Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Oct 01, 2009 6:28 am Post subject:
PPM is 9 years old!
Subject description: Happy birthday... sorta late, but not for Hawaians!
Happy birthday to Project Perfect Mod! We are 9 years old. It started with a lame attempt of making a mod that nobody knew its purpose, but it became a hell of a mod community nowadays. And what do we have to celebrate this milestone? Nothing. Yea, just party...no presents. I'm sorry. I know I've made some promises for this event, but I really haven't got much time to work on it. I'm very focused on transforming voxels into good looking 3D models. At the moment, I'm getting results like this:
Tiberian Sun Nod Buggy
Red Alert 2 Demo Truck
Tiberian Sun MCV
I still have a couple of things to improve model wise and I'll try to generate textures soon. I've also some progress at mesh optimization, reducing a couple of unnecessary vertexes and faces from the model without affecting its final quality. You can check the progress at any time by downloading this vxlse_iii.exe that will always be our latest version of the program in the SVN, and replace your old vxlse_iii.exe with this one. There are many people who use this program, so I'm not crazy to place a virus on it.
-> Mod Generals at PPM! The site now has 17 tutorials to help you to replace that GLA with a decent faction! And do much more. Check our left menu! Special thanks to DaFool for writing 14 of these tutorials. Also, thanks Dutchygamer for other 2 and ruby92 for one.
-> We now have a Red Alert 3 and C&C4 sections. Also, check the left menu.
-> It's time to use your ultimate lego skills for:
-> If you prefer Photoshop over lego, then we have another contest for you:
Happy Birthday PPM.
and thanks Banshee, for your constant amount of work you put in this site and for the community. _________________ SHP Artist of Twisted Insurrection: Nod buildings
hey guys,you wont belive this,but today is my birthday!!!,happy birthday ppm and me!. _________________ if you need help shpping,voxeling,doing 3ds,just call me on sm.949@hotmail.com QUICK_EDIT
well,actually today wasnt very bad for me either,i'll give presents two days later,once i get the loot.
HaPpY bIrThDaY.
عيد ميلاد سعيد
ozkorm nafiol day. _________________ if you need help shpping,voxeling,doing 3ds,just call me on sm.949@hotmail.com QUICK_EDIT
well about the Vxlse updates...
you should implement also different isometric views like parallel view and perspective view... making cameos would be realistic with that... _________________
What are you doing to generate the 3D models? Just using the voxels as vertices and smoothing them? Shape recognition?
Also, nearest neighbour texture filtering would probably look better.
Edit:
Have you considered pattern matching? ie looking at blocks of voxels and matching them to predefined meshes. You could look at blocks of 3x3x3 pretty easily and you'd only need 27 meshes. Or, for a little finer grain, look at blocks of 4x4x4, and have 64 meshes.
You could then connect the meshes and have a reasonable (Hopefully better than what you've currently got) approximation of the voxel in 3D.
Of course, that approach would be more specific than the general-purpose surface approximation you seem to be doing, especially for voxels' more modern implementations in medical imaging. _________________
Well, you're doing vertex colouring now right? Well when/if you get textures working, nearest neighbour interpolation would give the 'truest' texture of the original voxel; make it looks less blotchy. Especially since voxels are essentially 3D nearest neighbour representations of a model.
You're just smoothing them? Uniformly?
As far as your current method goes, I can really only see this being useful for creating a higher quality models using the converted voxel as a reference, but I don't see that smoothing them makes them much more useful for that...
Do you have a plan for this in the future? _________________ Last edited by DeathRay2K on Fri Oct 02, 2009 4:07 am; edited 1 time in total QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Oct 02, 2009 10:49 pm Post subject:
@DaFool: Yes, we can. And I edited the news to give you proper credits for it. Thanks, buddy. Sorry for forgetting to mention you. It was 3:28 am in my local time zone when I posted the news.
@suraj_geddam98: At the Tiberian Twilight section, in the left menu of the main site or in the mobile site.
DeathRay wrote:
Well, you're doing vertex colouring now right? Well when/if you get textures working, nearest neighbour interpolation would give the 'truest' texture of the original voxel; make it looks less blotchy. Especially since voxels are essentially 3D nearest neighbour representations of a model.
Nearest neighbor is a great idea for a problem that my teacher was complaining regarding the colour interpolation that I was using. Thanks for the idea. I'll try to use that for textures as well.
Quote:
You're just smoothing them? Uniformly?
As far as your current method goes, I can really only see this being useful for creating a higher quality models using the converted voxel as a reference, but I don't see that smoothing them makes them much more useful for that...
Do you have a plan for this in the future?
The colour smoothing that I'm using to convert colours per faces to colours per vertex is considering the distance of the vertex with the center of the face.
I'll try to use nearest neighbor interpolation as you suggested... or use an adaptative method (if the difference between the neighbors is too high, use the nearest one... if not just average it).
The idea I had in mind to 'reduce' this smooth effect was using bump mapping once I had textures functional. QUICK_EDIT
Nearest neighbour should look good with vertex colouring if the vertices are (fairly) uniform distances, otherwise it might look a bit weirder (You might end up with some colours stretching out in the corners and into crevices in weird ways). Still, once you've got textures it should look better.
Normal mapping would probably be a good route. You could even convert the voxel's built in normals. Though I don't know how good they'd look at that scale... _________________
@geno: The 3D preview window and modelizer do have pre-estabilished views in the View section and it includes for interesting positions for cameos.
well yeah, i mean making them like having 3-point perspective not just having 2-point or 1-point parallel perspective... that will be great... _________________
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