3D with GLBasic - movie

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Kitty Hello

It's a short movie about how to make somehting in 3D with GLBasic:
http://www.glbasic.com/files/3d_tutorial.wmv

MEGAMANFAN

i cant download it shows a message

"PControls denies access to "http://www.glbasic.com/files/3d_tutorial.wmv"turn off PControls "

can you please send it as an attatcment??? :nw: :nw: :nw: :nw: :zzz: :zzz:
think of a number x 2+22 divide 2-1st number = my grade in math!!!

(11)

Kitty Hello

Turn off PControls. Ask your dad, if he lets you view that video.

Ian Price

Quote from: dave88 on 2010-Nov-11
I have some problems with the downloading and opening the fail. Can you please, help?

Dave,

Downloading and opening what, exactly? The movie? Have you right-clicked and used "Save As/Save Link As"? What are the error messages?
I came. I saw. I played.

S.O.P.M.

For me the movie plays directly in the web browser ;)
Notebook PC Samsung E372 Core i5 @ 2,6 GHz; 4 GB RAM; Win 7 Home Premium

erico

right click+save and played on smp player, works fine.
Who's voice is that? is that kitty?

erico

I guess your movie player does not have codecs for that, works fine here.
Try VLC or SMPLAYER as both whould come with all video audio codecs you may need.

aroldo

Kitty Hello,

I downloaded the AC3D 6.8.14 and installed, then I copied the "ddd_export.p" from GLBasic\plugin in to the AC3D\plugin directory.
Next I did your tutorial above "3D with GLBasic".
Compile and it worked fine.

I noticed that the texture of the 3D snow man on AC3D has a better resolution than the one displayed by GLBasic. (The same result I can see in you video)

How can I improve the resolution or get close the the AC3D resolution?
Is these because I am using a trial version?
[a http://apd-games.com/][img http://apd-games.com/images/APDGames135.png][/a]
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Kitty Hello

I don't understand?
Maybe you want to try X_MIPMAPPING TRUE at the start of your code.

mentalthink

HI aroldo if you want show better the textures in 3D geometry, basically you have to make this image more bigger, and GlBasic runs better whit ^2 images (this it´s only square images).

Warning!!! when I tell the image more bigger, I don´t say, take the Photoshop or another shot and scaling, no!!!... in example if you render a texture or render an image for use like a texture in your 3D object, this have to be in example 1024x1024 or 2056x2056, not Scaling!!!.

Basically making the (image), texture more greater the image in the x_Objects looks better, well you can use... I think it´s called X_MipMap, but I never used.

PS: Take a look a 3d exporter plugin of Vladimir for 3Ds MAX, it´s absolutly wondefull, ever if you use 3d max.

aroldo

Kitty Hello and mentalthink thanks for the answers.

To explain better, there are 2 issues:

1 - Wire cage

The Subdivisions used in the AC3D is set to 3, the highest subdivision for smoothness (see picture snowmanAC3D.png)
But in the GLBasic (see snowmanGLBasic.png) it displays less subdivision, it looks more squared than rounded.

2 - Texture

The texture in the picture snowman.png is from the AC3D "camera 3D view" window, it looks good and that's what I would like to see in GLBasic.

The bottom line is have GLBasic reproduce the same quality as in AC3D.

In the mean time I will experiment creating a higher resolution and use X_MIPMAPPING TRUE.

I still have to learn more the GLBasic 3D functions.

[attachment deleted by admin]
[a http://apd-games.com/][img http://apd-games.com/images/APDGames135.png][/a]
MacBook Pro OS X El Capitan
XCode Version 7
iPhone 6 running  iOS 9
iPad Mini running  iOS 7.1
Galaxy S5
Dell Latitude Windows 8 Enterprise
Palm Pre, Palm Pre2

erico

#11
The texture resolution seems to be the same to me on both examples.

the amount of subdivision you have on your first model is way too much.
Usually, a model made of quad poligons is able to subdivide forever inside a 3d program.

Such thing is still a bit useless inside a game. I have never seem a game carrying subdividable models where when closer it shows more, maybe too much for nowadays tech.

What you want is to ´freeze´the mesh inside ac3d so it generates the final poligons you may want. having subs at 3 will probably be too much depending on final platform and your reasons(it may be enough if it´s for a title screen on a big monitor for desktops).

The current object you are getting inside glbasic is your base mesh without any subdivision applied, they usually look blocky like that.
If you are going for anything portable as a target platform, subdivision 1 may be enough.

you will have to check on ac3d how you freeze that model on the required subdivision level an them you export it.

As for resolution, like I said before, the texure looks the same res for me.
How did you create that texture? photoshop? inside ac3d?
you said something about camera map, is your map an UVmap?

ps:. if simple textures is what your are going for, you may as well model nose/mouth/eyes.

aroldo

erico,

Thanks for your reply, before we continue I am no expert in AC3D, am learning.

I created the texture inside MS Paint, like Kitty Hello did in his video.
I am assuming it is a UVMap, because in the tutorial we adjust the settings inside the UVMap window.

I also did textures in Inkscape with dpi's ranging from 90, 300 and 600, the results was the same, the texture looks ok but the edges are rough.

I did multiply the size of the snowman by 10, but did not work either, same result.

By the way what is the diference between GLBasic .ddd and .ddw export formats?
[a http://apd-games.com/][img http://apd-games.com/images/APDGames135.png][/a]
MacBook Pro OS X El Capitan
XCode Version 7
iPhone 6 running  iOS 9
iPad Mini running  iOS 7.1
Galaxy S5
Dell Latitude Windows 8 Enterprise
Palm Pre, Palm Pre2

mentalthink

aroldo your mesh it´s very heavy, have lot a of polygons.

The better way for make a smooth model, it´s, in ACD3d I don´t know how works, but I supposse it have an option to say the angle of the polygon have to be smmothed, only for looking, not polygonal mode.
In 3D max it´s called Smooth, how I tell this make an fake effect like smooth the geometry, but this it´n not true.

About texturing the better way it´s make a Unwrap texture, I don´t know if AC3D can be do, but this it´s like cut the geometry by seams, and you have a plane texture, after paint, whit Paint, or Phothoshop or another good free soft.

A very usefull trick, it´s know the ratio between your preferred 3D soft, and the 3D camera in Glbasic, in example in 3D MAX it´s better works in the size of mm, because after in Glbasic, you forget to implement Scaling and coomands waht not ever are necessary.


erico

Hi Aroldo,

1- textures inside mspaint? it is as good as any other package.
When you create the texture, make sure you create the image on your requires final resolution.
1024x1024 is what is standard today and should go on any mobile platform.
Be aware multiple objects with various textures each 1024x1024 com quickly overload your final machine target, and most of the time you don´t really need it this high.

2-Yep it´s UVmap.

3-Inkspace is a vector program, resolution independent if you use vectors only. So dpi won´t make a difference unless you are printing. Anyway vectors won´t become textures(bitmaps). You have to rasterize them, or export them on a raster format, PNG is good. Don´t bother dpi while exporting, see that the resolution 1024x1024 is there and everything would go fine.

4- don´t know much about the formats...