Working on a 3d Modeller in irrlicht

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WhiteNoise

Working on a 3d Modeller in irrlicht

Post by WhiteNoise »

Here are a couple shots (just 5 minutes of messing around):

Image
Image

It works similar to Z-Brush, allowing you to deform a high polygon mesh using simple tools (like working with clay). The goal is to allow you to create a low polygon model from the high polygon model and automatically generate the bump (or paralax map, whatever) for you.

Saving and loading are already working in my own format. I hope to make it so it can load any of the formats that irrlicht can already load. I don't think I will have time to make it fully featured (with animation, etc), but it would be cool if you could at least use it to generate some nice models that you can import into other programs to do that.
needforhint
Posts: 322
Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia

Post by needforhint »

WAW, can't wait to test it :shock:
what is this thing...
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

wow...I'd test it...

but...you need at least OBJ loading...
Finally making games again!
http://www.konekogames.com
Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

Very nice. Similar in fashion to what I am using Irrlicht for - although my editing functions are in a completely different vein (texture conversions and mesh fitting, rather than ZBrush-like features!)

Thinking of releasing any code or just the EXE?

And OBJ import/export would be a must I reckon...

--EK
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

Excellent, this face-ball reminds me character creation in TES IV: Oblivion.

Very good work. :)
WhiteNoiz

Post by WhiteNoiz »

Thanks guys,

I may release the source code, we'll see. Currently it requires some modifications to the base irrlicht code to support more than 65536 triangles and also allow per vertex colorings in OpenGL. I'll post a version for testing once I add some more features. It needs a few more things before it's really usable.
WhiteNoise

Post by WhiteNoise »

at the very least I'll release code to allow model loading in irrlicht.
JPulham
Posts: 320
Joined: Sat Nov 19, 2005 12:06 pm

Post by JPulham »

It looks great...bout time something like this was made with irrlicht!!!
I can't wait to try the demo.
pushpork
WhiteNoise

Post by WhiteNoise »

Here's a couple more shots:

Image
Image

I added subdivision (note the extra detail I added in clay7.jpg) - you can choose which areas you want to be more detailed. I also made the smooth brush work much better.

The next two big things: undo and loading and saving to other model types.
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

looking great, man! :)

keep at it :)

I'll be glad to test when loading and saving objs is done :)

How performance goes with it ? I'm a zbrush registered user, also amorphium, and know the problem tends to be perfornance. Selective subdivision, or similar solution,is a clever thing to do.
Finally making games again!
http://www.konekogames.com
Nezumi
Posts: 15
Joined: Fri Sep 30, 2005 9:42 pm

Post by Nezumi »

Release coming soon?
It's great !
WhiteNoise

Post by WhiteNoise »

Once I get undo and loading/saving other formats done I'll probably release a beta for testing. I'm working on undo now. Loading shouldn't be too difficult - I just need to take models that irrlicht can already load and convert them to my mesh type. Saving will be more difficult.

Performance is pretty good so far. It helps to have a good video card and PC. Some operations will need optimizing but for the most part I have tried to keep it fast and only upate what needs to be updated and not more. I've been testing on meshes that have 65000-100,000 triangles. I'm sure I will need to do some more work to optimize things when using very large meshes (1-2 million polys). Maybe you'll have to hide parts that you aren't working on. Selective subdivision should help a bit because then the artist can choose where more detail is needed.
JPulham
Posts: 320
Joined: Sat Nov 19, 2005 12:06 pm

Post by JPulham »

any news? When will it be out?
I can't wait...
pushpork
Guest

Post by Guest »

I see this is an irrlicht app, are there any other .dlls you use? Keep it that way,,, it will be possible to load every thing irrlicht can load right?

cool, I have seen buttons for punch, brush... and Map.. what I am looking for at most about it is mapping. There is always a mess with loading a normal map layer properly on the color layer , with the coordinates you prefer....(charakter for example),. If you model and map both texture layers, you can in rrlicht create a normal map from the 2nd layer, yes, but it will be ugly, the filtered normal map can be renderend easily, it can be done by a shader,....ok but what about exported highpoly maps? .... if you map them on an animated mesh.... how? it will be just a picture you need to fit with lowpoly? with a little transparency, this tool will be the solution...
needforhint
Posts: 322
Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia

Post by needforhint »

yeah, it was me... remote computer :lol:
what is this thing...
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