3d models?

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Re: 3d models?

Postby vandorius » Wed Feb 24, 2010 5:45 pm

Hey guys!

It's been a long time since i posted here. I'm still prepared to do some models for the game. So if there is any to do list i can get to work.

Take care!
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Re: 3d models?

Postby erin » Thu Feb 25, 2010 4:43 pm

So if there is any to do list i can get to work.

Ok, cousteau has written the code for reading .obj files, and now ETR needs some nice 3D objects for the course, please:

herring with texture
houses, brigdes
shapes of ice
stones, boulders

and for the character:

a new Tux with joints at the wings and legs
other characters

All models must be exported as .obj, with normals and texture coords.

Good luck
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Re: 3d models?

Postby Puppeteer » Sat Feb 27, 2010 8:43 pm

My friend made some models for my version too.
For example animated fishes which lay on the ground and hop up.
As well as flags, trees etc.
http://www.youtube.com/watch?v=1tZQRw38G-s
(Yes my project is not dead. I just dont work on it atm cause my final exams are close)
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Re: 3d models?

Postby cpicon92 » Sun Feb 28, 2010 9:20 pm

Your game is looking very nice! On the other hand, I think the jumping fish are little creepy looking.
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Re: 3d models?

Postby vandorius » Thu Jul 08, 2010 8:18 pm

Erin what is the poly count for that models, how big u want the texture to be and can we use one or more textures on one model?
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Re: 3d models?

Postby cousteau » Fri Jul 09, 2010 5:42 pm

Well, the code I wrote needs all the textures to be on a single file. Maybe it could be rewritten, but it would be complicated (right now, it simply loads the .tga file on a buffer on the graphics card, and activates that buffer each time a new object has to be drawn).
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Re: 3d models?

Postby erin » Thu Jul 15, 2010 9:03 am

Erin what is the poly count for that models, how big u want the texture to be and can we use one or more textures on one model?

Considering that the current character is based on a lot of spheres, drawn with gluSphere, the number of polygons seems not to be very important. I think, 100 - 300 polys should be ok. The same with objects on the course. Sure, in the future there will be collision detection with all objects, but there are ways of optimation. At the moment I can't say how to parse and render the models, probably cousteaus code will be used.

It will be the best to use only one texture. The texture can contain the partial textures for all polygons. With a clever uv mapping a lot of texture parts can be used for several polygons. Ant the size? That depends on the model. For simple models, watched only from the far, 256 x 256 should be enough. Mode detailled models, especially Tux himself, should have textures with higher resolution (512 x 512 or 1024 x 1024). Of course, the size should be power of 2.
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