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I'm a beginner in game development and game programming. I have experience in computer graphics - mainly OpenGL
In those days Finally, I have some spare time to polish my game coding skills.
But when coming to program a simple 3d game, I couldn't find any good resource for free textures and models for 3d graphics (for 2d game for example, I found many resources for sprite sheets and so on).
Is there any good resource you're familiar with for 3d game textures/models?
This is not a programming queston.
As far as I know, good, free and high-quality modeling resources does not exist (from "good", "free" and "high-quality", select two).
There are multiple free model repositories, but quality of content is generally poor, and there are few places where you can buy models.
There are free textures in multiple places (like this one), and they are easier to find than good free models.
Also, most of free content frequently includes some kind of catch - "non-commercial use only", "creative commons share alike"(i.e. if you make derivative, it should use same license), or it is under GPL.
Anyway, if you're okay with "Creative Commons share alike" and GPL, then you can probably use content from some of opensource games (OpenArena ), and get quite a lot of textures from wikipedia or wikimedia commons, flickr, and you can google for "free textures". You should be careful about using content from opensource games - some opensource projects (like war$ow and sauerbraten) use closed-source/restricted licenses for game content (i.e. you're free to reuse modify engine, but you cannot modify game content and you cannot use it with modified engine. Reasons are pretty obvious).
Anyway, it depends on what kind of model you want. It is pretty easy to find "easy" stuff like boxes, barrels, etc, because everyone can do that. When it comes to guns and vehicles, there will be a trouble - quality will drop, and number of good models will decrease. And if you want a fully rigged animated character with multiple animation, normally you can forget about it - such content is almost impossible to find. But you can probably use mods for Q3 and Q2 if you want characters (you can forget about physics in this case, though)
I'd recommend to forget about "free stuff", and try to make content yourself or hire someone to do that.
If you decide to make content yourself, then you'll need digital photo camera and (optionally) graphic tablet. You can make mediocre textures from photos (digital camera is cheap) using gimp, gimp-resynthesizer plugin, gimp-texturisze plugin, high-pass filters, etc. You can also make normal maps using blender or gimp, and there are even tutorials about extracting them from photos (you still will need to process them by hand). Modeling and animation can be done in blender (after 1 or two weeks of training) using reference photos. Low poly modeling is pretty quick (20 minutes to make a low-poly low-quality gun, hour or two to make simple character), but texture and animation will take more (setting up animation for character can take a few hours for amateur, making one animation for character will take at least several hours as well, making texture unwrap - hour, painting texture - up to few days, depending on quality you want, available reference material, availability of graphic tablet, etc). It is possible to cut corners a bit - for example, for making animations, you can film motion using photo camera(or video camera), and then use it for rotoscoping. Also, you'll need to find some kind of model format blender can export to, or you'll have to write an export plugin in python.
The Blender foundation has a large model repository which may be of use.
There are some free models at Turbosquid that I use sometimes for my XNA games.
But of course, the best stuff is not free.
My experience is that there is very little in the way of quality 3d models with animation and full rigging freely available. There a few companies like this who sell suitable models cheaply and I guess most hobbyists could afford one or two models from them fairly easily which would probably be sufficient for learning. (I have no connection to them but I did buy one model pack from them which I quite liked)
It would be nice if there were a few more generally freely available 3d animated models around though. I even think it might be in the interests of some of the companies that make them to give a few away. If I'd been able to get further in my hobby projects I might have spent £100-200 in total on some nice model packs to make my project better, but due to the lack of any real 3d animated models I ended up losing interest in all my 3d projects before I got to the point of thinking maybe I'd spend a little money on this hobby. I wonder if the availability of a few more free quality models would actually significantly increase the size of the market for those companies as more people got their projects to the point where they were willing to spend a little money on it.
Some company should make a nice model pack with a few static models and a couple of fully rigged and animated humans and "monsters" and say that if the community donates £10000 they'll release them for free use. I suspect there are enough people out there who would like a few quality models they might reach this target in the same way that Blender was originally sold to the public.
I know that it's been a long time since this question was asked, but I ran into same problem when programming in XNA and I found a good solution. As long as you don't need rigged / animated models, Google Warehouse is the best place to search. As far as I know, each model submitted to Google Warehouse is available on Creative Commons license. You just need to:
Download and install Google Sketchup (Sketchup download)
Browse to find a model (Google Warehouse) - there's a 3D preview for each one!
Get a plugin to export Sketchup models to .X - I recommend the '3D RAD' plugin (3D RAD download)
If your model does not look good after the export, try to separate it into several less complex ones.
you are looking for open game art ...
http://thefree3dmodels.com/ has a multitude of free 3D models. I've used a few of these for animation purpose, maybe it'll help you too.
Related
I want to create a application which converts 2d-images/video into a 3d model. While researching on it i found out similar application like Trnio, Scann3D, Qlone,and few others(Though few of them provide poor output 3D model). I also find out about a technology launched by the microsoft research called mobileFusion which showed the same vision i was hoping for my application but these apps were non like that.
Creating a 3D modelling app is complex task, and achieving it to a high standard requires a lot of studying. To point you in the right direction, you most likely want to perform something called Structure-from-Motion(SfM) or Simultaneous Localization and Mapping (SLAM).
If you want to program this yourself OpenCV is a good place to start if you know C++ or Python. A typical pipeline involves; feature extraction and matching, camera pose estimation, triangulation and then optimised using a bundle adjustment. All pipelines for SfM and SLAM follow these general steps (with exceptions of course). All of these steps are possible is OpenCV although Googles Ceres Solver is an excellent open-source bundle adjustment. SfM generally goes onto dense matching which is where you get very dense point clouds which are good for creating meshes. A free open-source pipeline for this is OpenSfM. Another good source for tools is OpenMVG which has all of the tools you need to make a full pipeline.
SLAM is similar to SfM, however, has more of a focus on real-time application and less on absolute accuracy. Applications for this is more centred around robotics where a robot wants to know where it is relative to its environment, but it not so concerned on absolute accuracy. The top SLAM algorithms are ORB-SLAM and LSD-SLAM. Both are open-source and free for you to implement into your own software.
So really it depends what you want... SfM for high accuracy, SLAM for real-time. If you want a good 3D model I would recommend using existing algorithms as they are very good.
The best commercial software in my opinion... Agisoft Photoscan. If you can make anything half as good as this i'd be very impressed. To answer your question what resources will you require. In my opinion, python/c++ skills, the ability to google well and a spare time to read up on photogrammetry and SfM properly.
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i am a beginner in game development.i used unreal engine4 for making a sample game. i successfully create a running game with the help of some tutorials.
next i need to model a character like me.also i interested to create an environment like my home. i have no idea about this.
is it possible to create real characters using Unreal engine 4 ?
How to create a new material(Real materials eg: Hose wall,floor) ?
How to create a characters like Gta game characters using Unreal engine?
try to using blender, That is more simple for model creation.Then import you model to unreal engine. More fast and more easy
You cannot create completely new characters inside of the Unreal Engine. To create a character you'll need a 3rd-party 3D-Modeling program. As hteshkumar said, Blender is one free possibility. Another currently free program is Fuse by Adobe, which allows you to create, rig and even animate characters.
You can create a new material by right-clicking on a free space in the object brwoser and select the new Material option. If you need a tutorial to get started have a llok at https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/
Same as the answer to question 1, but if you're really a complete beginner I'd advise you to start with something more simple than a character in GTA quality as the development of the three main characters of GTA V alone took 3 years.
You can use MakeHuman software and export in FBX format
My suggestions would be to use Adobe Fuse. It was formerly property of Mixamo but they were bought out. With Adobe/Mixamo Fuse creating characters is super simple in their Free to use app for Windows/OS X. You basically use their tool and make your characters with relative ease, upload to their store and they fully rig it for animation for you. It's important that you get your characters rigged, or else they won't be able to become animated for any said game engine.
In the Mixamo/Adobe Fuse, once it is rigged and submitted to their web site (for free), you can search 1000's of animations, and apply them to your Model/Rig. Then once finished getting animation packs you can download a fully rigged FBX for either Unreal Engine 4 or Unity for import into your project. Once imported into Unreal or Unity you can create Behavior Trees, State Machines, Animation Blueprints, Animation Blends, Physics Assets, etc. It's not all too complicated and it beats the alternative of modelling from scratch or purchasing third party assets from 3D modelers and other companies.
If you go the load less travelled you can model using Maya, Lightwave, 3DSMax, Cinema 4D, Modo, ZBrush, or even Blender (free). This isn't for the faint of heart! You have to model it, and then rig it yourself. This gives you the greatest customization options, however.
www.mixamo.com
Also here is a great video on inserting rigged animated characters in Unreal Engine 4 from Mixamo: https://www.youtube.com/watch?v=zqdqMiCldtg
When you say 'real' you probably mean a character that looks like a person instead of the blue man? Yes, you can model and animate using common programs like Maya / Blender, etc. Doing it well will require a ton of practice, so you should have a look at the Unreal Marketplace for pre-made characters.
If you want to have fun making materials, have a go with Substance Designer/Painter. I've had a lot of fun making procedural stuff and painting it in 3D. It uses a similar physical-based rendering workflow as the Unreal material editor so what you learn would be reusable.
Once again, start with the marketplace then work up to watching youtube videos on Modeling, Animating.
I mean posts per sentence, not per letter. Such a doctor's prescription handwriting which hard to read. Not just a normal handwriting.
In example :
I use a data mining or machine learning for doing a training from
paper handwrited.
User scanning a paper with hard to read writing.
The application doing an image processing.
And the output is some sentence from paper.
And what device to use? (Scanner or webcam)
I am newbie. If could i need some example in vb.net with emguCV/openCV and researches journals.
Any help would be appreciated.
Welcome to stack overflow! The answer to your question is twofold:
a. If you want to recognize handwriting that has already happened i.e. it is presented to you as an image you are in trouble. Computer Vision is still not good enough to provide you with reasonable accuracy.
b. If you have a chance to recognize handwriting “as it's happening” - you are in luck. Download, for example, a Gesture Search app from Android play store and you are in business.
The difference between the two scenarios is subtle but significant. In the second case you have an extra piece of information that makes handwriting recognition possible. This piece is timing of each stroke. In other words, instead of an image with handwriting you have a bunch of strokes that are all labeled with their time stamps. You can think about it as a sequence of lines and curves or as image segmentation - in any way this provides a big hint for the system. Additional help comes from the dictionary on your phone but this is typically used by any handwriting system.
Android of course has an open source library for stroke recognition (find more on your own). If you still want to go for recognizing images though, you have to first detect text (e.g. as a bounding box) and second use any of the existing engines to process detected regions. For text detection I can recommend MSER. But be careful trying to implement even text detection on your own - you are entering a world of pain here ;). Here is an article that can help.
As for learning how to recognize text from images on the Internet - this can be your plan B or C or Z when you master above mentioned stages. Don’t try to abuse learning methods and make them do hard work for you - you will hit a wall if you don’t understand what’s going on under the hood.
Background
I'm working on a project where a user gets scanned by a Kinect (v2). The result will be a generated 3D model which is suitable for use in games.
The scanning aspect is going quite well, and I've generated some good user models.
Example:
Note: This is just an early test model. It still needs to be cleaned up, and the stance needs to change to properly read skeletal data.
Problem
The problem I'm currently facing is that I'm unsure how to place skeletal data inside the generated 3D model. I can't seem to find a program that will let me insert the skeleton in the 3D model programmatically. I'd like to do this either via a program that I can control programmatically, or adjust the 3D model file in such a way that skeletal data gets included within the file.
What have I tried
I've been looking around for similar questions on Google and StackOverflow, but they usually refer to either motion capture or skeletal animation. I know Maya has the option to insert skeletons in 3D models, but as far as I could find that is always done by hand. Maybe there is a more technical term for the problem I'm trying to solve, but I don't know it.
I do have a train of thought on how to achieve the skeleton insertion. I imagine it to go like this:
Scan the user and generate a 3D model with Kinect;
1.2. Clean user model, getting rid of any deformations or unnecessary information. Close holes that are left in the clean up process.
Scan user skeletal data using the Kinect.
2.2. Extract the skeleton data.
2.3. Get joint locations and store as xyz-coordinates for 3D space. Store bone length and directions.
Read 3D skeleton data in a program that can create skeletons.
Save the new model with inserted skeleton.
Question
Can anyone recommend (I know, this is perhaps "opinion based") a program to read the skeletal data and insert it in to a 3D model? Is it possible to utilize Maya for this purpose?
Thanks in advance.
Note: I opted to post the question here and not on Graphics Design Stack Exchange (or other Stack Exchange sites) because I feel it's more coding related, and perhaps more useful for people who will search here in the future. Apologies if it's posted on the wrong site.
A tricky part of your question is what you mean by "inserting the skeleton". Typically bone data is very separate from your geometry, and stored in different places in your scene graph (with the bone data being hierarchical in nature).
There are file formats you can export to where you might establish some association between your geometry and skeleton, but that's very format-specific as to how you associate the two together (ex: FBX vs. Collada).
Probably the closest thing to "inserting" or, more appropriately, "attaching" a skeleton to a mesh is skinning. There you compute weight assignments, basically determining how much each bone influences a given vertex in your mesh.
This is a tough part to get right (both programmatically and artistically), and depending on your quality needs, is often a semi-automatic solution at best for the highest quality needs (commercial games, films, etc.) with artists laboring over tweaking the resulting weight assignments and/or skeleton.
There are algorithms that get pretty sophisticated in determining these weight assignments ranging from simple heuristics like just assigning weights based on nearest line distance (very crude, and will often fall apart near tricky areas like the pelvis or shoulder) or ones that actually consider the mesh as a solid volume (using voxels or tetrahedral representations) to try to assign weights. Example: http://blog.wolfire.com/2009/11/volumetric-heat-diffusion-skinning/
However, you might be able to get decent results using an algorithm like delta mush which allows you to get a bit sloppy with weight assignments but still get reasonably smooth deformations.
Now if you want to do this externally, pretty much any 3D animation software will do, including free ones like Blender. However, skinning and character animation in general is something that tends to take quite a bit of artistic skill and a lot of patience, so it's worth noting that it's not quite as easy as it might seem to make characters leap and dance and crouch and run and still look good even when you have a skeleton in advance. That weight association from skeleton to geometry is the toughest part. It's often the result of many hours of artists laboring over the deformations to get them to look right in a wide range of poses.
The definition of rigid body in Box2d is
A chunk of matter that is so strong
that the distance between any two bits
of matter on the chunk is completely
constant.
And this is exactly what i don't want as i would like to make 2D (maybe 3D eventually), elastic, deformable, breakable, and even sticky bodies.
What I'm hoping to get out of this community are resources that teach me the math behind how objects bend, break and interact. I don't care about the molecular or chemical properties of these objects, and often this is all I find when I try to search for how to calculate what a piece of wood, metal, rubber, goo, liquid, organic material, etc. might look like after a force is applied to it.
Also, I'm a very visual person, so diagrams and such are EXTREMELY HELPFUL for me.
================================================================================
Ignore these questions, they're old, and I'm only keeping them here for contextual purposes
1.Are there any simple 2D soft-body physics engines out there like this?
preferably free or opensource?
2.If not would it be possible to make my own without spending years on it?
3.Could i use existing engines like bullet and box2d as a start and simply transform their code, or would this just lead to more problems later, considering my 1 year of programming experience and bullet being 3D?
4.Finally, if i were to transform another library, would it be the best change box2D's already 2d code, Bullet's already soft code, or mixing both's source code?
Thanks!
(1) Both Bullet and PhysX have support for deformable objects in some capacity. Bullet is open source and PhysX is free to use. They both have ports for windows, mac, linux and all the major consoles.
(2) You could hack something together if you really know what you are doing, and it might even work. However, there will probably be bugs unless you have a damn good understanding of how Box2D's sequential impulse constraint solver works and what types of measures are going to be necessary to keep your system stable. That said, there are many ways to get deformable objects working with minimal fuss within a game-like environment. The first option is to take a second (or higher) order approximation of the deformation. This lets you deal with deformations in much the same way as you deal with rigid motions, only now you have a few extra degrees of freedom. See for example the following paper:
http://www.matthiasmueller.info/publications/MeshlessDeformations_SIG05.pdf
A second method is pressure soft bodies, which basically model the body as a set of particles with some distance constraints and pressure forces. This is what both PhysX and Bullet do, and it is a pretty standard technique by now (for example, Gish used it):
http://citeseerx.ist.psu.edu%2Fviewdoc%2Fdownload%3Fdoi%3D10.1.1.4.2828%26rep%3Drep1%26type%3Dpdf
If you google around, you can find lots of tutorials on implementing it, but I can't vouch for their quality. Finally, there has been a more recent push to trying to do deformable objects the `right' way using realistic elastic models and finite element type approaches. This is still an area of active research, so it is not for the faint of heart. For example, you could look at any number of the papers in this year's SIGGRAPH proceedings:
http://kesen.realtimerendering.com/sig2011.html
(3) Probably not. Though there are certain 2D style games that can work with a 3D physics engine (for example top down type games) for special effects.
(4) Based on what I just said, you should probably know the answer by now. If you are the adventurous sort and got some time to kill and the will to learn, then I say go for it! Of course it will be hard at first, but like anything it gets easier over time. Plus, learning new stuff is lots of fun!
On the other hand, if you just want results now, then don't do it. It will take a lot of time, and you will probably fail (a lot). If you just want to make games, then stick to the existing libraries and build on whatever abstractions it provides you.
Quick and partial answer:
rigid body are easy to model due to their property (you can use physic tools, like "Torseur+ (link on french on wikipedia, english equivalent points to screw theory) to modelate forces applying at any point in your element.
in comparison, non-solid elements move from almost solid (think very hard rubber : it can move but is almost solid) to almost liquid (think very soft ruber, latex). Meaning that dynamical properties applying to that knd of objects are much complex and depend of the nature of the object
Take the example of a spring : it's easy to model independantly (f=k.x), but creating a generic tool able to model that specific case is a nightmare (especially if you think of corner cases : extension is not infinite, compression reaches a lower point, material is non linear...)
as far as I know, when dealing with "elastic" materials, people do their own modelisation for their own purpose (a generic one does not exist)
now the answers:
Probably not, not that I know at least
not easily, see previously why
Unless you got high level background in elastic materials, I fear it's gonna be painful
Hope this helped
Some specific cases such as deformable balls can be simulated pretty well using spring-joint bodies:
Here is an implementation example with cocos2d: http://2sa-studio.blogspot.com/2014/05/soft-bodies-with-cocos2d-v3.html
Depending on the complexity of the deformable objects that you need, you might be able to emulate them using box2d, constraining rigid bodies with joints or springs. I did it in the past using a box2d clone for xna (farseer) and it worked nicely. Hope this helps.
The physics of your question breaks down into two different topics:
Inelastic Collisions: The math here is easy, and you could write a pretty decent library yourself without too much work for 2D points/balls. (And with more work, you could learn the physics for extended bodies.)
Materials Bending and Breaking: This will be hard. In general, you will have to model many of the topics in Mechanical Engineering:
Continuum Mechanics
Structural Analysis
Failure Analysis
Stress Analysis
Strain Analysis
I am not being glib. Modeling the bending and breaking of materials is, in general, a very detailed and varied topic. It will take a long time. And the only way to succeed will be to understand the science well enough that you can make clever shortcuts in limiting the scope of the science you need to model in your game.
However, the other half of your problem (modeling Inelastic Collisions) is a much more achievable goal.
Good luck!