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View Full Version : real-time 3d walkthrough


SquirrelyJones
08-12-2003, 10:04 PM
I've seen 3d walkthroughs before but the problem with those is that you can't look at things at your own pace. Heres a screen from a realtime walkthrough I'm working on for a church. They will be able to hand out cd's with the walkthrough on them so people can veiw it on their computers. Also it's going to be presented at one of the church meetings or something. I dunno I'm just making the thing, It's being done with 3ds max and Macromedia Director. I'll post the whole thing once it's finished.

http://64.70.238.252/pics/screen.jpg

this scene is about 37,000 poly (all the chairs) runs fine on my computer, but gets kinda jerky on anything without a good 3d card. :sad:

FatAssasin
08-13-2003, 12:28 AM
Fix the smoothing groups so that you don't get the big dark spots on the chairs. Add a Smooth modifier and use Auto Smooth at a 45 degree threshold.

Pyke
08-13-2003, 07:04 AM
heh-straight 2 business!

I like it, but agree with the smoothing groups...also, why dont you bake the shadows directly in2 the textures? That way tou can get away with a 'real time radiosity' type effect.

I personally have never liked church designs. Always big halls with lots of chairs...makes me wonder why smebody doesnt try something new. Heh-maybe that can be the next Architectural CG Challenge.

Supervlieg
08-13-2003, 06:58 PM
I second the inclusion of baked textures. Could give more live to the scene with little more overhead

oXYnary
08-13-2003, 09:28 PM
Whoo Hoo!! Another Shockwave 3d user.. (and I thought I was the only one). What are using for collision detection in lingo?

(Oh and I third baking the lighting). You also might want to add some of the details like the religions symbol, books, etc. (Just make a exterior cast and call/clone it in lingo where you want them[maybe you already are doing this with the chairs)..

SquirrelyJones
08-13-2003, 11:58 PM
I did bake textures in max for the outside of the church and that made it look 10x better, but that was more of a model then an interior. Shockwave does have a feature for multiple texture layers for lightmaps etc. But the people are happy with it as it is so I'm gonna leave it alone.

as far as collisions, none yet, i gotta get havok working.

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