Author Topic: Real-3d-painting_likeBluePrints  (Read 3326 times)

weedkiller

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Real-3d-painting_likeBluePrints
« on: 22 October 2016, 13:36:26 »
I model for quite some time now (though not very well),
but theres one idea that comes to my mind:

I often construct my models from 2d planes, so i thought what about an Editor that lets you contruct an 3d Mesh just from x/y/z planes paintings?

heres what i thing it could work:
- Object is constructed from several (not concave) subobjects.
- subobjects are merged as voxels (think of minecraft)
- the result is exported as a highpoly mesh that can be simplyfied and edited in blender

the alignment of the blueprints is like constructing a plane:
-you have your main layer (for example y-layer)
- and you can define several cross sections(x-layers)[theese cross sectiones are interpolated according to y/z-layer]
- at last you can define a additional boundary in the z-layer

the layers would be movable and groupeable like layers in gimp

heres an image which demonstrates this:


i think i have thought it through till to code this, only it would take me quite some time, so dont expect anything soon.
first could be a commandlinetool which processes a set ob x/y/z-layers...

feel free to post concerns/hints/whatever 8)

weedkiller

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Re: Real-3d-painting_likeBluePrints
« Reply #1 on: 27 October 2016, 17:42:31 »
Jeha, got some things working  8)

It is now possible to interpolate two layers.
Each can be filled with convex (dont know what happens else) 2D"Images".
ATM theres no easy way of inputting data...

I have a demo which outputs the blending of two Zylinders
The result is a obj.file with vertexes which can be imported in Blender for visualisation.

heres the source project(java, eclipse neon)
http://s000.tinyupload.com/?file_id=11653248908217496091

weedkiller

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Re: Real-3d-painting_likeBluePrints
« Reply #2 on: 29 October 2016, 07:43:21 »
First visible progress.

I can now blend a mainlayer and several crosslayers. (here only 2)

The blender modifiers have come a long way! it seems like they are sufficient for the data i can provide:
- first i removed double vertices
- then modifier Remesh since i dont have a perfect surface (holes in it, intercutting faces)
- modifier decimate

i find the result ok



Code: [Select]
input:
theMainLayer=
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finished

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Re: Real-3d-painting_likeBluePrints
« Reply #3 on: 29 October 2016, 08:22:41 »
It looks like you're trying to recreate 3-dimensional lofting in a very brute force way. What you're describing is kind of how Solidworks functions. 2D planes, and lots of cool 3D vector math at high precision. This type of modelling is good for engineering, but terrible for game art. You're never going to get a game ready result unless you write an automatic retopology addon for Blender, or you retopo every model by hand, or you somehow generate proper topology right when you generate the first mesh. The remesh modifier cannot replicate detail geometry and holes without generating an obscene amount of polygons(and even then it has a lot of artifacts usually), and the decimate modifier creates very poor topology and only works well for static models.

Simply put, your results are interesting, but the topology of the models it'll generate will be very hard and time consuming to texture, and/or animate.

I'm not entirely sure if you're doing this just for fun, or  to get around modelling in Blender. In the latter case, if I were you, I'd study other people's techniques to get better at modelling. 3D lofting isn't really a thing when it comes to game/movie modelling(afaik) because it would require an immense number of planes to create anything of reasonable detail, and that is far less efficient than using modelling tools.
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weedkiller

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Re: Real-3d-painting_likeBluePrints
« Reply #4 on: 30 October 2016, 18:20:54 »


your concerenes are not to neglect:

- my blockrender mecanism is completed
- now i create a perfect surface but its blocky
=> the modifiers cannot even that out as you see in the image

to make it work i will have to identify blocky edges and even that out, dont know atm how to do that.

from the workflowside:
i painted the dragon in about 10 minutes. That is with gimp, but if i have a application to do that workflow should be nicer.
downside: the import to blender (~100mB *.obj) takes minutes also first switching to editmode and applying first filters.

So i will have to improve my "prefilters" before exporting to blender.


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Re: Real-3d-painting_likeBluePrints
« Reply #5 on: 30 October 2016, 20:57:54 »
I would take a look at the code behind Blender's smoke simulator, and how it interpolates between voxels.

Or, you could try some sort of distance-limited convex fill.

Have you also thought about generating the meshes from vector images? Then you would have vectors for interpolation.  :P
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weedkiller

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Re: Real-3d-painting_likeBluePrints
« Reply #6 on: 4 November 2016, 17:01:58 »
some improvements:
- have a new algorithm creating solid "CrossSections" (edges rings) in y-z plane (for every x)
- then the closest vertexes are connected to the closest edge before

the created mesh:
- yes it has small holes at complex places, could be improved by higher resolution (current : 601x601x601)
- smaller, only 3mb before it was ~100mb... duplicated stuff

the mesh can be:
-remeshed up to higher octree levels! before the blocks broke the algorith at some point resulting in loss of regions (mesh "vanished")
-after that no holes any more
- can be smoothed several times(if it is not enough, apply, reopen modifier)
- decimated to 922 faces and still looks like something (I) could have constructed myself...

the benefit in my eyes is that modifiers now work to any level and no manual smoothing is required (even though possiple: sculpt!)
note theres a symmetry option in Decimier modifier, to improve texturing
the afterworks took me ~10minutes

now i need a application to simply edit the engine (draw stuff, rearrange, maybe even merge subobjects...)

enough blabla xD heres the pic



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Re: Real-3d-painting_likeBluePrints
« Reply #7 on: 6 November 2016, 05:10:08 »
Decimate is still giving you bad topology. :| Sorry to be that guy.  :P
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Re: Real-3d-painting_likeBluePrints
« Reply #8 on: 6 November 2016, 07:49:50 »
hehe xD
yes a handcreated mesh will always be cleaner thats for sure.

i made some progress in terms of application:
i have a surface in 3d on which i can paint in realtime
basical camera movement is possible

so its technically possible for me to create that application, i just have to do it now :P

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Re: Real-3d-painting_likeBluePrints
« Reply #9 on: 13 November 2016, 12:39:08 »
first "usable" version... with 3d viewing
http://s000.tinyupload.com/?file_id=54382897192786911837

usage:

m select handle mode
left, right mouse - draw/drag

num1, num3, num7 - centered views
h - hide object under cursor
u - unhide all
s - save project (takes up to 10 minutes...)
r - load project in directory
middle mouse - rotate cam
middle mouse + shift - move
scroll + shift - move forward/backward
scroll - scale pensil

buttons are:
addCrosslayer  | delete Crosslayer
----------------------------------------------
addLayerGroup | delete LayerGroup

you have to run dist/MyGame.jar

i will try to build a realy good model now using the tool... lets see how good this is

EDIT2:
this is what i got i think this can be textured and animated, it is y-symmetric.
« Last Edit: 14 November 2016, 19:39:18 by weedkiller »

Coldfusionstorm

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Re: Real-3d-painting_likeBluePrints
« Reply #10 on: 5 May 2017, 15:01:40 »
This looks very cool, and the faces seem fair at the end.

(im not gonna use it), but it is indeed some very cool coding.
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