3d models

3d models

Postby Arcanis » 07 Feb 2011, 02:58

Hello,

I would like to contribute some 3d models to this project. but not sure where to start. is there a list of models needed?

here's a bookcase I did for the library room

>Renders<
http://i1185.photobucket.com/albums/z35 ... Render.jpg
http://i1185.photobucket.com/albums/z35 ... ender2.jpg
>wireframe<
http://i1185.photobucket.com/albums/z35 ... sePoly.png

I wasn't sure about the texture size limit/polylimit but I can adjust it if needed. :D
*where do I send this model to?*
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Re: 3d models

Postby charlie » 07 Feb 2011, 11:39

I would post it here:
http://www.opengameart.org/

That way interested projects can pick it up easily! It is a vey nice model btw.
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Re: 3d models

Postby Bodsda » 07 Feb 2011, 14:44

Arcanis {l Wrote}:Hello,

I would like to contribute some 3d models to this project. but not sure where to start. is there a list of models needed?

here's a bookcase I did for the library room

>Renders<
http://i1185.photobucket.com/albums/z35 ... Render.jpg
http://i1185.photobucket.com/albums/z35 ... ender2.jpg
>wireframe<
http://i1185.photobucket.com/albums/z35 ... sePoly.png

I wasn't sure about the texture size limit/polylimit but I can adjust it if needed. :D
*where do I send this model to?*


That looks really nice. Quite dark though, but it may look lighter in game.
Can you let us know what license you are releasing them under?

I guess if you put it on opengameart, it will be specified there.

Thanks,
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Re: 3d models

Postby Arcanis » 07 Feb 2011, 17:32

http://www.opengameart.org/content/bookshelf-0

this would be my first FOSS contribution, so bear with me here. I have no clue how to use blender, but i'm attempting to set up blend files :?

Podium:*took your advice bodsda and made lighter versions of this and the bookcase*
<Renders>
http://i1185.photobucket.com/albums/z35 ... ender2.jpg
http://i1185.photobucket.com/albums/z35 ... render.jpg
<Wireframe>
http://i1185.photobucket.com/albums/z35 ... umpoly.jpg

http://www.opengameart.org/content/podium
Last edited by Arcanis on 07 Feb 2011, 17:39, edited 1 time in total.
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Re: 3d models

Postby oln » 07 Feb 2011, 17:38

That's really nice :)
Should fit well with the library room.
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Re: 3d models

Postby andrewbuck » 07 Feb 2011, 18:30

Welcome to the project Arcanis, those are very nice models indeed and we are happy to have them. I agree that they will go nicely with our library. If you are looking for more ideas on what to model you should check the wiki for lists of rooms/items/creatures that wee still need to have models made for. Probably the best place to start is the get involved link in the left hand sidebar which takes you to the main portal page. There you will find lists of the things we are looking for. There are plenty of rooms and room objects we need if you are more into that, or there are lots of creatures we need models for if you prefer organic modeling rather than constructed objects.

-Buck
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Re: 3d models

Postby Arcanis » 07 Feb 2011, 18:44

Thank you for the wikilink.
I'm mostly a prop artist, but if needed I can *try* to texture and animate characters that need it(just can't model them :oops: )

but having a heck of the time with the ogre3d .mesh format, can't seem to find away to convert it to a more friendly file format so I can scale my model accordingly. any advice?

I'm planning to start on "Shop" props next

thanks
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Re: 3d models

Postby andrewbuck » 07 Feb 2011, 19:11

There are .blend files available for all the the models we use in the game currently. The easiest way to get them is from the SVN server on the sourceforge page. The ogre .mesh file format is created by blender from the .blend file. That is the format you will want to work in and submit your models in. If you don't want to use blender as your 3d editor that is fine too, just export them to .blend format before you submit them. If your 3d editor does not support exporting to .blend format you can simply save it in some other format then open it in blender (which can read almost anything) and then use that to save it as a .blend file. Once you get the model submitted to us we can handle getting it exported to .mesh format and into the game.

For scaling we use 1 blender unit = 1 meter. The tiles are 1 x 1 meters on the floor and 3 meters high with 0.25 meters extending "down" from 0.0 to accommodate water, lava, etc. The knight is something like 2.5 meters tall.

Also, since you are more into furniture, rooms, etc, we need beds for creatures as well. Ideally each creature would have its own individual bed but for now we plan to make something like 5 or 6 basic ones and then have different creatures share the designs. Currently I think we only have one bed which is just a standard bed with a mattress. We also are looking for a pile of treasure for the dragon to sleep on, a straw bed on the floor for ogres, as well as any other designs you think might be interesting for dungeon creatures to sleep on/in.

P.S. if you are working on stuff for the shop, note that there is a thread here on the forge, which already has some nice looking models for you to use as a guide for what kind of things we are looking for, as well as what we already have.

-Buck
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Re: 3d models

Postby Arcanis » 07 Feb 2011, 19:33

thankyou that information is most helpful, is there a recommended file format for animations?(sorry about all the questions)

i'll get started on the beds asap ;)
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Re: 3d models

Postby andrewbuck » 07 Feb 2011, 20:41

The .blend file format contains the 3d mesh, the skeleton, then animation keyframes, and optionally the textures (although these can be external files and that is probably better). The exporter script that converts the .blend file into 1 or more .mesh files will export the animations and skeletons as well. Can't wait to see what you come up with, I have been wanting to see some beds for quite a while as I think that is something that really adds to the realism of the game.

-Buck
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Re: 3d models

Postby Skorpio » 07 Feb 2011, 23:07

andrewbuck {l Wrote}:... I have been wanting to see some beds for quite a while as I think that is something that really adds to the realism of the game.

-Buck

It would be good to have some concept art for the beds. I'm not really eager to design beds.
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Re: 3d models

Postby Arcanis » 08 Feb 2011, 04:51

concept art would definitely be welcomed. well, I thought I would go ahead and put this up. I'm not going to have much time for the next couple of days :cry: and would like to get some suggestions on it.

Dragons bed/Goldpile:
<Renders>
http://i1185.photobucket.com/albums/z35 ... ender2.jpg
http://i1185.photobucket.com/albums/z35 ... render.jpg
<frames of wires>
http://i1185.photobucket.com/albums/z35 ... eframe.jpg

http://opengameart.org/content/goldpile
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Re: 3d models

Postby andrewbuck » 08 Feb 2011, 05:45

Nice, this is exactly the kind of thing I was thinking of. Some comments: first it would be nice to see some assorted gems mixed in (rubies, saphires, etc). It would be cool to also have some random low-poly swords/armor/helms sort of half ways buried in the pile like the treasure chest is. Also just to double check the size looks to be about two meters across from the wireframe size, this should be big enough, but it could maybe even be a bit bigger as the dragon currently claims a 4x4 tile area in the quarters to sleep on. Finally, I can't see it in the wireframe image you posted but the "centroid" point for the object should be placed at the center of the pile, but at the bottom of the pile, i.e. where the floor is.

-Buck
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Re: 3d models

Postby Arcanis » 08 Feb 2011, 07:07

Thankyou,

:lol: I thought I was going to be way to big, glad to hear the opposite.

that was my next step ;) (reference picture: http://2.bp.blogspot.com/_Qy4iftwk5JM/TTczqzehvXI/AAAAAAAAJ14/Vv2DpAT8Cv8/s400/smaug.jpg )

I had alot of extras blocked in, but thought it would be best to focus on the base first, get some ideals/input and then add the extras over the next couple days. I'll also get the dragon's blend file and size/retexure to fit. for the swords/armor/helms we could borrow them from the knight model, I'll just add rust/dry blood,strip polys,ect.
Last edited by Arcanis on 08 Feb 2011, 17:00, edited 1 time in total.
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Re: 3d models

Postby andrewbuck » 08 Feb 2011, 15:22

If you are going to compare to the size of the dragon, keep in mind that creatures get larger as they gain levels so you want to shoot for the bed to be a bit big if anything. Currently the beds do not get bigger like the creatures do. I may add that in the future but it is a bit harder because after the bed grows by a certain amount they may need to reclaim a bigger area somewhere else in the quarters.

-Buck
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Re: 3d models

Postby Arcanis » 09 Feb 2011, 04:49

is there a maximum size limit?

update:
added rubies/sapphires,burnt knight's helm and glove with bone, retextured coins to correct scale.

http://i1185.photobucket.com/albums/z35 ... nder-1.jpg
http://i1185.photobucket.com/albums/z35 ... der2-1.jpg
http://i1185.photobucket.com/albums/z35 ... ender3.jpg
http://i1185.photobucket.com/albums/z35 ... rame-1.jpg

poly count is a bit high (595) so i'm going to strip away alot of unseen/used polys, might add some more texture details and next upload will hopefully include a fully setup/ready to go blend file :shock:.reading tutorials as I type this.
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Re: 3d models

Postby andrewbuck » 09 Feb 2011, 17:08

The 595 polycount is probably including the dragon, it doesn't look like you have 600 polys in the pile. It looks good, I would say its ready for the game at this point.

-Buck
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Re: 3d models

Postby Arcanis » 09 Feb 2011, 19:35

Here's the end result

http://i1185.photobucket.com/albums/z35 ... Render.jpg
http://i1185.photobucket.com/albums/z35 ... Render.jpg
http://i1185.photobucket.com/albums/z35 ... eframe.jpg

I found a ogre3d exporter and put the exported .mesh/mat files into a folder. but, I can't verify if they work correctly. :lol: my attempt at setting up a blender file smash into a brick wall at texture import/materials(can any blender savvy people point me in the right direction? doesn't seem to recognize my uvs)

http://opengameart.org/content/goldpile
Last edited by Arcanis on 09 Feb 2011, 22:42, edited 1 time in total.
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Re: 3d models

Postby oln » 09 Feb 2011, 19:49

Nice, looking forward to see it in-game
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Re: 3d models

Postby riidom » 09 Feb 2011, 20:11

Hey arcanis, looks like you are using Wings3D. If you wanna import to blender, do you import the .obj file then (I think, that is Wings3D preferred export format), or from the ogre .mesh?
In case you fail at importing from .mesh, I cant help you, as my knowledge about the ogre im/exporter is more than limited. Maybe try it with .obj then. I just looked at the importers from 2.49 and 2.56, both dont have any relevant UV-related options, so it should work.
If that also fails, then I think, you did something wrong with the exporting from Wings3D. You might have the UV and the texture inside the Wings3D file (obviously, as you are able to render it), but that doesnt mean it is also properly stored inside the .obj file.
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Re: 3d models

Postby Arcanis » 09 Feb 2011, 22:56

*Its up* http://opengameart.org/content/goldpile

thanks oln, I just hope it comes out right in game...either way it was pretty fun to make :lol:

thanks for the help riidom, I'm actually using Cinema4d but I might use wings3d to convert out to .mesh(if the exporter for c4d doesn't work). the exporter I found for c4d is two versions old and not sure if it will work correctly, switching over to wings for exporting to .mesh might be best option.(not to mention save on the headaches)

I've packed it with two versions of the model. the "Readme" should explain.
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Re: 3d models

Postby Skorpio » 09 Feb 2011, 23:26

Good job. How did you create the texture? Instead of Wings you could also switch to Blender, most of us are blender heads. I think importing .mesh files in Blender can be problematic, better export to the .obj format.
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Re: 3d models

Postby Arcanis » 09 Feb 2011, 23:47

The texture was made with gimp and bodypaint 3d. Blender has been on my list of things to learn for quite some time, I just never have enough time to sit down and learn it. obj is great for static models, but what about animations? I'm thinking .x would be the only viable option (at least for c4d to blender)
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Re: 3d models

Postby Skorpio » 09 Feb 2011, 23:52

Arcanis {l Wrote}:I'm thinking .x would be the only viable option (at least for c4d to blender)
.x would work as well.
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Re: 3d models

Postby riidom » 09 Feb 2011, 23:53

I just mentioned Wings3D here, because I guessed it from the little bit of UI on the screenshots. I wouldnt/cant recommend it, as I am not using it myself.
Whenever you want to learn something new, I would also recommend blender ;)
For the export format, I was not able to find a complete list of supported formats. Collada (.dae) is an option, its kinda modern and supports animations as well. Blender can deal with .x (at least 2.49, not sure if it is in 2.5x already), so this would work too.
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