
-----------------------------------
Catalyst
Sun May 04, 2003 12:17 am

(Very) Low-Poly Sphere(ish) 3D model
-----------------------------------
Looking for another 3d model, this time a sort of deformed sphere.
I'm trying to make a 3d turing version of asteroids (still flat just with 3d graphics)
the model will need to be at most 25 triangles to work managably in my game (6 asteroids on screen at once (max)+25 tris for ship = 20 fps in game)

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Asok
Sun May 04, 2003 1:32 am


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for those of you who are actually going to make this keep in mind,

25 total polys devided by 2 polys per surface = 12.5 max surfaces, uniform allows the diameter of 4 surfaces (top, middle, and bottom) then have the verticies intersect for both the top and bottom.

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Tony
Sun May 04, 2003 1:16 pm


-----------------------------------
well 25 polygons means 25 polygons. What Asok means by 12.5 is 12.5 squares (since each square is made up of 2 triangles)

anyway, I think that 25 polygons is too low to have any sord of detail on the sphere to make it "deformed".

Here's ASCII export of 20 polygon sphere. You can get all the numbers you need from it. Made with 3DSMAX

*3DSMAX_ASCIIEXPORT	200
*COMMENT "AsciiExport Version  2.00 - Sun May 04 13:50:05 2003"
*SCENE {
	*SCENE_FILENAME ""
	*SCENE_FIRSTFRAME 0
	*SCENE_LASTFRAME 100
	*SCENE_FRAMESPEED 30
	*SCENE_TICKSPERFRAME 160
	*SCENE_BACKGROUND_STATIC 0.0000	0.0000	0.0000
	*SCENE_AMBIENT_STATIC 0.0000	0.0000	0.0000
}
*GEOMOBJECT {
	*NODE_NAME "GeoSphere01"
	*NODE_TM {
		*NODE_NAME "GeoSphere01"
		*INHERIT_POS 0 0 0
		*INHERIT_ROT 0 0 0
		*INHERIT_SCL 0 0 0
		*TM_ROW0 1.0000	0.0000	0.0000
		*TM_ROW1 0.0000	-0.0000	1.0000
		*TM_ROW2 0.0000	-1.0000	-0.0000
		*TM_ROW3 -3.3210	0.0000	-0.3690
		*TM_POS -3.3210	0.0000	-0.3690
		*TM_ROTAXIS -1.0000	0.0000	0.0000
		*TM_ROTANGLE 1.5708
		*TM_SCALE 1.0000	1.0000	1.0000
		*TM_SCALEAXIS 0.0000	0.0000	0.0000
		*TM_SCALEAXISANG 0.0000
	}
	*MESH {
		*TIMEVALUE 0
		*MESH_NUMVERTEX 12
		*MESH_NUMFACES 20
		*MESH_VERTEX_LIST {
			*MESH_VERTEX    0	-3.3210	-25.0000	-0.3690
			*MESH_VERTEX    1	19.0396	-11.1803	-0.3690
			*MESH_VERTEX    2	3.5888	-11.1803	20.8973
			*MESH_VERTEX    3	-21.4112	-11.1803	12.7743
			*MESH_VERTEX    4	-21.4112	-11.1803	-13.5123
			*MESH_VERTEX    5	3.5888	-11.1803	-21.6353
			*MESH_VERTEX    6	14.7691	11.1803	12.7743
			*MESH_VERTEX    7	-10.2309	11.1803	20.8973
			*MESH_VERTEX    8	-25.6817	11.1803	-0.3690
			*MESH_VERTEX    9	-10.2309	11.1803	-21.6353
			*MESH_VERTEX   10	14.7691	11.1803	-13.5123
			*MESH_VERTEX   11	-3.3210	25.0000	-0.3690
		}
		*MESH_FACE_LIST {
			*MESH_FACE    0:    A:    0 B:    1 C:    2 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE    1:    A:    0 B:    2 C:    3 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE    2:    A:    0 B:    3 C:    4 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE    3:    A:    0 B:    4 C:    5 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE    4:    A:    0 B:    5 C:    1 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE    5:    A:    1 B:   10 C:    6 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE    6:    A:    2 B:    6 C:    7 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE    7:    A:    3 B:    7 C:    8 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE    8:    A:    4 B:    8 C:    9 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE    9:    A:    5 B:    9 C:   10 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE   10:    A:    6 B:    2 C:    1 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE   11:    A:    7 B:    3 C:    2 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE   12:    A:    8 B:    4 C:    3 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE   13:    A:    9 B:    5 C:    4 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE   14:    A:   10 B:    1 C:    5 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE   15:    A:   11 B:    7 C:    6 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE   16:    A:   11 B:    8 C:    7 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE   17:    A:   11 B:    9 C:    8 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE   18:    A:   11 B:   10 C:    9 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
			*MESH_FACE   19:    A:   11 B:    6 C:   10 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 	*MESH_MTLID 0
		}
	}
	*PROP_MOTIONBLUR 0
	*PROP_CASTSHADOW 1
	*PROP_RECVSHADOW 1
}


-----------------------------------
Catalyst
Sun May 04, 2003 1:51 pm


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by deformed i meant that it didnt have to be a real sphere

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Catalyst
Sun May 04, 2003 2:02 pm


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didnt want to interpret that so i made my own
