Game Editing > 3D Modeling & Content Creation
3D Modeling WIP Topic
kat:
Another couple of items made for IMVU (VIP Bundle for new sign-ups) using Blender 3D (version 2.49b). Because the environment was relatively large it had to be 'filled', the simplest way to do that is to use trees. Obviously putting fully fledged trees everywhere would increase the polycount of the entire scene dramatically (and have a seriously deleterious effect on frame-rate and performance). Instead a series of textured flat plains were placed liberally around the outer edge. Simple but effective. The scene itself was then padded out using 'proper' trees once all the accompanying furniture items were placed. Main room was just a little over 2000 polygons.
kat:
Meant to post this before the above, but this was another recent project for IMVU, the recent 'Witch House', in Blender showing the 'front' elevation (just under 2500 polygons for the entire environment). IMVU doesn't have a particularly good lighting system and absent vertex painting or generating a lot of unique or low-resolution textures, shadows and shading is tricky to put into place. In then end the best option is to take a middle ground and tile a texture left/right with 'shading' top and bottom.
This was the first mesh to use IMVU's 'show/hide' system where special markers are used to identity elements that can be hidden from view when seen face-on. It allows users to see and use the inside of objects without having to maneuver inside (with all the annoyances that causes due to the cameras limited capabilities).
ratty redemption [RIP]:
cool, that looks like a fun project to of worked on.
kat:
Another IMVU room project made with Blender (Candy Land & Gingerbread House). The new updated script means slightly more complex meshes can be put together which included vertex painting and 'morph' animations ("Shape Key" sequences). Candy House: 9037 tris. Build Time: c.7 days.
Shape Keys shown keyframed to a sequence on a selected Object, each one typically uses a different set of Shape Keys so the shape of the mesh can be different for each item.
Textured and Wireframe view of the scene in Blender. Using layers the objects are separated and exported as groups for ease of management - multiple meshes are exported as separate objects.
Final scene put together and shown in IMVU avec Avatar.
ratty redemption [RIP]:
looks cool, no pun intended.
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