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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-2
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0answers
24 views

Better performance from baked meshes? [on hold]

I'm pretty new to game dev, but I feel like either baking or not baking would be a "best practice", but it seems like some do, and some don't - this is just based on my 'feeling' from lots of ...
5
votes
1answer
309 views

How to save the Mesh from an Interactive Cloth at runtime in Unity?

At the start of a scene I have GameObject called 'sheet' positioned above a 'ball' GameObject. The sheet has an Interactive Cloth component on it and a Cloth Renderer. The Mesh for the Interactive ...
10
votes
1answer
183 views

Draw the middle half of a sphere programmatically

I'm trying to create the middle half of a sphere. Basically to create a sphere, stack numbers and slice numbers are given, and there are two variables phi (for slices) and theta (for stacks) ...
2
votes
1answer
196 views

Point welding on generated terrain

I am converting two 2D images (A Voronoi graph and a Diamond Square noise map) into a 3D object. However when finding the corner points of the Voronoi I am left with gaps, so I thought to drop these ...
3
votes
0answers
44 views

How do I find the face of an object?

I'm working on a build mode but the thing of it is the player is able to deform meshes. Part of my build system includes having "snap" points thus I need to be able to find the face and recenter the ...
14
votes
2answers
50k views

How to merge two objects in Blender

What I've Done I created a Cube object with Subdivision Surface modifier in order to model a spehere. I created a cuboid object looking like a angled, longish baton. What I Want to Do I want to ...
1
vote
2answers
79 views

How to create Half hemisphere 3D model

I already have an hemisphere.obj 3D model. But I'm trying to build a half-hemisphere (quarter sphere) model. How can I do that? What is the easiest way to do that? Generally, is there any easy way to ...
1
vote
1answer
102 views

Smooth mesh from voxel grid

Im trying to implement smooth voxel grid meshing using marching cubes algorithm but I dont quite understand how to do the interpolating (I understand that this would solve the problem) to achieve the ...
1
vote
0answers
79 views

Map video texture to a half sphere in Unity

I'm new to unity3D. and am trying to play a 360-degree video. But instead of mapping the whole 360-degree (equirectangular) video to the whole sphere, I need to map the half-video to a half-sphere ...
1
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0answers
20 views

Keeping a mesh entirely at the GPU and changing its vertices there with a ComputeShader (Unity5)

In a Unity game I have an object whose mesh is made of around 10k vertices and I have to make changes to these vertices (position, color, etc) almost every frame. Considering that such object is ...
0
votes
0answers
15 views

How to convert HiPoly to LoPoly & Displacement map

I've got some HiPoly meshes that have come from RealFlow. Loading them as-is uses a huge amount of memory. It seems like the ideal solution would be to simplify the mesh, but I'd like to preserve the ...
0
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0answers
31 views

How to transfer morphs from one 3d character to another?

Note: This may seem similar, but it is actually quite different to: How do I morph between meshes that have different vertex counts? I have a rigged, skinned character setup with facial blend shapes ...
0
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0answers
14 views

Collapsing triangle faces of 3d meshes

I'm doing boolean subtractions on 3d meshes like described here: boolean operations on meshes The subtractions work well so far. After the subtraction, I convert the newly generated triangle vertices ...
1
vote
1answer
62 views

DirectxMesh obj to cmo texture coordinates off

I'm having trouble getting the texture coordinates of the cmo to match how the mesh was unwrapped in blender. I am using the directxmesh to convert the obj to a cmo and the directxtk to load the cmo. ...
0
votes
0answers
29 views

How to prevent object from moving when it's mesh/collider is being updated?

So I a made a script that lets the player grab a vertex, move it, and then update the mesh. To help prevent the player from trying to clip it through other objects I made it so the mesh/collider is ...
3
votes
1answer
78 views

Rendering a distant star field in Unity using a separate camera for near stars

I'm currently working on a hobby project which is a universe simulator (exclusive to stars) built in unity3D. In order to deal with the raw scale of the universe I'm trying to implement two co-...
1
vote
0answers
20 views

How Would You Animate a 3d Characters Face (With Textures)

So I'd like to do a low poly style of modeling, and one of the corners I'd like to cut is on head geometry. Specifically, making the details of the face a texture (like a Mii or a character in Animal ...
0
votes
2answers
42 views

Calculating vertex normals to be able to have both sharp edges and smooth gradients

I'm computing area-weighted vertex normals, but lighting looks bad on meshes containing sharp edges and corners (e.g. cubes look 'blobby' as the light leaks onto the dark sides). Is there a way of ...
1
vote
1answer
88 views

Multiple UV coordinates in Unreal Engine Procedural Mesh Component?

How can I have multiple UV coordinates per vertex in a Procedural Mesh Component? My goal is to create a UV editor. I know it is possible to generate multiple vertices per corner, as in ...
2
votes
2answers
775 views

Finding holes in mesh

I have a mesh that has holes. I found a paper, An Automatic Hole-Filling Algorithm for Polygon Meshes It details an algorithm that uses a k-d tree for finding holes (from a manifold triangle mesh). ...
0
votes
2answers
75 views

Prevent player from jumping on a mesh

I am working on a game and I have a mesh that I use to block hallways and prevent the player from going that direction. They are placed vertically with slight angles. I'm having a problem that the ...
1
vote
1answer
30 views

Mesh/Path reduction to simulate traveled path to target

I generate that kind of mesh during runtime to display the path to follow to a target (think at something like the path your GPS shows you when you are travelling): I need to reduce the displayed ...
0
votes
1answer
29 views

Invisible mesh. Are my normals, normal?

I'm creating this mesh during runtime in Unity3D. The mesh shape is ok, but as you can see on this screenshot, the mesh is not correctly rendered: it's only rendered when the camera is looking back ...
2
votes
1answer
1k 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); ...
23
votes
7answers
20k 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 ...
3
votes
2answers
1k views

How check if an arbitrary given mesh is a single closed mesh?

I'm building a space game where it is allowed for the player to insert his own mesh to be his spaceship. The problem I'm facing is that a ship must be a Polygon Mesh. The player will then be able to ...
0
votes
1answer
40 views

OpenGL EBO vs Mesh representation

As an exercise set to myself, I wanted to make a Mesh loader using modern OpenGL. However, I have to ways of representing the notion of face of a mesh. Currently, I am using what seems the most ...
1
vote
1answer
231 views

How can I delete parts of a mesh in Unity?

I am trying to make a destructible game environment; I want to delete the vertices (and triangles assorted to them) within some sphere of a given radius with its center at the contact point (in ...
1
vote
0answers
29 views

Exact collision detection for high-detail deformable triangular meshes

What robust methods or approaches exist for exact collision detection involving high-detail, deformable geometry? The kind of mesh I am describing is a surface that is specified as a triangulated ...
0
votes
0answers
37 views

Detecting collision between 2 convex meshes in 3D

For the past couple of weeks I've been trying to implement physics in my engine, and I am currently stuck on the collision detection phase. In short, I can perform a triangle-triangle intersection ...
0
votes
0answers
113 views

Create custom UE4 editor viewport and display meshes?

I want to create a custom viewport (to edit UVs). I looked at SStaticMeshEditorViewport and FStaticMeshEditorViewportClient. I made a Viewport which inherits from SEditorViewport, and a ViewportClient ...
3
votes
1answer
24 views

When to use multiple parts for a mesh, and when to build detail in?

I am always running into the decision whether or not to make a mesh one connected mesh or to add small details as just separate parts to the model. Is there a best practices for this? Does it matter ...
0
votes
1answer
73 views

What technique should I use to implement the following type of “diggable” terrain?

I'm trying to replicate a certain game mechanic from the game Diggles. This game takes place in a vertical cross-section of the earth and allows the player to dig tunnels and caves into the ...
0
votes
1answer
174 views

deformable terrain

I'm currently working on a 3d sandbox mmo and would like to know what would be the best way to store the terrain of the world. I was thinking about making some kind of mesh, like the kind you would ...
2
votes
1answer
105 views

Simplyfing/dissolving octree to simple boxes by adjacent octants with similar traits

I am looking forward to create a navigation volume to be utilized by AI actors. The approach I am trying to tackle here is to first generate an octree and associate with respectable flags/data (type, ...
7
votes
2answers
412 views

Procedural rock algorithm

I'm looking to create some procedural low poly rocks and boulders for a game. I haven't found much interesting information on the internet other than 3D software articles. Not sure what way to go.
1
vote
1answer
75 views

Mesh slicing/knifing with multiple planes

I have a ginormous mesh which I want to cut with multiple planes. For simplicity I want to know how to cut a mesh with single plane and repeat the logic. Consider a X-Y plane of coords (1,1,0,0) = (a,...
0
votes
0answers
69 views

How to split or divide a polygon face in 3DS Max

I have previously used the Cut and Slice tools in 3DS Max. Recently I wanted to divide a selection of polygon faces into a specific number of faces. For example split each face into 2 equal halves, or ...
1
vote
1answer
57 views

Effect of vertex winding on normals and shading

I have implemented a Phong and Gourand shader for a triangle mesh that is being imported from an STL file. It appears to be working fairly allright but some triangles seem to be what I can only ...
5
votes
1answer
357 views

Calculated normals for mesh not working

I am trying to implement a 3D mesh viewer with C++ and OpenGL ES 2. I am currently struggling with the calculation of the normals for the vertices, or at least I think that is where the problem lies......
0
votes
1answer
79 views

Unity: Model Construction on the fly

So, forgive me if some of the terminology is wrong, I am just getting started with Unity again and I can't remember the proper names. I'm also on my phone, so I didn't have unity in front of me when I ...
0
votes
1answer
370 views

How to set material to gameobject dynamically using c# script in unity?

I want to set material to a gameobject in unity using c# script. I am using this code to set the material of mesh renderer attached to the gameobject - MeshRenderer mesh = gameObject.GetComponent<...
6
votes
1answer
218 views

Why do Physics Engines use collision margins?

When using a physics engine in a game (such as Bullet), you usually need to define a collision margin for each object. I'm a beginner to game development, and I don't understand the purpose of a ...
4
votes
1answer
837 views

How to make (or where to get) a half-sphere mesh that textures properly?

I'm making a game in Unity that involves lots of spheres. Said spheres will have lighting applied to them, but will also be viewed from only one camera angle. Right now, the full spheres look ...
5
votes
1answer
116 views

Horizontal lines between vertices do not render

Good day, I am using LibGDX to try to render a mesh for a hexagon board. I can render the triangles, which is great, but I am having an issue rendering all of the line segments for the mesh and I can'...
0
votes
1answer
36 views

OpenGL Face Order

i have written a simple OBJ-file loader to render meshes using OpenGL. But there is a problem displaying the loaded mesh. It seems that faces that from the background (far) are displayed above the ...
3
votes
1answer
321 views

Removing seams between procedurally-generated spherical terrain tiles

I'm working on procedural planet generation project in Unity. To create a sphere, I use the following technique: Create six planes arranged as faces of a cube Normalize all vertices' positions to ...
2
votes
1answer
56 views

Polygon edges visible when using per-fragment lighting (OpenGL)

I have created a mesh in Blender (just a sphere with a texture over it; it's supposed to look like mars) and I've exported it as OBJ. I've tried it both with exporting with normals in Blender's export ...
3
votes
1answer
45 views

How to Detect Mesh Segmentation?

I have a mesh like this (it's all a single mesh): How I can figure out that the one floating piece is completely disconnected from the rest of the mesh?
0
votes
0answers
38 views

Triangle mesh - curvature

I have a triangle mesh with normals. What algorithm is considered to be "standard" with best possible quality for triangle mesh curvature computation (mean and gauss). Something like for normal ...