

Written by 3dmodelers

November 25, 2008 at 2:45 pm

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