Questions tagged [3d-meshes]

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 do I go about Mesh Simplifcation in generating multiple LODs?

I have been recently looking for any information on creating multiple LODs (level of detail) for an inputted mesh. However, there does not appear a lot of articles or pseudo code on how to go about ...
Noah Williams's user avatar
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How to render two different meshlets at two different LODs in a Mesh Shader?

I would like to know how to render two different meshlet at two different LOD values. So, for example, I render the meshletA at LOD1 and I render the mesheletB at LOD2. Please let me know if this is ...
Giuseppe's user avatar
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tubular mesh around any y=f(x). issue calculating normals

I used this to help create a 3d cylindrical mesh that wraps around any y = f(x). Each vertex is calculated by a point P: ...
Emre Tekmen's user avatar
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Modelling assets from within game

I'm helping to build a game using the Unreal engine. My friends are working on other parts of the game such as UI, AI, npcs, camera and movement interpolation, etc. My job is to work out the building ...
John Doe's user avatar
9 votes
3 answers
8k views

How do game engines avoid recalculating normals upon mesh rotation?

Assume that a face of a mesh is defined by vertices A, B, C and that the normal of the face ...
Carpetfizz's user avatar
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In Unity: how can I get the precise diameter of the cross section of an imported mesh?

For a simulation, I imported a mesh structure into my Unity project. This mesh consists of triangles and cannot easily be modelled by spheres/ cubes etc. I am wondering, if there is a way to get the ...
the2second's user avatar
1 vote
1 answer
168 views

Detect intersections between an `AABB` and a `CollisionShape3D`

I thought this would be a simple matter of getting the mesh that defines the CollisionShape3D and checking if any of the triangles of the mesh intersect with the <...
beyarkay's user avatar
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Tilemap vs terrain vs optimized mesh for top-down game

I'm experimenting with a top down vertical scroller in Unity, with a perspective camera, NOT orthogonal. (It's unclear how 'pixelated'/pixel art I will want the graphics but that's another question) ...
James Carlyle-Clarke's user avatar
3 votes
2 answers
635 views

Should I model with quads or with n-gons?

Model 1 — all 4-sided polygons Wireframe Gun Model 1 Model 2 — polygons have arbitrary number of sides/vertices Wireframe Gun Model 2
Paneer Handi's user avatar
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Material going to oposite side in procedural mesh creation

Tried to instantiate this gameobject procedurally, material texture went to the other side: ...
JamesB's user avatar
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2 votes
1 answer
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How to swap skinned meshes for a customizable character in Godot?

Using Godot 3.5.1, I need to make a system that switches armors/helmets/hair styles/weapons and so on. I've seen a single tutorial for how this is done in 3D games in Godot, and apparently it is not ...
Cei's user avatar
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How to cut a desired shape out with desired depth of a mesh on VR?

I am creating my first Unity project which is a 𝐕𝐑 𝐬𝐢𝐦𝐮𝐥𝐚𝐭𝐢𝐨𝐧, and I am struggling with a particular issue. I need to create 𝐚 𝐜𝐨𝐦𝐩𝐥𝐢𝐜𝐚𝐭𝐞𝐝 𝐦𝐞𝐬𝐡 𝐜𝐮𝐭 𝐟𝐞𝐚𝐭𝐮𝐫𝐞 that ...
Saif Eddine Layouni's user avatar
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Group voxels into object?

I'm working on Voxel editing software, and I need to have the ability to group voxels into objects. As for simple editing, I'm using the following data structure: Chunk - represents a fixed 3d grid ...
Sergey Sharpov's user avatar
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Issue with rotating tail for 3d model in Maya

I've been stuck on this issue for a long time and it's been driving me crazy: I have this model of Jabba (see image 1) which I bought off of CG Trader several years back. I want the character to look ...
Manx30's user avatar
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Calculating normals for a simplified terrain mesh

I am trying to simplify a mesh I am generating from a heightmap by creating larger triangles for areas of equal elevation, like this: This however gives me issues with my normals: I am calculating ...
Henningsson's user avatar
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How to get a scene information from Unread Engine 4?

I learn game engine development and I was interested to work not only with box and sphere meshes also with a large model with difference meshes and textures in this model. I bought a 3d model. The ...
Andrey Klimenko's user avatar
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How to render a block being carved by a milling machine?

I'm making a simulation of a milling machine - something a bit like this diagram: At the top there is a cylinder mesh representing the milling tool. Below it is a cube mesh representing the material ...
Zhukov Artem's user avatar
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How to create an octahedron for sphere subdivision?

I have vertices that generate the first out of two pyramids. However, I want to have the second pyramid facing downwards as to make an octahedron. What are the correct vertices to use, because I've ...
Chillzy's user avatar
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Mesh is displayed differently in Unity with some undesireable visual elements

I'm not sure what to make of this: this is what it looks like in unity scene view/game view This is, for example, the same upright triangle in microsoft's 3d object viewer: I have no clue what to ...
user1999728's user avatar
1 vote
1 answer
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GridMap centers meshes of different heights in cell

I am trying to use the superb GridMap in Godot 4 beta 5. I have, so far, only 2 different types of meshes in my MeshLibrary. 1x1x1 cube 1x1 plane My intention is ...
Matthew Goulart's user avatar
1 vote
1 answer
279 views

How to handle overlapping meshes?

So I want to note that I am a beginner at game dev but an okay coder. I wish to make a game in which the character changes clothes. I have a character and a few clothing meshes that all have the exact ...
isa türk's user avatar
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GameObject mesh.vertices array is empty

I've an Icosphere GameObject: I want to iterate over each of the faces and change the material based on their distance from the center, however I don't seem to be able to retrieve the list of ...
TomSelleck's user avatar
1 vote
1 answer
447 views

Seamless random morphing hex tiles' vertices in Unity3D?

I have a hex based, fully flat tilemap the tiles' mesh currently isn't generated, but a static mesh file containing 6 vertices, UV mapping, etc. Then I saw this picture on Unity Answers: I'd like ...
Tudvari's user avatar
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Custom world map chunks not loading correctly

...
Jax's user avatar
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Raycasting to determine point inside or outside mesh, edge case?

I'm trying to determine if a point is inside or outside a (triangle) mesh. The best way I found was to cast a ray from the point and count how many triangles intersect. (Odd or even). I used Möller–...
Dolfje's user avatar
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1 answer
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How to get height from a mesh

I have a terrain which is a mesh. Given the x and z coordinates in which a character is placed, I would like a function that ...
Luca Venturini's user avatar
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0 answers
406 views

Problem Cloning Skinned Mesh Renderers Mesh via script

I was trying to clone a rigged mesh via script and change its orientation as the characters face wasn't facing at forward direction. So I created a Editor Script for that: ...
Bipin467's user avatar
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1 answer
111 views

Converting mesh vertices to world coordinates for raycasting

My goal is to figure out if a point exists within a 3D polygon. To do this here is what I am doing: Load obj mesh ...
joethemow's user avatar
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1 answer
173 views

Unreal 4: How to save generated UProceduralMeshComponent to level file in editor and load it at runtime?

I have UProceduralMeshComponent that I generate in editor from data entered by level designer. Now I need to save it to level file in editor to load it in runtime without generating new mesh again. Is ...
Robotex's user avatar
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2 votes
1 answer
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What is the purpose of tangent and bitangent vertex attributes?

Every vertex of a 3D mesh has position and some optional values like texture coordinates, vertex color, and normal, but also tangent and bitangent vectors. While the purposes of texture coords, vertex ...
convert's user avatar
1 vote
0 answers
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Fast way to test whether a point is over a 3D mesh

I have a map with islands, and I need to detect whether the player is on an island or not. The player can be flying far above the island, so a fixed-distance raycast is not sufficient, and firing long ...
Robotex's user avatar
  • 251
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1 answer
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3D Asset Creation. "Joining" parts VS Hidden/Redundant Faces?

I am trying to create a Laser Cannon in 3D art program Maya. It is for use in a game made in Unreal Engine. I have this same 'problem' with many aspects of my 3D CG Art but this is just one simple ...
I_Keep_Trying's user avatar
0 votes
3 answers
880 views

Collision detection between transformed meshes (not primitives)

I know questions related to collision detection have been asked multiple times, but I find all of them like this and this depend on the assumption that I have some sort of measurement of the object ...
Extorc Productions's user avatar
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25 views

Need an approach for mounting turrets

I'm working on a game with the ability to customize the type of turrets on your starship. My question is how would I go about positioning the turret mesh at the hardpoint locations. Do I need to ...
Hayden Morris's user avatar
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2 answers
821 views

Should Game-Ready Assets Be Single Meshes or Multiple Meshes?

Say for example that someone is modeling a sword asset. A sword has many pieces -- the blade, guard, hilt, pommel, etc. -- so should this be modeled as a single mesh (or as multiple meshes which then ...
NJJ_002's user avatar
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1 answer
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Unreal Engine - Materials Import as Gray

I imported the .fbx files from here: https://www.cgtrader.com/3d-models/industrial/other/big-warehouse-pack into an Unreal Engine 4.27 project. All the meshes load in properly, but the materials are ...
Quantum Guy 123's user avatar
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1 answer
363 views

Switching out the mesh of a game object at runtime

I am trying to switch out the mesh of a game object. I have this script: ...
inorganik's user avatar
  • 141
2 votes
1 answer
170 views

Unity intersection of mesh renderers on Android

I’m currently developing a game with Unity and ran into a problem while building for Android. The player and obstacles are mesh renderers (for example cubes & boxes). On iOS and the Unity editor, ...
azulbocu's user avatar
1 vote
0 answers
48 views

Pink Objects/Sub-Meshes (NOT MATERIALS)

Using URP. Any object I import into unity from blender (fbx), the sub-mesh that comes with it are pink. All the materials are fine, I can put the object in my scene with a material and it looks normal....
Bean's user avatar
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0 answers
649 views

How to ensure Unity does not rearrange the sub-meshes of a mesh on import?

having a bit of a head scratcher problem here. I have my artist's making multiple unique meshes in Maya that contain 3 materials. Each material is assigned to a sub-mesh in a specific order. This ...
BakaBlue's user avatar
0 votes
0 answers
675 views

How to weld nearby mesh collider vertices together to erase seams in Unity?

I'm using Unity 2020.3.2f1 and I have a very commonly seen problem. I have a Spherecollider which I am using for a physics game, and geometry that uses ...
Empty Set's user avatar
0 votes
1 answer
1k views

Unity Cutting a hole in mesh

I've set myself a stupid task, that I didn't solve couple years back, again. I've got few meshes with normals pointing inside. Caves. Like mostly circular rooms and tunnels that should connect them. ...
zORg Alex's user avatar
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2 answers
159 views

how can I rotate a tetrahedron's vertices so that it's pointing straight up?

I am trying to render an Equilateral triangle in 3D, and I came across this answer: https://math.stackexchange.com/a/562895/15497 So based off of that, I made my vertex points: ...
patrick's user avatar
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2 answers
351 views

How mesh transformation works under the hood

We can look at the most popular engines like Unity and Unreal engine (maybe Godot and other). As far as I understand (at least I would do this), we store the original mesh, and then for every change (...
0dminnimda's user avatar
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1 answer
30 views

Separating part of mesh facing upwards

I really hope you can help me fix this code: ...
Nakel's user avatar
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1 answer
503 views

How to edit a Rigged 3D Model without Ruining the Rig?

I have some rigged 3D models that I want to use. They came as .fbx. and sometimes I want to make some minor edits such as merging/moving/removing some vertices or something of that nature. The Problem:...
danglingPointer's user avatar
1 vote
2 answers
142 views

Exported FBX to Monogame doesn't translate all meshes

I'm taking a crack at a minecraft clone in Monogame, and I am trying to get my model to render as it's shown in Blender 2.9.1. When I look at the model in Blender, it looks great. When displaying in ...
Bill Sambrone's user avatar
0 votes
2 answers
832 views

Best Practices for Texturing Large Objects

Kind of a 3D graphics newbie here. This is the biggest prop I've ever tried to texture, and I'm kind of stumped. How do you get a decent resolution on large meshes like this without exporting ...
ejkszymanski's user avatar
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1 answer
1k views

Creating Sphere Triangles from Vertices

I came across a way to create the vertices of a sphere, located here: https://gamedev.stackexchange.com/a/150293/62793 I converted this to the following C# example: ...
Krythic's user avatar
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1 answer
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Unity mesh only rendering one set of triangles

I've been using Unity3D to procedurally generate terrain with Perlin Noise and I've come across a problem where the mesh that I've constructed only renders one set of triangles. The following is my ...
Shrey Joshi's user avatar

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