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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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How can I blend meshes together where they intersect?

In a lot of my scenes I have things like this: and this: All the places I've circled are places where a prefab overlaps with another one or with the terrain. Is there any way to make those lines ...
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Looking for a 3D format that supports triangles or quads, vertex colors and UVs

I am looking for a 3D format that: Can be easily written to in a script (like OBJ or PLY) Is as small and tight as possible (looking at you Collada) Supports triangles or quads, doesn't matter ...
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1answer
35 views

Why is my spherecast returning an incorrect hit on mesh collider? (Unity)

I have a mesh collider that is largely a flat plane facing up. Any SphereCast against that surface should return a normal of Vector3(0, 1, 0), but that isn't always happening. When near an edge on the ...
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1answer
59 views

How can I get visually accurate collision normals with sphere collisions?

I'm solving simple 3D sphere collisions by checking the sphere for overlap with a mesh, finding the nearest point on that mesh's surface to the center of the sphere, and then resolving the collision ...
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14 views

Unity3D Mapping uv coords from quads with unique vertices directly to texture map

this is my first post in this stack exchange! I was wondering how I would go about mapping the texture of my tiles for my tilemap directly to the texture atlas. I generate the mesh with unique ...
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18 views

Efficiently drawing a batch of meshes?

I was playing around with some isometric ideas, I want to create fairly large maps with a couple of Z levels, much like the older X-com games. I figured I am probably way better off to draw the quads ...
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1answer
24 views

What are perimeter and aspect ratio, in the context of 3D mesh approximate convex decomposition?

I'm trying to understand the logic behind Mamou and Ghorbel's algorithm in their paper A Simple And Efficient Approach For 3D Mesh Approximate Convex Decomposition. I cannot understand what is the ...
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1answer
23 views

Architecture for defining large numbers of meshes at runtime

In my project, there are large numbers (think 4-digit numbers) of 3D meshes that are created or modified one by one, or in groups, at runtime (based upon user interaction). These meshes have the ...
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1answer
29 views

Emit particles from only some parts of a mesh

I have a 3D mesh with 3 sub meshes in it, for 3 different materials. I would like particles to spawn from the mesh, but only from location where one of the material is assigned. How can I make this ...
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1answer
55 views

Working in large play-area maps, what are the performance and practical differences between Unreal Terrain and a subdivided OBJ mesh terrain?

I've managed to reliably use SRTM Geotiff Raster Data with some modifications to create decent terrains in unreal, but there is a small problem with how I go about city-building when I'm not using the ...
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1answer
94 views

Getting the winding order of a mesh

I'm doing some topological operations on my mesh and I need to know the winding order for my mesh. Since I will be importing models from different sources I will need to know whether the winding ...
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1answer
83 views

Why is there no standard 3d file format that saves models as (collections of) primitives?

I have been looking around for a file format that saves models as a collection of primitives (Boxes, Spheres, Cones, Cylinders, etc.). After some research, I came to the conclusion that pretty much ...
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2answers
157 views

How can I convert my list of vertices and indices to a list of triangles?

I have a full 3D collision mesh that is represented by a list of vertices and another list of indices. I need to convert the list of vertices and the list of indices into a set of triangles. First I ...
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22 views

Issue in projecting mesh onto the image

I have a triangle mesh which I read from ply file and build AABB tree using it. ...
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0answers
13 views

Can I slice an object with a plane object in ZBrush?

I have a complex model that has thickness to it and I am trying to slice it into two parts, but the cuts are very specific so I need to use a subdivided plane that has some undulations in it. Is there ...
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34 views

Problem with DirectX Rendering Terrain Mesh

I am learning how to render 3D using DirectX (using SharpDX for C#). I am generating a terrain mesh by utilizing the vertices and connectivity in a TIN (Triangulated irregular network). For the most ...
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1answer
31 views

Import 3D model into Unreal Engine 4

(Sorry if I misunderstood the context of what I want, I'm currently noob in game development). I want to retrieve a 3D model from let's say Saints Row 3, and import it to Unreal Engine 4, is it ...
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2answers
69 views

Does it make sense to use voxel editors only for meshing?

I am a hobbyist game developer. If there is something that I really don't like is 3D modeling, in particular all the work that needs to be put in the "pipeline" for the creation of models, in ...
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1answer
69 views

Issues with Marching Cubes

so I'm trying to write a marching cubes class for my game, at the moment I have it close (I think). Right now I'm focusing on vertexes and indices. So I'm getting triangles to appear where I want them ...
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3answers
53 views

How to find and manipulate a line on a mesh?

In Unity I currently have a script that allows me to "grab" a vertex, move it, and then update the mesh accordingly. How would I grab a line (which is basically grabbing two vertices I think) and move ...
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76 views

Unity Mesh Optimization

I am making a Minecraft style game and I am looking for a good way to hide block faces that are underground or blocked. Thank you for any suggestions. Below is my code. ...
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1answer
59 views

Creating single texture for all materials in substance painter with ID map. ID map doesn't bake properly

I am trying to create single texture for multiple materials in substance painter according to this tutorial. https://www.youtube.com/watch?v=HMP2xpGHimY I have two models made in Blender. One with ...
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1answer
42 views

How can I produce 3D environments for VR from HDRI images?

I have a question regarding to the HDRI maps as many some of you have a bit of experience in this field especially for Oculus Rift platform! I've been trying to achieve a 3D landscape from this HDRI ...
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1answer
178 views

Playing Tetris on non-linear surfaces

I am considering designing a Tetris game where instead of a traditional flat game board, the game will transform the board into different kinds of surfaces. I think I lack the appropriate mathematical ...
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1answer
16 views

Vertices displaced when smoothing in Maya

The issue below appears when smoothing in maya. I would prefer to solve the problem normally as opposed to import/export obj. Below the image is a .ma file you can download yourself. File: https://...
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1answer
378 views

Finding the closest point on a concave mesh (Unity C#)

One of my game systems requires that I find the closest point on a generalized mesh, which more often than not will be concave. This prevents me from just using Unity's built in ClosestPoint function, ...
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38 views

Triangulation produces a one-dimensional triangle. Is this a bug?

I created a mesh in Wings3D and triangulated it. After exporting it to .x file, I discovered that among the triangles there are several one-dimensional triangles, i.e. triangles whose three vertices ...
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1answer
138 views

Issue With setting Mesh.triangles in Unity Script

I have been having an issue in making floating islands. For this i have created an array filled with the position data for both the top and bottom half of the island. Everything works fine when i only ...
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0answers
28 views

Chunk not building completely

I'm trying to build some voxel terrain however I'm having some issues with some of the faces of the mesh not loading properly. Here's an image below : I think it has to do with either how I'm getting ...
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0answers
39 views

Remove triangles from mesh

I'm having a ray to intersection and getting an intersection point, then I compare a condition. I would like to remove that particular triangle from the mesh. In the RayCasting function, when I get ...
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0answers
156 views

Understanding unknown mesh data structure

I have a large number of old mesh files in a custom, undocumented binary format. I have managed to parse almost everything but am left with one group of structures, described below, that I don't ...
2
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1answer
161 views

Draw edges of a complex 3D shape

I have a 3D complex shape composed of simpler primitive geometric shapes. The geometric shapes are made of triangles. I already know how to draw the edges of a single object (geometric shapes). In ...
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15 views

Gradient polygon trigger zone (calculation of dive level)

There is an polygon trigger with custom mesh. Can I calculate dive level into this trigger? I need create custom radiation infected area, where danger effect increases while diving into. Logically ...
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Why do my mesh gameobjects turn pink and featureless on game build?

Within the Unity editor I created this picture: It is what I want. I build the game, run it, and find this picture instead: What happened to my beautiful game objects (axes, spheres and regression ...
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1answer
88 views

Monogame - Problem with lighting 3d mesh

I am having an issue with lighting my 3d icosphere. For some reason,the lighting appears to be coming from the correct direction (+X, -Y, -Z) but it also appears to be coming from (-X,+Y,+Z) and I ...
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1answer
189 views

Ogre3d 2.1 - How to apply texture on mesh?

I have searched forums and tried to read the Ogre 2.1 samples, but I still have no clue how to apply texture on mesh :( Here what I've done so far. I use Easy Ogre Exporter to export the scene (...
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1answer
85 views

Unity - occlude a transparent part of a generated mesh with a non transparent part

I am making a procedurally generated voxel world made of blocks. Some of the blocks have non cubic shapes (ramps), and some of the blocks are transparent (water). All the blocks are part of the same ...
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86 views

Level editing using a 2D map for a 3D game

We're trying to make a level editor for a 3D game that involves walking around outdoor environments. In many ways a heightmap satisfies the game's needs, but it also falls short in several ways, so we'...
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91 views

Procedurally generated paths with intersections

The Problem I've been attempting to create some procedurally generated paths for a while now, but I've reached a problem when it comes to generating the intersections of the paths. The paths are ...
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1answer
33 views

3D scanners that captures movement?

Could there be a 3D scanner that captures movement? One that scans, let us say, 30 times per second (for 30 fps) to make an animated 3D scene? Is this possible? Why? Suppose we want to scan a person ...
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30 views

How collision boxes are assigned to object in 3D games? [closed]

Level designers make levels and then programmers import the models and use it but How and when collision boxes are generated for objects and models in the 3D map placed at random locations? Thanks.
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How to procedurally create an extruded cube mesh's indicies?

I'm working on a tool that allows the user to create rails(basically an extruded cube) by placing 3d points where the vertices of rail would be. The picture below shows what I'm talking about. The ...
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1answer
551 views

How do you compute the tangent space vectors with normals given in the mesh?

Suppose you are given a mesh with normals for each vertex. These normals might not correspond to the face normals, as the artist could have tweaked them. In this case, how would you go about computing ...
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217 views

Triangulating a 3D mesh from a set of data points

I'm trying to implement the Bowyer-Watson point insertion version of the Delaunay triangulation algorithm, but in 3D. I previously implemented the 2D version without problems, but when transitioning ...
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77 views

How to fix a crowbar mesh deformation problem

I am having a problem exporting my model to Garry's Mod. Every time i compile the model in crowbar it comes out deformed like this when the model is really suppose to look like this how do I fix ...
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1answer
116 views

How to have multiple GameObjects sharing pieces of same material?

My question is: There's any way of having GameObjects sharing pieces of same Material, not a clone, but an extension of one? For example, in these case nine game objects sharing just the same material ...
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1answer
49 views

In Maya- how can I merge mulitple primitive cubes together into one parent item? (And is this actually needed for using in unity etc)?

Im trying to make some 3d models in Maya and then put them into Unity as characters which I can give rigidbody to etc. (Im new to Unity and 3d modelling software, but i have a small amount of ...
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1answer
218 views

Applying a face image to a mesh head

I'm playing around with 3D graphics programming and it's only a few weeks I'm into OpenGL and able to render meshes with textures with few basic transformations. I've a hobby project where I want to ...
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2answers
438 views

Should the level design be in Unity scenes (GameObjects) or in 3D programs (mesh) [closed]

I am wondering what is the most common and best way to design a game in Unity from the point of view of best practice and performance and the most easily maintainable? Is it really performant to ...
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1answer
75 views

D3D9CAPS gives unusual maximum shader instructions value

I'm trying to implement a vertex and pixel shader on a piece of hardware we're developing a game for which uses the DirectX 9.0c runtime. The shaders are for boned mesh animation and is a bit more ...