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 does an AAA graphical workflow look like? [closed]

So this is how I understand it: An artist models the thing in Zbrush or Mudbox. It now has 10+ million polygon. He exports it in Zbrush as a normal map + low poly model. (this works?) The model now ...
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283 views

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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1answer
94 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
2k views

Given face normal and vertices of a triangle, how to find the acyclic order of vertices?

I'm in the process of constructing a custom 3D triangle mesh. I found the vertices of the triangle in the 3D space and it's face normal. How do I find the acyclic order of vertices? If I draw the ...
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0answers
261 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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1answer
296 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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44 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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0answers
91 views

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
2k views

Opengl create tunnel TRIANGLES and texture coords on a 3d path

I have a path, lets say a bezier, or a circle. I d like to make a continously 3d cylinder (tunnel) on it (R=0.5f) How can I calculate tha TRIangles (TRIANGLE_STRIP) coordinate, and the texture ...
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2answers
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Calculate the slope of a 3D triangle?

I have lots of triangles in 3D space. How do I determine the slope/angle of these triangles with respect to a fixed ground plane? I need pseudo code examples at the very least.
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4answers
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Missing triangles in model

I am having an issue where triangles in a model aren't being shown. The left is wireframe, the right is the finished image. For some reason a bunch of the triangles aren't being shown. The project ...
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1answer
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Quads Vs Triangles

I'm curious to know which is better for games: quads or triangles? Wouldn't quads be better for rendering performances and smoothing out tessellation?
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2answers
805 views

Angle between two planes

I have two triangles in 3d space which share 1 edge and I would like to determine if the angle between their normal vectors is "uphill" or "downhill". In other words, if you set one flat, would the ...
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2answers
542 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 <...
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4answers
141 views

If a 3d surface is occluded by another 3d surface, does this have any effect on the performance and rendering speed?

We have a 3D character who is wearing a gauntlet on his forearm and visibility of which can be turned on and off. Would it be better to create two versions of arm, one without extra triangles that are ...
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2answers
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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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1answer
117 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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2answers
167 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
861 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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2answers
56 views

What methods are there to discard points on one side of a surface but not the other?

Goal: Given a surface mesh (terrain), discard all points above a given elevation relative to the terrain. The terrain can change quite often due to tiling and LODs, so the point culling will need to ...
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1answer
3k 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
107 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
591 views

What are the common methods for achieving dynamic asset destruction? [closed]

I am trying to determine the most appropriate destruction solution for an online desktop game. There are two main factors here that I am considering; 1) the performance of the approach taken and how ...
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3answers
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What caused "falling out of the world" and what fixed it?

A lot of early 3D games had the problem where you'd be trundling merrily along and suddenly everything was black, with an island of what looked like the hollow facade shell of the scene you'd been ...
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1answer
83 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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5answers
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Polygon count target range for MMO being released in 2 years

What would a realistic poly count target range be for NPC and player models in a 3D MMO that will be released in 2 years? What about poly count target range for the entire camera view (environment, ...
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1answer
2k views

how to dent & deform damaged objects in unreal engine?

I am trying to simulate damages in cars using unreal engine when a body collides with it like it is done in this video - https://vimeo.com/162729920 I am trying to do it in the first person shooter ...
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1answer
145 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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0answers
635 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 ...
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1answer
496 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
217 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
520 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
173 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 ...
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1answer
142 views

When to use LOD and when not to?

I have a simple question: are there any cases where game LOD models don't need to be created? Obviously you need LODs for landscapes, large props, characters, vehicles etc. But what about small indoor ...
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1answer
953 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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1answer
144 views

Armature rest matrix - why does this exist?

I'm not sure I have a clear idea on what purpose the rest matrix/bindpose is supposed to serve in skeleton animation. If it is supposed to transform a bone into the rest pose and the mesh itself is ...
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1answer
214 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
663 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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2answers
719 views

How to handle mesh update in its vertex buffer

suppose i have a mesh, it can undergo any kind of changes - bend, stretch, even been torn. How should i update vertex buffer in DirectX for this mesh. For now i recreate it every time, and i don't see ...
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1answer
136 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 ...
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1answer
295 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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0answers
186 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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1answer
2k views

How to create an animation from several .obj files in maya?

I have several .obj files. I plan to create an animation from these .obj file. Every mesh in one .obj file is correspond to one frame. And every frame only show one .obj file (meshes in others .obj ...
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1answer
35 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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0answers
47 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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1answer
4k 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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0answers
598 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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0answers
226 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 ...
8
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2answers
256 views

How to dynamically animate a part of a 3d model towards something

I'm curious about how this sort of animation is typically done code-wise. A few examples: A character picks something up - only hand is animated towards the target http://www.youtube.com/watch?v=rW-...
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1answer
72 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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