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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Development of 3D models for implementing game environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Danyil D. Chornyi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Natalia V. Moiseienko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mykhailo V. Moiseienko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kateryna V. Vlasenko</string-name>
          <email>vlasenkokv@ukr.net</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>PCWrEooUrckResehdoinpgs ISSNc1e6u1r-3w-0s0.o7r3g</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>National University of 'Kyiv Mohyla Academy'</institution>
          ,
          <addr-line>2 Hryhoriya Skovorody Str., Kyiv, 04655</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>80</fpage>
      <lpage>90</lpage>
      <abstract>
        <p>This paper presents a comprehensive approach to developing 3D models for implementing game environments in computer games, with emphasis on both traditional modeling techniques and contemporary optimization strategies. The work covers the key stages of creating 3D models for a game, including concept development, modelling, texturing, rigging, animation, optimization and model integration. The popular Blender software package is used as the primary tool for 3D modelling and animation. The result is a set of futuristic-style chess piece models with neon lighting on a chessboard, with two robot chess players serving as avatars to demonstrate gameplay. Our approach is contextualized within current industry trends, including the integration of simulation data (CFD/FEA) with real-time rendering, advanced Level-of-Detail (LOD) algorithms, and emerging procedural content generation techniques using GANs and mixed-initiative systems. Performance analysis demonstrates that the implemented optimization techniques, including GPU-accelerated rendering and texture batching, achieve frame rates exceeding 60 FPS for scenes with over 100,000 polygons. The models and animations created can be used in the development of a computer game for virtual reality, supporting both traditional displays and immersive VR headsets. This work highlights the synergy between artistic design and technical optimization in transforming traditional games into immersive modern experiences, while providing a framework applicable to broader game development contexts.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;3D modelling</kwd>
        <kwd>game development</kwd>
        <kwd>Blender</kwd>
        <kwd>computer graphics</kwd>
        <kwd>animation</kwd>
        <kwd>procedural content generation</kwd>
        <kwd>realtime rendering</kwd>
        <kwd>Level-of-Detail</kwd>
        <kwd>GPU optimization</kwd>
        <kwd>virtual reality</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Three-dimensional (3D) modelling is the process of creating a digital representation of a surface or
object using specialized software. The advantage of 3D modelling is the ability to design something that
does not yet exist – something unique, such as a fantasy creature in a video game [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. 3D modelling is
widely used in the video game industry to create game assets, characters, and entire virtual worlds.
      </p>
      <p>
        Developing 3D models for a game is a complex process that is divided into several stages. The first
stage is concept development, where the specific requirements for the model are defined. The second
stage is modelling, where a rough 3D sketch is created to determine the basic shapes and proportions
of the model, followed by creating detailed model geometry using specialized software. The third stage
involves texturing work to define the colours, surface parameters and other attributes of the model.
The fourth stage is rigging or skeletal animation to create a skeleton for animating the model. The
iffth stage is the animation itself, taking into account the style of behaviour, key animation frames and
smooth transitions between them. The final stages are model optimization and integration into the
game engine for further use [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ].
      </p>
      <p>
        Recent advances in the field have significantly expanded the capabilities and applications of 3D
modeling for game environments. According to recent industry analysis, the integration of simulation
data from computational fluid dynamics (CFD) and finite element analysis (FEA) with real-time 3D
rendering has emerged as a critical trend, enabling more realistic and interactive virtual environments
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Furthermore, the adoption of GPU-accelerated techniques and surrogate modeling has made it
possible to achieve high-performance rendering while maintaining visual fidelity [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>This paper presents the process of developing 3D models for implementing a game environment
in a computer game. The work is covers the key stages of creating 3D models. The popular Blender
software package is used as the primary tool for 3D modelling and animation.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Overview of 3D modelling software</title>
      <p>
        There are many software solutions available for 3D modelling, each with its strengths and use cases
[
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ]. Some of the most popular include: Autodesk Maya, a professional 3D software for creating
realistic characters, efects, objects, scenes, animation, compositing and rendering [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]; ZBrush, a digital
sculpting and painting program that specializes in high-resolution polygon modelling [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]; AutoCAD,
an industry standard software for mechanical design, supporting 2D geometry and 3D solid modelling
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]; Cinema 4D, a 3D modelling, animation, simulation and rendering software known for its speed,
power, flexibility and stability [
        <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
        ]; Blender, a free and open-source 3D creation suite that supports
the entire 3D pipeline, including modelling, rigging, animation, simulation, rendering, compositing,
motion tracking, video editing and game creation [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Recent comparative studies have provided detailed insights into the performance characteristics of
major 3D modeling platforms. As shown in table 1, each platform ofers distinct advantages depending
on project requirements and team structure [
        <xref ref-type="bibr" rid="ref14 ref15">14, 15</xref>
        ].
      </p>
      <p>
        For this project, Blender was chosen as the most suitable tool for developing 3D game object models.
Blender is well-suited for individual use, has an open source code base, and supports the entire 3D
modelling process through a unified pipeline and flexible development workflow [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Development of 3D models</title>
      <sec id="sec-3-1">
        <title>3.1. Concept development</title>
        <p>The project’s concept was to create a chessboard model with a set of classic-shaped pieces in a futuristic
style with neon lighting and two robots in the same style serving as avatars to demonstrate gameplay.
The light elements were intended to highlight the elegance of the game pieces, give them a more modern
look, and convey the idea of the game’s enduring relevance, which has remained popular for many
centuries. Based on the concept, two reference images were chosen to guide the modelling process, as
shown in figure 1.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Modelling process</title>
        <p>The modelling process began with creating a 2D circle with 32 edges to serve as the base for the rook
chess piece. Fill and Extrude tools in Blender’s Edit Mode were used to create the polygonal structure
of the piece. The shape was further refined using Extrude and Scale to match the reference image
proportions. An inset was used to subdivide polygons to detail the top of the rook. Finally, the Bevel
Edges tool was applied to smooth and round out the model edges. Figure 2 shows the key steps in
modelling the rook piece.
8,000
tun 6,000
o
c
n 4,000
o
g
loy 2,000
P
0
− 5</p>
        <sec id="sec-3-2-1">
          <title>Standard piece</title>
        </sec>
        <sec id="sec-3-2-2">
          <title>Robot model</title>
          <p>0
5
10
15</p>
          <p>20 25 30</p>
        </sec>
        <sec id="sec-3-2-3">
          <title>Distance from camera (m)</title>
          <p>35
40
45
50
55</p>
          <p>The other chess pieces, board, and robot player models were created following a similar process. The
chessboard model was created using planes with dimensions matching a standard chessboard. The
robot models started with basic geometric shapes like cylinders and cubes, which were then extruded,
scaled, and inset to form the limbs and body parts. Boolean modifiers were used to combine the separate
parts into the final robot models.</p>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Optimization techniques for real-time rendering</title>
        <p>
          To ensure optimal performance in real-time rendering environments, several contemporary optimization
techniques were implemented (figure 3). Level-of-Detail (LOD) algorithms dynamically adjust model
complexity based on camera distance, maintaining visual fidelity while improving frame rates [
          <xref ref-type="bibr" rid="ref17 ref18">17, 18</xref>
          ].
Additionally, GPU-accelerated techniques such as geometry clipmaps and hybrid LOD approaches
were considered for potential future enhancements, particularly for large-scale environment expansion
[
          <xref ref-type="bibr" rid="ref19 ref20">19, 20</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Texturing and lighting</title>
        <p>After modelling, texturing was done by applying a glossy white material to the chess pieces and a
dark metallic material to the robots in Blender’s Material properties. To achieve the futuristic look,
neon lighting elements were added by selecting polygons in Edit Mode and assigning an emissive blue
material to the chess pieces and green to the robots.</p>
        <p>For the scene lighting, an Area Light with a power of 10000W was used against a black background
colour, set using the Background node in the scene’s World properties. To add ambience and artistic
vision, a fog efect was simulated using the Volume Scatter node with Density set to 0.300 and Anisotropy
at 0.</p>
        <p>UV unwrapping was performed on the models to prepare them for texture mapping. Seams were
marked along edges to minimize stretching and distortion when flattening the model’s surface into 2D
space. The UV maps were then exported for texturing using external software like Substance Painter or
Photoshop.</p>
        <p>The complete textured scene with lit models is shown in figure 4. The high-contrast lighting
emphasizes the intricate details and futuristic aesthetics of the chess set.</p>
        <p>
          Modern rendering pipelines increasingly utilize Physically Based Rendering (PBR) materials and
realtime ray tracing for enhanced realism. The integration of these techniques with traditional rasterization
provides a hybrid approach that balances quality and performance [
          <xref ref-type="bibr" rid="ref21 ref22">21, 22</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-5">
        <title>3.5. Rigging and animation</title>
        <p>Before animating, a skeleton needed to be created for the robot chess players through a process called
rigging. The manual rigging method was used for greater precision, as the robot model consisted of
multiple parts. Blender’s Armature system was employed to create bones for the torso, neck, head,
and arms. Inverse Kinematics (IK) constraints were applied to control the bending of the arm joints
realistically. Child-of-constraints were used to attach chess pieces to the robots’ hands during the game
animation.</p>
        <p>The animation process utilized Blender’s timeline and keyframing capabilities. Pose Mode was used
to position the robot skeleton and set keyframes at 30-frame intervals for a 1200-frame animation. The
chess piece was parented to the robot’s hand using the Child-of-constraint only during the frames
where it was held by keyframing the influence of the constraint.</p>
        <p>To make the animation look more natural, the robots’ movements were enhanced with secondary
motion. This involved adding subtle swaying and bobbing to the torso and head, simulating the shifting
of weight as the robots reached for and placed the chess pieces. The speed of the arm movements was
also varied using Blender’s graph editor, with slower movements at the start and end of each action
and quicker movements in between. This principle of slow-in, slow-out animation timing helps make
the motion appear more lifelike.</p>
        <p>Sound efects were added to key points in the animation to provide auditory feedback and heighten the
sense of interaction. Mechanical whirring accompanied the arm movements, while a soft clinking sound
was triggered when the chess piece contacted the board. These were synchronized to the animation
using Blender’s video sequence editor.</p>
        <p>The final result is a smooth, realistic animation of the robots playing chess, with a high level of detail in
both the models and the motion. The combination of precise rigging, carefully timed keyframe animation,
secondary motion efects, and synchronized sound design brings the scene to life convincingly.</p>
      </sec>
      <sec id="sec-3-6">
        <title>3.6. Rendering</title>
        <p>The final step was configuring the render settings to output the animation. The render was done in
1920x1080 (16:9) format using Blender’s Cycles engine, which uses path tracing to produce photorealistic
results. The Cycles renderer was set to use the GPU (graphics card) for faster rendering, taking advantage
of NVIDIA’s CUDA cores on the available GeForce RTX 3060.</p>
        <p>Each frame was rendered with 1024 samples to balance quality and render time. Increasing samples
reduces noise but significantly increases render duration. The output was encoded with the H.264 codec
at 30 frames per second, a standard for high-definition video. The camera used a focal length of 33 mm,
approximating the perspective of the human eye.</p>
        <p>Rendering the entire 1200-frame sequence took 7 hours on the given hardware. This time can vary
greatly depending on the complexity of the scene, render engine settings, and computer specifications.
Optimizations like rendering on multiple machines or using render farms can speed up the process for
larger projects.</p>
        <p>
          Comparative analysis of rendering engines shows significant performance variations. Table 2 presents
benchmarking results comparing Blender’s Eevee and Cycles engines for our chess scene [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ].
        </p>
        <p>The rendered animation was then imported into a video editor for post-processing. Colour grading
was applied to enhance the contrast and emphasize the neon glow of the pieces. The audio was also
mixed and mastered here, balancing the sound efects with a background music track to set the mood.</p>
        <p>
          The final video was exported in MP4 format, ready for use in promoting or demonstrating the game
project. It could also serve as a reference for the look and feel of the game when implementing the
assets in a game engine like Unity or Unreal [
          <xref ref-type="bibr" rid="ref24 ref25">24, 25</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Integrating models into a game engine</title>
      <p>
        To use the created 3D models and animation in an actual game, they need to be integrated into a game
engine. Popular choices include Unity and Unreal Engine, which provide tools and frameworks for
building interactive experiences [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. The process involves exporting the assets from Blender in a
format compatible with the chosen engine, such as FBX or OBJ.
      </p>
      <p>When exporting, the scale and orientation of the models must be considered to ensure they align
correctly with the game world. The textures and materials should also be linked appropriately and
optimized for real-time rendering. This may involve creating lower-resolution versions of textures or
baking high-resolution details into normal maps.</p>
      <p>Once imported into the game engine, the models can be placed into scenes and scripted to respond
to player interactions. The chess game logic would be implemented using the engine’s programming
language (like C# in Unity) to handle moves, turns, and win conditions. The animated robot characters
would be triggered to perform their actions based on the game state.</p>
      <p>Developing the user interface is another crucial aspect. This includes elements like menus, buttons,
and information displays that allow the player to navigate the game and understand the current state.
The UI should be intuitive and visually consistent with the overall art style.</p>
      <p>Performance optimization is also crucial, especially for mobile or virtual reality platforms with limited
processing power. Techniques like occlusion culling (not rendering objects that are blocked from view)
and level of detail systems (using simpler models at a distance) can help maintain a smooth framerate.</p>
      <p>
        Recent advances in game engine technology have introduced neural super-resolution techniques such
as DLSS (Deep Learning Super Sampling) and temporal upsampling methods, which allow games to
render at lower resolutions while maintaining high visual quality through AI-driven upscaling [
        <xref ref-type="bibr" rid="ref27 ref28">27, 28</xref>
        ].
These techniques are particularly valuable for VR applications where maintaining high frame rates is
critical for user comfort (figure 5).
      </p>
      <sec id="sec-4-1">
        <title>Platform</title>
        <p>30</p>
      </sec>
      <sec id="sec-4-2">
        <title>Mobile</title>
        <p>Playtesting and iteration are essential to refine the gameplay experience. Gathering feedback from
players can reveal issues with dificulty, pacing, or clarity that may not be apparent to the developers.
Regularly updating and polishing the game based on this input helps ensure it is engaging and enjoyable
for the target audience.</p>
        <p>Integrating 3D chess models and animations into a game engine is a significant undertaking that
requires a range of technical and design skills. However, it is a rewarding process that brings the
creative vision to life in an interactive form. The foundation provided by the high-quality assets and
thoughtful concept paves the way for a successful and impactful game experience.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Procedural content generation considerations</title>
      <p>
        While our current implementation focuses on manually created assets, future extensions could benefit
from procedural content generation (PCG) techniques. Recent research demonstrates that GANs
(Generative Adversarial Networks) and genetic algorithms can generate diverse, playable game environments,
potentially creating variations of chess boards and pieces automatically [
        <xref ref-type="bibr" rid="ref29 ref30">29, 30</xref>
        ].
      </p>
      <p>
        Mixed-initiative approaches, combining human creativity with algorithmic generation, show
particular promise. These systems allow designers to guide PCG processes while maintaining creative control,
as demonstrated by tools like the Evolutionary Dungeon Designer [
        <xref ref-type="bibr" rid="ref31 ref32">31, 32</xref>
        ].
      </p>
      <p>
        Furthermore, natural language interfaces powered by Large Language Models (LLMs) are emerging as
intuitive tools for specifying design constraints and generation parameters, making PCG more accessible
to non-technical designers [
        <xref ref-type="bibr" rid="ref33 ref34">33, 34</xref>
        ].
      </p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>This paper demonstrated the development of a set of 3D models for implementing a futuristic chess game
environment. It covered the key stages of creating 3D game models, including concept development,
modelling, texturing, rigging, animation, optimization, and integration. The free and open-source
Blender software was utilized for its comprehensive 3D modelling capabilities and unified pipeline.</p>
      <p>The result is a detailed 3D scene with classic chess pieces stylized with neon elements on a chessboard
and two animated robot characters serving as player avatars. The models and animation sequences
created can be integrated into a game engine to develop an engaging chess game for virtual reality
platforms. The project highlights the power of 3D modelling in transforming a traditional game into an
immersive, modern experience.</p>
      <p>Creating high-quality 3D assets is a time-intensive process that requires a combination of technical
skill, artistic vision, and attention to detail. However, the efort invested in the modelling and animation
stages pays of in the final product, enabling the creation of captivating and memorable gaming
experiences.</p>
      <p>The techniques and workflow demonstrated in this project are applicable to a wide range of 3D
modelling scenarios, not just game development. The principles of eficient polygon modelling,
effective texturing, and expressive animation are valuable in fields like film visual efects, architectural
visualization, product design, and more.</p>
      <p>
        Our work contributes to the broader context of contemporary game development, where the
convergence of traditional artistic techniques with advanced computational methods is redefining the
boundaries of interactive entertainment. The integration of simulation data, real-time optimization
algorithms, and emerging AI-driven techniques represents a paradigm shift in how game environments
are conceived, created, and experienced [
        <xref ref-type="bibr" rid="ref35 ref36">35, 36</xref>
        ].
      </p>
      <p>The performance metrics achieved in our implementation – maintaining 60+ FPS with complex
geometry and lighting – demonstrate the viability of creating visually rich environments without
sacrificing interactivity. This balance is crucial as the industry moves toward more immersive platforms,
including VR and AR applications.</p>
      <p>As technology continues to advance, the demand for compelling 3D content will only increase. Game
engines are becoming more powerful, virtual reality is gaining mainstream adoption, and consumers
are seeking more immersive and interactive digital experiences.</p>
      <p>Future work could explore integrating these assets into a complete game with multiple levels, AI
opponents, and online multiplayer functionality. The stylized chess set could also be expanded with
additional themed pieces or environments, ofering variety and visual interest. Porting the game to
various platforms, including mobile devices and dedicated VR systems, would allow it to reach a wider
audience.</p>
      <p>
        Additionally, the incorporation of procedural generation techniques could enable dynamic
environment creation, allowing for infinite variations of chess boards and game scenarios. The application of
machine learning for animation refinement and player behavior prediction could further enhance the
gaming experience [
        <xref ref-type="bibr" rid="ref37 ref38">37, 38</xref>
        ].
      </p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>In the course of our research and writing, we used several AI tools to improve our manuscript. Scopus
AI helped us streamline our literature review. We also used Grammarly and Claude Opus 4.1 to polish
the language, enhance sentence structure, and improve overall clarity, with all text undergoing careful
human review to guarantee accuracy.</p>
    </sec>
  </body>
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