Working on a 3d Modeller in irrlicht

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
WhiteNoise

Post by WhiteNoise »

Hi Needforhint,

I don't use any other dll's and it can load anything that irrlicht can load. Currently I'm using irrlicht 0.12 but I plan on moving over to 0.14 soon.

The idea with this app is that you won't have to worry about the normal map since it will generate it for you automaticallly. You will model a high polygon model and it will help you generate the lowpolygon + color texture + normal map.

I posted a couple updates in my blog at http://www.whitenoiseaudio.com/blog/

Regards,
-Dave
WhiteNoise
Posts: 27
Joined: Wed Apr 19, 2006 5:10 pm
Contact:

Post by WhiteNoise »

ImageImage

More progress on the 3d modeller - check my blog for details - http://www.whitenoiseaudio.com/blog/
needforhint
Posts: 322
Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia

Post by needforhint »

it is amazing to watch your work, hold ya fingers
what is this thing...
etcaptor
Posts: 871
Joined: Fri Apr 09, 2004 10:32 pm
Location: Valhalla
Contact:

Post by etcaptor »

Will be very interested to playing with some demo of this project.
ImageImage
Site development -Rock and metal online
--- etcaptor.com ------freenetlife.com
WhiteNoise
Posts: 27
Joined: Wed Apr 19, 2006 5:10 pm
Contact:

Post by WhiteNoise »

I posted another pic on my blog ( http://www.whitenoiseaudio.com/blog/ ) showing how you can take a low polygon model and add realistic details to it. Right now I have almost the whole workflow working, I'm just working on fixing bugs and getting it ready for beta testing.
chromdragon
Posts: 101
Joined: Wed Feb 15, 2006 4:22 pm
Location: RO

Post by chromdragon »

Amazed! So cool! (seems to be ZBrush like program)

Are you paiting the normal/displacment map? (or so voxel tech)
WhiteNoise
Posts: 27
Joined: Wed Apr 19, 2006 5:10 pm
Contact:

Post by WhiteNoise »

Hi chromdragon,

In that screenshot, neither. I subdivided the mesh a few times then just used the various tools to deform the mesh to add the wrinkles and stuff. Later you can generate the normal map for the low polygon model from the high polygon model so that it looks as detailed as the high polygon model. Z-brush and a few other programs can do the same thing. This is the technique used in Doom3 and a lot of recent games.
WhiteNoise
Posts: 27
Joined: Wed Apr 19, 2006 5:10 pm
Contact:

Post by WhiteNoise »

One more update on my blog ( http://www.whitenoiseaudio.com/blog/ ). I finally resolved all the issues with the texture generation and UV unwrapping. Just a few more steps to go..
Post Reply