Geometric representations of objects in 3 dimensions. 3D-meshes are made up of a collection of triangles or other polygons, forming volumes and surfaces. They are commonly used for visual representations on computer screens.

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1answer
1k views

How can I create or extrude a mesh along a spline?

Let's say, for example, that I have a working spline. I want to use this spline to create a mesh, but I'm not quite sure how to go about it. For example, I want to create a road along this spline. I ...
0
votes
1answer
26 views

Unity only rendering certian parts of 3d building model from certian angles

So I made a couple modular building sections in blender, modular in the sense that I can insert build a floor at a time. I transferred them into Unity and then I got a rendering error that I have ...
1
vote
1answer
33 views

How to quickly create meshes that have cutouts of other meshes?

I have a mesh and I would like to quickly create planes (or boxes) that have cutouts in the shape of the silhouette that mesh, but rotated at various angles. I would like to have a system to which I ...
0
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1answer
76 views

OpenGL multiple mesh management

I've been working on coding a new 3D engine in Java. For the moment at least I'm sticking to openGL... Currently I'm reworking how meshes get transformed and then drawn. ATM each mesh created has ...
1
vote
1answer
180 views

Mapping a 3D texture to a standard hollow-hull 3D model

I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates ...
1
vote
1answer
46 views

How to make a textured tree model outside of unity that can be used in unity

So I am trying to make a 3d model of a tree that is textured that can be used in unity. So far I have tried two separate ways to do this and they both didn't work. The first time I used blender's tree ...
0
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0answers
19 views

SharpDX draw 3Dmodels?

Hi i have resently started game development just to expand my programming skill from systemdevelopment. And i gave sharpDX a go, i like how the frameworks are built sinse they resemble xna. My issue ...
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0answers
29 views

Loading skinned mesh - initially rotated bones, how to set the weights?

I have an mesh that I've exported from 3ds max to my own file format. I use the left-handed coordinate system with Y up and the orientation is expressed as quaternions (both for models and bones). ...
0
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1answer
84 views

Is topology of procedural meshes important?

I've been working on a project which involves generating 3d game models, mostly hard surface ones, procedurally. Do I have to worry about keeping the topology clean? Will topology affect texturing, ...
1
vote
3answers
2k views

In Unity, how do I dynamically manipulate parts of a mesh?

I'm trying to achieve mesh manipulation of any mesh based on user input (mostly sliders). Here's an example of what I want. I am not sure whether to call this "morphing", as I am trying to change one ...
0
votes
1answer
93 views

Character Models: Single Mesh vs. Individual Parts

I was looking up 3D character models from various games (Battlefield 3 and DMC to be specific), just as research work and upon importing the model into Blender3D, I found that every part of the model ...
13
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4answers
12k views

How to load 3D models into Java?

Using LWJGL what is the easiest way to load a 3D model to be drawn on screen? I know LWJGL doesn't have built in loading support so I am looking for a small library that would help to load ...
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0answers
75 views

UV Mapping Best Practice for Architectural 3D Assets?

What would be a commonly preferred method of UV mapping for architectural 3D meshes that are being used as game assets. What I'm talking about are segments like walls, floors, ceiling, corners, etc. ...
0
votes
1answer
119 views

How can I implement procedural humanoid generation like MakeHuman?

Some applications allow you to generate a human mesh by simply adjusting parameters. The results are broad and convincing: you can get from a thin asian girl to a muscular african man by just ...
0
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0answers
64 views

Using modo for Unity level modelling?

Is anyone using modo for modelling level meshes for Unity here? I'd like to know how to set up modo so that I can use the grid in modo and it will reflect 1 meter. I've set in modo preferences Unit ...
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0answers
42 views

Is there any reference table or formula of body proportions for procedural human mesh generation?

I want to generate humanoid robots procedurally with different shapes and ages, example: 20 years old fat short man, 13 years old thin young girl, and so on. In order to be realistic, I'd like to have ...
3
votes
1answer
339 views

What's the proper way to set up a texture atlas in Unity 3D?

I am using Unity3d (free) to make a game with user-defined content (i.e., load in a map, it'll build the level for you). Everything is working as expected, except for the rendering. Note the ...
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0answers
31 views

Color from OBJ not displayed in Blender

I want to import some .obj file that I have made with MeshLab. The point cloud file was actually in .pcd format and I used pcl_pcd2ply tools from PCL to change it into PLY-Format. Then I import it ...
1
vote
1answer
51 views

Algorithm that cover one mesh by another mesh

Suppose I have two meshes (Let call me first MeshShirt and second - MeshBody) Meshes are aligned (if i render both MeshShirt "covers" MeshBody). But some parts of the body are not "under" the ...
0
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1answer
22 views

MD5Mesh Calculate Vertex Normals

I am writing an MD5 3D model loader to display animated models. The vertices and texcoords load in correctly, but the lighting is supposed to be smooth. I calculate per-vertex normals by looping ...
0
votes
1answer
101 views

Given seams, how do I unfold a mesh?

If a user marks a seam on a mesh, how do 3D modelling programs (like Blender or Maya) unfold the mesh on to a 2D surface? I can only find papers trying to automate the seaming for you. Given ...
2
votes
2answers
91 views

MeshParts - Why do they exist?

For my current game I'm working on I've decided to implement a custom model class to store my models in. Reasons being is that I want to make adding new models as painless as possible for the rest of ...
0
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1answer
73 views

3ds Max Biped Scale Restriction

I have a 3D Model under 3ds Max and I'm trying to integrate a biped skeleton. But when I start to adjust the pelvis or any other bone I can't scale it. I don't know why, and this is driving me crazy. ...
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0answers
27 views

How can you duplicat folders and not share old dependencies in Unity?

I have a folder with some prefabs, materials, textures, FBX, etc. My Prefabs refers to FBXs and Materials in this folder. Can I clone this folder in a way that it will save those local dependencies? ...
5
votes
2answers
530 views

Road network geometry in Unity: one big mesh or a bunch of smaller meshes?

I'm in the beginning stages of building a road system in Unity. It'll be your basic SimCity style road construction, with building and destroying roads done on the fly at runtime. When doing thing, ...
2
votes
2answers
291 views

Unity: how highlight effect should be applied to terrain mesh

I have my game generate random voxel terrain, and then generate a mesh on only the visible parts of that terrain. I want it to be able to select some part of the terrain with the mouse, but I'm not ...
1
vote
1answer
219 views

Looking for a full featured C/C++ UV Mesh Unwrapper [closed]

My first question! Is there an open source C++/C piece of code easy to integrate to solve the UV Unwrapping of arbitrary meshes out there ? I would like to use it to build a light mapper or similar ...
2
votes
1answer
120 views

Work flow for modelling a city(open world)

This seems like a massive task, do each individual building/object have to be modeled individually. If so are the model imported into the world editor and places accordingly. Or are other techniques ...
2
votes
2answers
1k views

Importing FBX with multiple meshes in UDK

I need to import into UDK a several amount of FBX models (representing buildings) which are composed by various submeshes (walls, windows, roof...). I need to keep the individual meshes (can't use the ...
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0answers
63 views

LibGDX mesh silhouettes

How could I find out the silhouette edges of a mesh in libgdx? More specifically, how could I produce shadow volume geometry using the Mesh class of libgdx?
4
votes
2answers
283 views

How can I find the “end” vertices on an open-ended mesh?

I was looking at a video of a system that extrudes meshes along a curve, connecting them end to end but adjusting the vertices for a smooth connection. It does this with a mesh that as far as I know ...
0
votes
1answer
60 views

Applying textures to 3D models

I want to apply textures to a 3D Model in XNA 4. Whatever I saw on the internet was to apply the textures in the modeling tool and then load the model (*.fbx) into XNA. Is it possible to load the ...
0
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2answers
129 views

How do I connect my objects to my meshes?

I am creating a simple 3D engine and I've run into a problem. I have an array of objects [Camera, Player, Player, MonsterA, MonsterB, MonsterA] and a number of mesh files that I need to associate ...
0
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1answer
158 views

Convert triangles to quads of a Mesh

Supposing I have applied delaunay triangulation on a convex mesh, and I have all information (edges, vertices etc.) I would like to transform the triangles to quads I was reading that inverse ...
2
votes
1answer
2k views

How can I create my mesh so that textures applied to it are NOT rotated 90 degrees in Unity 3D?

I'm trying a really simple test in Unity 3D. I want to render a texture on the simplest plane possible. So, I've created a two-triangle plane in Blender, then imported it into Unity. From there, I ...
2
votes
1answer
763 views

Lightmapping & runtime combine children

Is it possible to have lightmapping on runtime generated combine children in Unity? It is possible to bake combined meshes when they are done in the editor, but the .apk/.ipa size increases too much. ...
1
vote
1answer
79 views

Why isn't the bitangent calculated?

In teh tangent space vertex attributes why is the bitangent (aka binormal) provided as an attribute instead of calculated? If the three vectors of the tangent space must be perpendicular then the ...
19
votes
7answers
14k views

Algorithm for creating spheres?

Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, and a radius of r? I need it to work with Unity, so the vertex positions ...
2
votes
2answers
571 views

3D position to UV coordinates in fragment shader

I am interested in converting an arbitrary 3D position computed at run time in the fragment shader to its corresponding UV coordinates. Notice that the 3D position I am interested in is NOT a 3D ...
0
votes
2answers
139 views

How to draw non-triangulated mesh?

I am working with DirectX (C#/C++). I am wondering is it possible to do not triangulate meshes and what the difference between cases (in loading and rendering code)? If so, how to do this? I know ...
7
votes
2answers
2k views

Voxel Face Crawling (Mesh simplification, possibly using greedy)

Edit: This is just for my own learning experience, it is NOT for performance reasons that I ask this question. This is in regards to a Minecraft-like terrain engine. I store blocks in chunks ...
1
vote
1answer
195 views

Android Object get Jagged at the border

I am new to OpenGL ES 1 in android. My 3D Model border getting Jagged. Please help me to look like a smooth border instead of jagged. Screenshot : http://i.stack.imgur.com/1Gq83.png private class ...
3
votes
2answers
5k views

Drawing a dynamic indicator for a field of view

My goal is to draw a dynamic indicator for a cube, which represents the field of view. The ideal indicator would look the same as in Metal Gear Solid(the blue ones): From what I have gathered, I ...
2
votes
2answers
154 views

Materials and Mesh association

I'm trying to implement a Material system in a small engine for training and I've got questions about materials. Currently I've got that: Material: A Material with array of Technique Technique: ...
4
votes
4answers
10k views

Move the location of the XYZ pivot point on a mesh in UDK

When working with any mesh, you get an XYZ point somewhere on it. If you just want to move the mesh in any direction, it doesn't matter where this point is located. However, I want to rotate a door. ...
2
votes
1answer
739 views

XNA 4.0: Blender .fbx File Won't Display 3D Model

So I followed the basic 3D model display tutorial found here: http://msdn.microsoft.com/en-us/library/bb197293%28v=xnagamestudio.31%29.aspx And while I know this is for XNA 3.1, I can still get the ...
1
vote
1answer
101 views

Can you export lighting models directly from 3D application to a real time renderer?

is it possible for example to insert lighting in a 3D Model software like 3DSMAX and export an animated model like md5,..etc. and export the lighting too ?
3
votes
1answer
876 views

How do I create a manual object with colors for each vertex?

How do I create a shaded manual object with colours for each vertex? Eg if ogreObj is the Ogre::ManualObject : ogreObj->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST); ...
5
votes
1answer
489 views

Why are my animated objects (from Blender) always playing at the global origin in Unity?

I created and animated a sledgehammer in Blender 2.67b using an armature. The sledgehammer has one animation (created using the Action Editor) called "Idle". I parented the imported sledgehammer to an ...
2
votes
1answer
102 views

Optimising meshes

The game MegaGlest uses a MD3-like mesh format, which is keyframe-based vertex animation. One of the challenges moving forward is to continue to support lower-end hardware. We know some users have ...