Author Topic: Simple 3D models  (Read 33943 times)

Wedge

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« Reply #15 on: May 15, 2004, 02:36:48 am »
As you can see by the top of the fan art section, this is exactly the kind of stuff they need right now.  You can get the viewmesh tool in the compiled d/l of Crystal Space on SourceForge, it\'s one of the .exe\'s in there.  Alternately, you can also just replace the ruby mesh in PS if you wanted.  It\'s obviously much slower, but you can get some better previews of how it looks under certain lighting like that.

Also I think blend2cs is for making full maps, I believe you want to be using blend2spr which is the simple mesh format they use.  Wait a sec... is there a blend2spr tool?  They got spr converters for maya, max, and milkshape... gotta be one somewhere...
« Last Edit: May 15, 2004, 02:40:52 am by Wedge »
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Kintall

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« Reply #16 on: May 15, 2004, 06:37:25 am »
neh, nuts to lack of experience, you got the touch

so I\'m sure that



Venge is liken yah, me am too oh yah

be a dev, you could I\'m sure :)

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bbum

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« Reply #17 on: May 15, 2004, 09:19:49 pm »
uncle kran scares me

Kintall

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« Reply #18 on: May 16, 2004, 08:10:17 am »
Quote
Originally posted by bbum
uncle kran scares me


thats because he \"wants\" you  ...baby

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Syzerian

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« Reply #19 on: May 16, 2004, 09:56:32 am »
nice work!
although some of the objects look a bit blocky you wouldnt really notice it in such small objects as im sure those are not to scale :P

heh, i can spit out some medium quality buildings/dungeons really fast but im to young to be a dev :O guess im stuck with LWW

you are pretty good for someone with 2 months experience lol. i recomend that you take the extra 2 seconds to smooth off the edges of your items and listen to some funky music :]
i really wanna see some bigger models from you though like statues or something like that

Ghostslayer

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« Reply #20 on: May 16, 2004, 10:15:23 am »
Well, I have to say that your stuff is really good.  Like was mentioned earlier, don\'t let your \"lack\" of experience stop you, a lot of the stuff you have shown here looks great, and I\'m sure working on PS items would give you lots of experience to improve :D

Constructive criticism: About those bottles, if they were fully opaque, you shouldn\'t be able to see the fluid inside.  If you could make them translucent/transparent that would be good.
The generic round fruit looks a little too blocky, may be because of the low polys, but just thought I\'d mention it.  (Although I do realize that they would be small objects in game, and hence may not be noticed very much).

Praise: Cool stuff all around 8) That meat looks really tasty :D, and the dartboard looks really awsome.   Keep up the good work!
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Wedge

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« Reply #21 on: May 16, 2004, 09:40:59 pm »
Just wanted to mention, especially since Cherrpow wasn\'t sure about it.  Crystal Space does smooth objects out, although not nearly as much as a render would, so it\'s usually best you don\'t render them with smoothing on, but know they would look better in-game.
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Skizzik

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« Reply #22 on: May 16, 2004, 11:21:16 pm »
Woah Cherppow, those tools look pretty neat, so does the food mix!  :)

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Cherppow

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« Reply #23 on: May 20, 2004, 11:01:44 pm »
Greetings all!

Thanks for the comments again, you all boost up the inspiration!

Thanks to anonymous hint by Wedge, i finally got the viewmesh-tool. I opened a couple of Planeshifts *.spr meshes with it. Sadly, the textures refused to show, and i had to view the crystals with the default texture.

In addition, i\'d still have to convert my own meshes to spr-format. In the CrystalSpace download there was some python scripts, propably the ones that acraig mentions in the \"blender 2 CS\" thread. The documentation was quite simple, as should have been the usage of the conversion script, but... ;) Ah well, after 3 hours i was still stuck with the same error:

\"
scene = Blender.getCurrentScene()

AttributeError: \'module\' object has no attribute \'getCurrentScene\'
\"

Enough of my problems. Here i have the bottle and \"generic round fruit\" that i\'ve posted earlier. This time with different levels of detail. Take note that i don\'t know if all the effects used here are supported by CrystalSpace. Thanks for Ghostslayer and Syzerian for kicking some enthusiasm on me ;)



Picture key:

Left wall - both the bottle and orange increasing in detail as they come closer to the viewer
Right wall - 2 problems caused by the transparency of the bottle

On the left wall we see example of level of detail, or lod. The lowest detail of both items are the ones seen in the foodsmix. From there i added detail in following steps:

Bottle (step 0) - Basic opaque bottle (20 vertices, 36 faces)
Bottle (step 1) - The glass&liquid set transparent
Bottle (step 2) - Added 10 vertices (30 vertices, 56 faces)
Bottle (step 3) - Enabled smoothing, specularity and bump mapping

Orange (step 0) - Basic orange (22 vertices, 40 faces)
Orange (step 1) - Added 5 vertices (27 vertices, 50 faces)
Orange (step 2) - Added 15 more vertices (42 vertices, 80 faces)
Orange (step 3) - Greatly increased geometric detail (82 vertices, 160 faces)*
Orange (step 4) - Enabled smoothing, specularity and bump mapping

*as can be seen, at this point adding geometric detail no longer gives much effect.

On the right wall i placed 2 examples of problems that transparency caused on my bottle.

Problem 1:
As the blue bottle shows, the substance inside has no top surface. One can clearly see that the water is only a paint on the bottle skin and the bottle is empty from inside.

Problem 1 - Solutions:
- Make the bottle full or empty of fluid. This way the top is never seen.
- Create faces to fill the gap. This would increase the number of faces by minimum of 3 and make it more difficult to change the amount of liquid.

Problem 2:
Smaller yellow bottle shows the second problem; the bottle is single sided and transparent. Blender seems to draw the front side of the face through the back side, causing the label (and its text!) to show through the bottle. CrystalSpace propably wouldn\'t show the back of the bottle at all, since its normals point away from the camera. This would cause the bottle to look like it was cut in half. Neither of these effects are welcome.

Problem 2 - Solution:
- Make the bottle two sided. This would make it possible to set different texture on the inside of the bottle, but at the cost of efficiency - almost double the faces.

Ok, that was enough problems (and urea) for one day. Hopefully some of them get solved by time :)
« Last Edit: May 20, 2004, 11:08:13 pm by Cherppow »

Cherppow

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« Reply #24 on: May 21, 2004, 04:42:55 pm »
Hi.

I checked around the fan art section and LWW and noticed that not too many people have taken part to the awesome \"challenge #1\". The quest is to make a mixing bowl. I couldn\'t get the idea of rugged herbs mixing cup out of my head, so here it is. Maybe i\'ll add a mortar later.



Picture Key:
Pretty simple, just the bowl from different angles & with 3 different textures. Left side shows one example of how the item could be used. (Let\'s start cooking! )

The bowl has 33 vertices and 62 triangle faces. Its texture is a huge 512*512 tga, that can be resized to a lower resolution depending on the wanted detail level.

2 new textures added. I tried to think of a way to prevent the wooden bowl from absorbing flavours, and ended up with two solutions. The simplest solution was to make the bowl out of stone. The second and less obvious way was to use protective paper. After coming up with these two ways, i simply painted them and applied the new skins to the old model. Results are in the picture.

I\'m thinking of creating some herbs and adding a mortar that could be used together with this bowl. But right now i\'m in a hurry, so they\'ll have to wait :)

See you later!
« Last Edit: June 03, 2004, 03:51:17 am by Cherppow »

Cirque

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« Reply #25 on: May 21, 2004, 06:24:31 pm »
Mortar and Pessles are generally made out of stone or metal. Wood tends to absorb odours and flavours to much.

Oh unless they are meant to be plain wooden bowls. In which case disregard my message.

What you have done looks great though.

Karyuu

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« Reply #26 on: May 21, 2004, 11:29:28 pm »
Are you on the dev team yet? :P I think they could really use your skills. Absolutely awesome work :)
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Cirque

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« Reply #27 on: May 22, 2004, 06:09:51 pm »
Quote
Originally posted by bbum
uncle kran scares me


I think hes appeared on Law and Order SVU.

Kintall

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« Reply #28 on: May 23, 2004, 06:35:49 am »
ohh they need you in the dev bunch...   yer works of a consistant quality and its of usefull stuff :)

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T?ri Tasart

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« Reply #29 on: May 23, 2004, 04:58:52 pm »
Hi! Your work is really great! You should apply for the dev team as soon as you can.

By the way, those bottles... isn\'t \"Urea\"... umm... ?(  

T?ri Tasart?r - Nolthrir Merchant