problem creating bowling models
I am doing programming at uni i have to produce a physics simulation. But i need some models to use in directx. But i have never used 3d studio max or amy model software. I have spent a day trying to create a ball and pin. All the models i have produced dont look anything like what they are meant to. If it is possible to some to create these simple models as i cannot afford to waste time as i dont get any marks for the models used. The models i need are ball with finger holes pin lanes with bumpers up. If not could someone suggest where to get some free models from. thanks james
Do you need them in .X format or would .obj / .3ds be okay? Also, I can whip up your models, but I dont have time to texture them, is that alright?
That would be great if you could model them i need them in .x format. If possible could to stick any texture on the bowling ball so when i rolls you can see the rotation.
If possible could you make them these size so i dont have to scale anything. I dont know have easy it is to do any of these things.
Ball - 21.83 pixels (diameter)
Pin - 38.1 pixels (height), 11.938 pixels (width)
Lane - 1916 pixels (long), 107 pixels (wide)
(i need buffer on the lane as i am dealing with the gutters)
The models do need not need to be amazing but anything has got to be better than my attepts at modelling. If you could stick some texture or make the surface colour look correct that would be great but if not do not worry it does not have to be anything fancy. thanks alot james.
If possible could you make them these size so i dont have to scale anything. I dont know have easy it is to do any of these things.
Ball - 21.83 pixels (diameter)
Pin - 38.1 pixels (height), 11.938 pixels (width)
Lane - 1916 pixels (long), 107 pixels (wide)
(i need buffer on the lane as i am dealing with the gutters)
The models do need not need to be amazing but anything has got to be better than my attepts at modelling. If you could stick some texture or make the surface colour look correct that would be great but if not do not worry it does not have to be anything fancy. thanks alot james.
pixels isn't a valid size specification for 3D models. 3D models are the entire screen if the camera is close (so max rez) or a single pixel if they are far away.
You want to do your sizing in world units. So if the vector (1,0,0) in your game world is 1-meter in your game the bowling ball might be 0.3 world units in diameter. If that same vector in your world is 10meters then the ball would only be 0.03 units in diameter.
The length in meters of the vector(1,0,0) is completely arbitrary and up to you. It's just important that you have a defnition of a "unit length" so that your game models are all the appropriate relative size.
-me
You want to do your sizing in world units. So if the vector (1,0,0) in your game world is 1-meter in your game the bowling ball might be 0.3 world units in diameter. If that same vector in your world is 10meters then the ball would only be 0.03 units in diameter.
The length in meters of the vector(1,0,0) is completely arbitrary and up to you. It's just important that you have a defnition of a "unit length" so that your game models are all the appropriate relative size.
-me
In 3ds max at the bottom i saw them x, y , z number that was the scale i was trying to build them in. Are they not pixels
In my simulation a vector of (1,0,0) is 1cm the ball need to be 21.83cm wide.
In my simulation a vector of (1,0,0) is 1cm the ball need to be 21.83cm wide.
don't know 3DS max that well. They're probably just world units. so (1,0,0) is 1 long. What you want to define is just the scale of your world. I've worked on projects where (1,0,0) was 1 meter, 10 meters and 100 meters. It's compeltely arbirtary.
Pixels just doesn't make sense because a model of a bowling ball right next to the camera on my monitor is going to be 1600 pixels wide and 1200 pixels tall. If it's really far away it's going to be 1 pixel wise and 1 pixel tall. Pixels isn't a meaningful measurement in a 3D world because of perspective.
-me
Pixels just doesn't make sense because a model of a bowling ball right next to the camera on my monitor is going to be 1600 pixels wide and 1200 pixels tall. If it's really far away it's going to be 1 pixel wise and 1 pixel tall. Pixels isn't a meaningful measurement in a 3D world because of perspective.
-me
here it is so far,
Pin & Ball:
http://img132.imageshack.us/img132/8711/bowlingpinball9ic.png
Scene(alleys):
http://img101.imageshack.us/img101/9008/bowlingscene7sq.png
If you like them and wan the file or want them changed contact me at tyjotr@aol.com
Pin & Ball:
http://img132.imageshack.us/img132/8711/bowlingpinball9ic.png
Scene(alleys):
http://img101.imageshack.us/img101/9008/bowlingscene7sq.png
If you like them and wan the file or want them changed contact me at tyjotr@aol.com
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