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Search - "3d models"
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I don't think GitHub expected 1,000k+ on the code frequency graph...
(Look at the scale on the left)2 -
(Not dev, not rant, although it might become one later on)
So as some of you may know, I am colorblind. I always avoid working with colors because of it. Yesterday I decided to do something I've always wanted, painting. And no I don't mean painting on a canvas but miniatures and other 3D models.
I love catan, I love 3D printing and I thought let's print a catan set and paint it myself, without depending on family to ask for colors.
I've got this German paint tubes and used the wikipedia color descriptions to decide what to paint which color.
The following is the result, its a wheat tile (and in the background a wood tile).
Feel free to give tips and suggestions. If I picked a wrong color please tell me so I can update my tactics.
Finally took this step. Yay25 -
Wow my job sucks right now. Un fuckin believable.
I got hired a month ago as a programmer. Everything went fine at first, then my Boss asked if I could do 3D modeling, and I could, I used Maya for 4 years, but I told him I only can do simple low poly models. A partner company of ours needed some help in their 3D department and I had to help.
Well, I thought, a small 3D project from time to time would be nice and refreshing, especially since it was very easy geometry, my Boss even showed me some previous projects and That was totally doable even for me.
So i started out making the first few models in blender, because we dont have anything else. After a day of getting used to blender i sent off the first models and it all began.
They wanted detailed, high poly models of some mechanical parts, my Boss originally told me it was just an abstract visualisation... fuck me...
Well I agreed to it so had to do it. The partnering Company started to change things, seemingly at random. Had a model completely modelled, textured and animated, now they want to change the model so I have to redo the UVs, the texture and the Animation god fucking damnit.
But still I thought ok, its only for a bit. Now my boss accepted even more work. Because of endless reworks I couldnt finish even one model and have to already make the new ones.
Now my boss is pissed because that company is pissed that i cant know what they want.
Big pile of misscommunication.
I hope this is over soon but I overheard that more is coming...6 -
Has anyone here ever used tinkercad.com? (for simulating Arduino setups, or other circuits)
Where can I find community content for circuits? They make it so easy for their 3D models.. But not for their circuits..
Also, can someone tutor me in the basics of circuits over telegram?
(for those of you whom have never heard of it, I attached an image ^~^)13 -
Dreaming to be an architect as a child, to later discover that the world need precise calculations to work. Moved to 3D modeling, and then discovered Html trying to do a website for my models. From that to Js, Servers, Linux, C#... And the story continues...
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So I am getting back into game dev. I keep going back and forth about making a 2D or 3D rpg. Maybe I will end up making a mix.
I also want to make customizable characters in game. I found a decent solution for 2D. An artist is making 2D sprites that allow things to be overlaid. Each component has animations. I can layer sprites and animate them in sync to keep all the pieces moving together.
For 3D this journey of what is possible is a lot longer I think. It is hit or miss finding generic 3D characters with build in morphing. I want to be able to change the body for customization. I think I will have to relearn how to 3D model. As I learn what kind of model I need I am also learning what it takes to do this in Blender. And holy hell, Blender is so amazing now! The stuff I can do easily is staggering. You can sculpt a mesh using sculpting tools. Then do a remesh of that to make a more easily animateable mesh. No remeshing by hand, other than installing a plugin. There are a bunch of plugins that you can buy too. I found one for free that looks promising. But the paid ones are not that bad either. Between $25 to $100 depending upon source, license, and features.
However, being a programmer I want to figure out how to generate 3D and 2D models. There is code out there to do this, but I wonder what the learning curve is on that. The engineer side of me wants to be able to model the shape of humanoids and then auto skin that. I think I will start with modeling a few by hand to learn the way it should work. I want a simple anime look. I did find info on automating face rigs and body rigs. Oh the tools we have now!
Anyway, I am having fun.15 -
Can I just point out how awesome SideFX houdini is!?
It allows you to create (procedurally generate) 3D models using a method that is half coding and half 3D modeling. Kind of the way I'd want blender to work, but 10 times better.6 -
Any blender artists here? (It has python, ok?)
What are your tipps when teaching blender to newbies?11 -
>uni project
>6 people in group
>3 devs (including me)
I am in charge of electronics and software to control it as well as the application that will use them.
2 other "devs" in charge of a simple website.
Literally, static pages, a login/registration, and a dump of data when users are logged in.
Took on writing the api for the data as well, since I didn't fully trust the other 2.
Finished api, soldered all electronics, 3d printed models.
Check on the website.
Ugly af, badly written html and css.
No function working yet.
Project is due next week Thursday.
Guess who's not having a weekend and gonna be pulling 2 all nighters2 -
Think I am going to try out my first stuff for my game engine in 2D. The games I have the most fond memories of were 2D. Sure I like what has happened on the 3D side. But it would be fun to recreate some of my favorite 2D games. Except with one caveat: procedural generation. Never play the same game twice. For testing purposes I will have a seed system to regenerate the same worlds. I would have played these games so much longer if they had been based on a seed for generation of content.
I also like the idea of weapons and armor never being exactly the same. Sure they can look similar, but on close inspection you could see differences. It will be fun to start with base models and then add imperfections and differences.
Another issue I have with fantasy games is always leveling up the weapon by buying something better. Sure we have improvement systems though smithing and magic, but some weapons are always better than others. I wanted to have a game where weapons could be improved by usage and upgrades. Kill 1000 trolls and the weapon gets imbued with trollbane. Kill a dragon and the blood infuses and it deals fire damage. So a player could start out with the family sword and end up with a god tier weapon at the end of the game. Make weapons become legendary. Not because it has more power, but because trolls recognize the blade and the wielder and are scared shitless.
Terrain in 2D should be a lot easier to generate. Weapons, armor, etc should be easier to modify and generate. This should give me the grounding I need to develop the algorithms for a future 3D system. Godot is currently stronger in 2D than 3D. That will change in the next couple of years as more focus is put on the engine. There is no reason I cannot experiment with mixing 2D and 3D as well.
Holy shit, I was just thinking I cannot imagine the amazing shit they could have done with the games I played as a kid with 2D physics!
Haha, something they had in the older games was actual gambling. You could bet on monster fights and slot machines in game. I wonder if that takes a hard hit with ESRB now?
Currently stuck in tutorial hell. Learning how the engine works and seeing what features are available. I get more excited each video I watch. The engine is packed with goodies and the addons are crazy good.
tldr: First project will be short game in 2D. Will explore procedural content.14 -
A wild project appears!
The deadline is set in two months.
It's a 3D environment interactive app with some oil drilling models and other stuff, for a stand on a show. It needs to look nice, but The Company we're working for needs to figure out where the fuck their product is located on those machines. Think tiny pipes, O-rings etc.
I prepare a build in the first couple of days for The Company to figure shit out.
Management holds the build back because:
> the ocean waves are going the other way
> the underwater area doesn't look so nice
> the antialiasing could be better
> one pipe is 5cm off center
> the sky is not blue enough
> the drillship propellers are pointed the wrong way
> one icon is too far to the right
> the shadows could use some work
> there are shadows on the seabed
> some flickering on ambient occlusion
> it loads too slow
> one random object is flipped on it's Z axis
> it's too green
> camera locks up if you move about 2km out of the range
> the name of the build should represent the date of the build
> the name of the build SHOULDN'T be anything else than just a simple three-word name, no dates because their environment doesn't allow apps that are not allowed (by name) by admin
> lots more random things that won't prevent them from using the app
I'm only a month late, but it's good progress. In about a week I hope we can get some feedback if we can use those models at all and what to showcase.
Then I can work on the basic functionality. And then it's a simple case of time travel to meet the deadline.2 -
I'm really not sure. When I was 7-8 years old, I liked to view source in IE, then I somehow managed to use Javascript in the browser. First only some dumb opening of windows. And I liked Batch, so I made some files for copying, backup and stuff.
Then I got to PHP during the years from some online tutorial about making dynamic websites. My website was more static than stone, but yeah, I did page loading with PHP! Awful experience anyway, because I had to install Xampp, get it work and other stuff. 11 years old or so. (and I used Xampp only as a fileserver between laptop and desktop later, because.. PHP4... just no.)
As 12 years old or so I experienced my first World of Warcraft (vanilla) on a custom server in an internet cafe and I thought it's a singleplayer game. When I found out that no, I googled how to make my own server (hated multiplayer back then and loved good games with huge storylines). Failed miserably with ManGOS, got something to work with ArcEMU. There I learned some C++ basic stuff, which I hoped would helped me to fix some bugs. When I opened the code I was like: "Suuure." and left it like that. I learned what a MySQL database is, broke it like four times when I forgot WHERE and still rather played with websites i.e. html, css, js and optionally php when I wanted to repair a webpage for the server. With a friend we managed to get the server work via Hamachi, was fun, the server died too soon. Then I got ManGOS to work, but there wasn't really any interest to make a server anymore, just singleplayer for the lore. (big warcraft fan, don't kick me :D )
I think it was when I was 13y.o. I went to Delphi/Pascal course, which I liked a lot from the beginning, even managed to use my code on old Knoppix via Lazarus(Pascal). At this age I really liked thoae Flash games which were still common to see everywhere. So I downloaded .swfs, opened and tried to understand it. Managed to pull some stuff from it and rewrite in Pascal. Nope, never again that crap.
About the same time I got to Flash files I discovered Java. It was kind of popular back then, so I thought let's give it a try. I liked Flash more. Seriously. I've never seen so much repetitiveness and stupid styling of a code. I had either IDE for compiling C++ or Pascal or notepad! You think I wanted my code kicked all over the place in multiple folders and files? No.
So back to Pascal. I made some apps for my old hobby, was quite satisfied with the result (quiz like app), but it still wasn't the thing. And I really thought I'd like to study CS.
I started to love PHP because of phpBB forums I worked on as 15 y.o. I guess. At the same time I think there was an optional subject at school, again with Pascal. I hated the subject, teacher spoke some kind of gibberish I didn't really understand back then at all and now I find it only as a really stupid explanation of loops and strings.
So I started to hate Pascal subject, but not really the lang itself. Still I wanted something simpler and more portable. Then I got to Python as hm, 17y.o. I think and at the same time to C++ with DevC++. That was time when I was still deciding which lang to choose as my main one (still playing with website, database and js).
Then I decided that learning language from some teacher in a class seriously pisses me off and I don't want to experience it again. I choose Python, but still made some little scripts in C++, which is funny, because Python was considered only as a scripting lang back then.
I haven't really find a cross-platform framework for C++, which would: a) be easy to install b) not require VisualStudio PayForMe 20xy c) have nice license if I managed to make something nice and distribute it. I found Unity3D though, so I played with Blender for models, Audacity for music and C# for code. Only beautiful memories with Unity. I still haven't thought I'm a programmer back then.
For Python however I found Kivy and I was playing with it on a phone for about a year. Still I haven't really know what to do back then, so I thought... I like math, numbers, coding, but I want to avoid studying physics. Economics here I go!
Now I'm in my third year at Uni, should be writing thesis, study hard and what I do? Code like never before, contribute, work on a 3D tutorial and play with Blender. Still I don't really think about myself as a programmer, rather hobby-coder.
So, to answer the question: how did I learn to program? Bashing to shit until it behaved like I desired i.e. try-fail learning. I wouldn't choose a different path.2 -
I have a few questions for the people having a 3D printer and/or are interested in 3D printing.
1. Where do you retrieve your models from? Or do you make them yourself?
2. What is your thingiverse name (if you have it)
3. Personally I'm missing a single good information source where questions can be asked, models can be shared etc. Thingiverse doesn't have a mobile UI and is pretty limited in my opinion. I'm thinking of creating a "social media" platform where people can share their creations, collection of information sources about 3D printing. Would you like to help or is there a good alternative for Thingiverse that I have not found yet?21 -
Did the simplest corridor gen I could think of. The tile that makes up corridors is different than the tile that makes up the rooms. They are drawn the same here though. In the floor data structure they are different types. This will allow me to easily place doors the like. The dots are potential door placements.
Now that I have simple room gen working I can work on filling it with 3d models to make up walls, doors, etc.
Most of the time the rooms connect on the whole map. But once in a while they do not. I like this as I will incorporate mining. The final map will be much bigger. This is 32x32 and I want 256x256. I will need to figure out how to determine room density versus grid size.
I need to spend some time cleaning up the code and try and generalize the code. I will need to allow for pregenned rooms as well with defined entry points. The entry points on these rooms is all random. It will probably be tricky to do random room to pregenned room corridors. Proximity seems to work. So prox to a predefined door location should work.4 -
I design 3D CAD models in my office system. I need to keep saving the files every few minutes because software licenses are floating and once lost, I may lose data.
But another bigger problem is that we need to disable proxy to connect to VPN and work online. And the proxy always turns itself ON, every few minutes and if by chance you saved the file without turning the proxy OFF. Well then OFF goes all the work since you last saved. Because then CREO just stops responding.2 -
Just realized that If I had spent all the time on 3d modelling instead of programming I would have hundreds of models on cgtrader and probably wouldn't even had to work anymore...1
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When did it become difficult to wrap 3d models in textures? I swear it used to be as simple as dragging a graphic on to an object :(
I feel so old and in the way.2 -
! Rant
Fellow ranter do you have an 3d printer?
Is it hard to get into it (designing own models)?
Is it fun?3