3d Game Design

  • #1, by ygmantellWednesday, 29. July 2015, 21:18 9 years ago
    When making a 3d game with Visionaire, I know I import a character 3d model, but for the environment, do I model it in a modeling software then export it as an image then use waypoints and things within Visionaire?
    Thanks

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  • #2, by AkcayKaraazmakThursday, 30. July 2015, 09:56 9 years ago
    Hi mate,

    In Visionaire, you can just have 3d characters but unfortunately there is no scene projection support for the real-time shadows. For the environments you should use pre-rendered 3d images. As you said, do the modelling & texturing and all other stuff and then export it as 2d image and use it in Vis.

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  • #3, by ygmantellThursday, 30. July 2015, 14:51 9 years ago
    Great, thanks. Is there a tutorial anywhere showing exactly the steps involved in setting up a 3d character for use in VIs?
    Thanks

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  • #4, by AkcayKaraazmakThursday, 30. July 2015, 16:22 9 years ago
    I think last year I've posted the steps somewhere here. But no problem I'll write here again. What 3d software are you using? I'm using max and maya. My workflow below is for max

    1-) Model the character in T-pose (try not to work very hi-res). If your character is more then one object you need merge all the parts (Legs, head, torso etc..) into 1 mesh.
    2-) Also have the textures 1024x1024, higher resolutions have issues in Visionaire)

    3-) I used biped for rigging the character. Then skin and animate the character.

    4-) When the character is ready now we can export it to use in Vis.

    I use Alin Direct-X exporter (free-version). Download link: http://www.cgdev.net/download.php

    Export settings;

    * In GENERAL TAB just select (scene root, material, bone, mesh, skin, animation). Leave all others unchecked!
    * In VERTEXT ELEMENTS TAB just select (Textcoords). Leave all others unchecked!
    * In TEXTURES TAB just select (Textures and overwrite). Leave all others unchecked!
    * In MULTIPLE UV SETS TAB. Leave all others unchecked!
    * In ANIMATIONS TAB. Write down your animations. Uncheck keyframes
    * In TIME LINE TAB. Uncheck 3ds max and select custom with the parameter 1.
    * In STANDARD material TAB. Uncheck all
    * In DIRECT X SHADER TAB. Uncheck all
    * In COORDINATE SYSTEMnTAB. Uncheck all (If model looks weird then try to check Right-handed)
    * X-File format should be text.

    5-) After the export, now you can import your 3d character into Vis from the characters options.

    6-) From the character outfit options, you need to adjust the camera settings to make your character fit in the scenes. For the scenes with different camera angles, you need adjust camera settings before the scene starts.

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  • #5, by ygmantellThursday, 30. July 2015, 16:28 9 years ago
    Ok thanks.

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  • #6, by ygmantellSunday, 02. August 2015, 07:12 9 years ago
    Am I able to use Mixamo Fuse to make characters? It already has rigging built in, so I wouldnt have to go through that whole process. Right?
    I apologize if I am not understanding this 100%.
    Thanks

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  • #7, by AkcayKaraazmakSunday, 02. August 2015, 11:40 9 years ago
    I know Fuse but have never used it, but sure you can use it. Important thing is to export your animated ready character to .x or collada format and then you can use it in Vis.

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