[Papervision3D] 3D Modeling for Papervision3D Workflow

Paul Decoursey paul at decoursey.net
Sat May 3 07:51:28 PDT 2008


I'm on a Mac so my choices are limited.  I had been mostly using  
Blender and a few fringe tools like Wings, but Blender for the most  
part was my final tool.  But I've had a lot of issues with it lately,  
well since my python was updated to 2.6.  A lot of things no longer  
work and I can't seem to get it to point back to the older version.

I just got setup with Maya, a client footed the bill, and soon I hope  
to test out the output in PV3D.

I had tried Swift at one time but it proved to be a major cpu hog and  
crashed on many very simple operations.

Generally though my output isn't intended for Papervision, I often  
just create animations and stills.

Paul

On May 3, 2008, at 9:36 AM, John Grden wrote:

> 3D Studio Max and Swift3D for smaller stuff mostly
>
> Swift supports 3DS file format so its a natural workflow.  Sketchup  
> also exports to 3DS, so again, it's kind of an all around good  
> deal.  Plus, most models I come by are either in 3DS or max file  
> formats.
>
> John
>
> On Sat, May 3, 2008 at 6:13 AM, <tmyers at vodafone.ie> wrote:
> I use blender myself and find it excellent. It covers all of the
> features that you mention and more like animation and rigging. Latest
> Movie - "Big Buck Bunny" looks quite impressive.
>
> One handy feature when Texture Baking a low poly mesh is to add a
> subsurf modifier. This results in a nice smooth shading on the base
> texture and the modifier can be discarded afterwards.
>
> Blender also has a decimate modifier to reduce polys if necessary.
>
> Blender uses Z as up-axis so objects have to be rotated and applied
> correctly prior to exporting. 3ds doesn't have this problem.
>
> Hurdles when bringing models into PV3D
>
> - Large file sizes
> - Scaling (object may not appear if not scaled suffiecntly)
> - Z-sorting (need some sort of way of layering objects in Great White
> if possible)
> - Shading ( black seams or gaps of white light appearing on models )
> - Normals not pointing in the correct direction (if not correctly
> calculated in 3d app)
> - Making models interactive.
> - Cloning and swapping materials
>
>
>
> ----Original Message----
> From: jan at renderstormstudios.com
> Date: 03-May-2008 12:40
> To: <papervision3D at osflash.org>
> Subj: Re: [Papervision3D] 3D Modeling for Papervision3D Workflow
>
>
> Hi there!
>
> My main tool is 3DSMax, but I think the modeling process is quite the
> same
> regardless of tool.
>
> In my opinion there is only one way to truly optimize a mesh for use
> in a
> realtime 3D engine - mesh modeling (to some extent it sometimes is
> refered
> to as box modeling). In this kind of modeling you start with a very
> simple,
> basic mesh - often a box. You then build upon this mesh by adding more
> geometry and refining existing geometry. But you always do it so you
> get as
> few new polygons (faces) as possible. This way you get a very detail
> control
> of how your mesh develops, and that is what is necessary for realtime
> geometry.
>
> If you work in tools like ZBrush or Mudbox (digital sculpting tools)
> you
> very easily end up with meshes made of hundreds of thousands or even
> millions of polygons. Even if you optimize such a mesh - regardless of
> optimizing tool - you will never have the same level of optimization
> as if
> you used mesh- or box modeling instead.
>
> You can´t use the same modeling principles for PV3D as for modern
> GPU-supported 3D engines. But if you look back a decade or two, then
> you
> will find modelling principles for the realtime 3D games of those
> times that
> will be usefull for your PV3D modeling concepts.
>
> ///JmD
>
>
>
> Lindquist wrote:
> >
> > What process do you guys on the list usually go through to create a
> 3d
> > model
> > for pv3d?
> >
>
> --
> View this message in context: http://www.nabble.com/3D-Modeling-for-
> Papervision3D-Workflow-tp17022087p17034323.html
> Sent from the Papervision3D mailing list archive at Nabble.com.
>
>
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