images of architecture and stuff

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
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Katsankat
Posts: 178
Joined: Sun Mar 12, 2006 4:15 am
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images of architecture and stuff

Post by Katsankat »

Recent experimentations reguarding Irrlicht 1.5, 3dsMax, b3d format, my3d format, 3ds format, C++, lighting, lightmapping, girls ...


A free model found on the web, in Max:
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Rendered in Max:
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Lightmapped with Max, exported as MY3D then rendered with Irrlicht,
a light scene node and a skydome were added via the Irrlicht API :
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With another light. It is tricky to get what you want, and sometimes get something great and unexpected :
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With a terrain scene node, and fog :
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Been working on rockets and guided missiles, was fun to code and much more simpler
than I thought to get something basic working. I wrote an entire article with
example codes, that will perhaps be posted somewhere one of these days. Not only
ballistics but particles for explosions and engine exhaust have been implemented.
Irrlicht has great capabilities with particules and a good interface for developers.
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The sky is falling! The sky is falling!




The main grunt was built out of a mix of free and do-it-yourself meshes.
The M4 is high poly (around 4000 tris) :
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It was fun to build the sunglasses. 3 minutes elapsed from the idea, to the render
included, not more! Just typed sunglasses in google image search.
But before I had to redo the skin of the face
because the texture was too low res. It was apparently a model
from the japanese forces. Note also the difference of textures between the body,
and the helmet
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Polygon reduction on the M4 :
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2 max renders of onother model, the M16A2. It has 800 faces. I did not finish the texturing, but
since it won't be seen from closer the result is acceptable to me :
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Architectural test room. Carla represents about 14000 faces, no time to apply
texture yet, was so busy on the glass ... Max render :
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She was removed, too many polies. However she is inspiring some game in a bar,
techno-post-modern FPS without desert eagle.
Well transparency is working, the file was exported to the B3D format and
rendered with Irrlicht :
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A nice sofa with lot of glossiness rendered in Max :
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Render in Max of the same room but this time exported in My3D format :
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My fav, Max render with Van Gogh :
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The same as B3D model rendered with Irrlicht, a light scene node was added in C++ code to add some atmosphere.
Actually any texture (here a jpg) can be transparent without
effort, just set the opacity in Max and voila :
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With another light. Although it is already an enormous job to get there,
in order to get things looking better there are still some effects to apply,
like bump mapping on the floor and dunno why not some fog to add something :
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Collision works fine on all these models.
However for maps the bsp format is the one to recommend.

A free bedroom model, rendered in max then in Irrlicht with different lights :
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That being said there's no concept or story, so how to put everything together? I got a game menu from another project but what about gameplay and gameflow ...
sio2
Competition winner
Posts: 1003
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

a light scene node was added in C++ code
Have you heard of IrrEdit? It's a 3D editor (made by the creator of Irrlicht) that basically allows you to place objects in a 3D scene and also add Irrlicht scene node types such as lights and terrains. Placing lights interactively in a 3D editor is much easier than in C++ code. :wink:

Your workflow then is to make your objects in MAX, export them, load them in IrrEdit, place them as you wish, add Irrlicht nodes such as lights, camera, etc, and then save to the IrrEdit scene format. You can then load the scene you created in IrrEdit with a single line of code SceneManager->loadScene("myscene.irr"). It's a good place to start...
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Post by Mel »

Indeed, also, i'd point you ro save into the lightmaps some advanced lighting.They'd give an extra touch to the realtime scenes, also, or use softer shadows for interiors. and some lights for ambient, if you don't want to use complex GI (Global Ilumination) solutions. and would look a lot better :) good work!
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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