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Catalyst
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Posted: Sun May 04, 2003 12:17 am Post subject: (Very) Low-Poly Sphere(ish) 3D model |
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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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Sponsor Sponsor
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Asok
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Posted: Sun May 04, 2003 1:32 am Post subject: (No subject) |
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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
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Posted: Sun May 04, 2003 1:16 pm Post subject: (No subject) |
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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
code: | *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
}
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Tony's programming blog. DWITE - a programming contest. |
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Catalyst
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Posted: Sun May 04, 2003 1:51 pm Post subject: (No subject) |
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by deformed i meant that it didnt have to be a real sphere |
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Catalyst
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Posted: Sun May 04, 2003 2:02 pm Post subject: (No subject) |
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didnt want to interpret that so i made my own |
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