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MS 3D Builder is a great tool.

john123
Registered User
Quote
2023-10-25 03:54:44

I liked 3D Builder so much, that I'm going to try to redo my game, God willing, I deleted all my meshes, and I'm going to make them even more low-poly and textures low-res like 32x32 or 64x64. This isn't even PSX or N64 level, it's weak 1993/94 PC 3D games level.

And why is that ? See, MS3D can import images as heightmap and other types, so if you create a painting of the side of a car, you can import it as mesh, but from the front/rear it will look like a square, but its good enough, so instead of modeling, I will use GIMP to create/paint the models like vehicles, buildings, plants, etc, and import them as 3D, and it is very easy to create 3D models that way, MS3D cannot edit faces and vertices, you do not deal with polygons, you only work with objects/models, but they are easy to stack to each other, and it have some basic editing tools like rotate, scale and move, but also another features like, "merge", "intersect", making MS3D even useful for creating maps if you created or have the objects. Similar to Maplet.

Now I'm having trouble thinking which way I'm going to make the images/models/textures, 32x32 or 64x64. 32 is very easy, but there is very little detail, it makes no difference in relation to importing as a mesh because MS3D does a good job when importing and does not leave the mesh squared/checkered, whereas 64 requires more work to paint but the texture is better and less checkered, as said, makes no difference to the mesh.


VP
Guest
Quote
2023-10-25 09:02:56

It's definitely a good way of creating quick, textured 3D assets from photos/drawings. Personally, I love it! One thing worth doing with MS3DBuilder is to have multiple textures on the same canvas (eg:25 cars on a 160x160 px canvas). Then when you import to MS3DBuilder, it will create multiple meshes in the same scene (which you can then split using the coppercube's polygon editor).

Easiest way to do this is to place the view-mode on "side-view", then use the rectangle select to drag over each individual car, then select "create new mesh from selection. Do this for all cars, then, once you've created new meshes for every car - delete the original mesh (multiple car mesh) and save the scene.

2 major advantages of doing this are:

1> Multiple meshes from same canvas are much lower polygon than separate 3D extrusions from individual textures/canvases.

2> The 3D assets then all share the same atlas (texture) so it makes performance quicker and cuts down on multiple textures.

3> For the most part, the assets look photo-realistic from a distance.

3> Makes asset management quicker/simpler.

Main disadvantage is the extra steps involved in splitting the mesh using the polygon editor. I made a pack of 800+ rifles/guns using this method and they look fairly decent with tiny file sizes (few kb each model - fully textured).

One final thing - 3Dbuilder doesn't bleed the textures, so the edges sometimes look wrong - so to make the textures wrap perfectly in Coppercube, you can use gimp to bleed the edges of the exprted texture atlas(I use flaming-pears "solidify-d" plugin for this http://www.flamingpear.com/freeb...), so the sides of the model are textured properly. I find with very low-poly models (with very small textures), I sometimes need to turn off "bilinear filtering 1" in the irrlicht settings (otherwise you can see a texture seam). This makes the textures look really crisp (I think it looks great) - but if you prefer blurry textures, you can then enable "trlinear filtering1 instead. MSPaint3D is also actually fairly decent for sculpting organic 3D models and then painting them directly (or texturing them with decals/stickers).


VP
Guest
Quote
2023-10-25 09:13:03

If you're interested, here's a quick video I made to show how to get the MS3Dbuilder file-sizes even smaller (using the "multiple asset/single atlas"- technique mentioned above)...

🔎︎


By the way, I love making assets with MS3DB so if you need help, just give me a list and I'd be more than happy to help split the work with you.


john123
Registered User
Quote
2023-10-25 22:37:50

You can separate the meshes within MS3D itself, just press the ungroup button, leave one mesh and delete the others and save it, and press CTRL+Z to undo the deletion of the others, repeat the process saving each one in different files, It's the same process as your gif in CC, but I find this easier to do directly in MS3D.

Regarding texture seam, I think using the dilate effect on a second layer below, or blur on it, would solve or help a little.

The problem is, vehicles are not easy to make as weapons in this method, because you need the front and back texturized, even if I make it square, I am forced to do something that I don't like, which is UV mapping. I tried a trick, drawing the vehicle in three parts and assembling them and depending on using intersect or subtract, it didn't work, it didn't transfer the texture correctly to the final mesh.

UV mapping is a lot of work, I hate it, even in Fragmotion which have an excellent UV mapping tool, and I intend to leave the model design in the file itself that will be used as a texture, see the example of one I am dealing with now.

🔎︎


The model is in the GIMP on the right side at the bottom, after importing it in MS3D, I save it, edit the UV map in Fragmotion and export the texture with the outlines, and then edit it again in GIMP and see the result by updating the texture in the mesh in CC.

I'm trying to think of a way without needing UV mapping.


VP
Guest
Quote
2023-10-26 08:10:08

Yes, that's true, weapons are much easier to make (and texture) than vehicles.

Thanks, blurring the edge does fix the seams issue, that's a much simpler/quicker fix. I'll do that in the future instead; I spent hours solidifying all the textures, lol.

I suppose the advantage of solidifying a texture is that it I didn't have to UV map/paint the sides of the weapons at all - it just extruded/stretched the exact colours from the other faces - as you say, this method wouldn't really work for cars, because you need the details on all faces, not just the colours.

UV mapping is a bit of a pain, I hate it too - can't do it properly yet - and hand-painting takes too much time - it's fun but the results are never really worth the time whenever I've tried it.

Have you tried MS3Dbuild's UV mapping tool as a solution? It's quite good (ie: quick/simple) for low-poly shapes (especially flat/simple faces).

You've probably tried it already, but if not - go to:
Paint>Texture>Selected>Load>

Then navigate to the image/texture for the front/back of the car.

You can then position/rotate/scale/stamp the texture in place and it will be flattened/packed and saved along with the model.

Effectively, it has 3 modes: Solid Colour, Texture, Sticker.
(use the "layered" button/switch to add stickers/decals so you can stack over the top of other textures: such as number-plates, wheels and head-lights etc).

Here's a quick demo...
https://i.postimg.cc/9XnpJNvS/ez...


VP
Guest
Quote
2023-10-26 08:11:52

Sorry, I posted a link instead of the image....

🔎︎



VP
Guest
Quote
2023-10-26 08:12:33

🔎︎



john123
Registered User
Quote
2023-10-26 23:38:36

Yes, I already knew that it was possible to map the texture with MS3D, but then it would take a lot of work to adjust the textures according to my single texture above. And breaking the texture into other files is also a lot of work. I tried to make the models another way, divide the contours into parts when importing, and then assemble the mesh, I'll try with flat planes, leave the length at 0 and try to assemble.


john123
Registered User
Quote
2023-10-29 02:49:42

I was forced to go back to Sketchup, but this time I used a similar strategy, I placed the car's texture directly on a plane and cut the image, and then assembled it, it was work, but I didn't need UV mapping, but I used the scaling, rotate and move tools a lot.

Screenshot:

https://i.postimg.cc/c1hFFFQC/1.png


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