New answers tagged models
1
The problem with the obj format is that it isn't standardised. So you'll see some that use clockwise winding (not good for a naive implementation in OpenGL) some that use counter-clockwise winding (not good for a naive implementation in DirectX) plus all other kinds of quirks that are vendor-dependent (eg. triangles vs quads as primitives).
The most usual ...
1
There is a good documentation on Wikipedia. The format is made by Wavefront, you'll find lot more information online with this name. This is the Wikipedia article.
Basically, v means vertex position, vt means texture coordinate and vn means vertex normal. f defines indices of a face.
It isn't that easy to draw *.obj models in a modern way, since their ...
0
Found the solution to my problem. I simply needed to set model's origin in Sketchup to its bounding box's center, now bullet works correctly in my scene again :)
0
I am not a Ogre user, but I really think your problem is related to the createBox() call.
Since you loaded your later cube from a mesh file, it is a regular convex mesh, not necessarily interpretable as a box by BtOgre. Calling createConvex() instead would probably fix it.
This is because the loaded cube would be now treated as a mesh, which happens to be ...
0
In practice modular meshes are achieved using a combination of techniques like mesh deformation, noise generation, and subdivision.
Meshes are actually recalculated (or split) at runtime to create several separate meshes. Noise generation is sometimes used to create particle effects and subdivision to create better levels of detail when a split mesh has too ...
0
I agree with the contract statements, but if I were you, I would use the original mesh as a base, then expand/improve/modify it to a point where it is no longer the same as it was but has helped you to save time when making the new model - the term for this is 'kit bashing' - creating a bunch of reusable assets that you re-use whenever you need a similar ...
9
It depends on the contractual agreement you have with your client. If they own all source art assets you create, then the safe answer is "no".
1
If you open the object in a proper polygonal editor, you can extrude faces by a negative amount to turn it hollow. The main idea is to have a smaller copy sitting inside the larger and have all faces reversed. You could even do it by hand, though that is impractically tedious.
You can try Blender, Cheetah3D, Hexagon, Wings3D, Silo, Nvil, 3ds Max, or Maya.
...
2
The industry standards for 3D modeling are tools such as Maya, 3D Studio Max, Softimage, Modo 601, Zbrush(sculpting), and Blender. Blender is free, while all of the others are quite expensive. Blender is not only a modeling, but animating and rendering suite with a programmable framework. It is a very good place to start, and has a great community. If you ...
0
This problem has been solved and it works now. This used to be a university project,but now it has been marked and returned I am free to share the entirety of it with you. This is 3D space invaders game, with a custom OBJ loader writing in Java, you can download it from this repo on GitHub:
https://github.com/gambiting/Graphics_Project
...
1
i just uploaded my first version of XNA.BLEND (https://xnadotblend.codeplex.com) - you can use to directly import blender files to xna
Top 50 recent answers are included


