2.1 KiB
Dust3D
Dust3D is aim to be a quick modeling tool for game development. Currently the development is in the very early stage.
Idea
I was inspired by Jimmy Gunawan's blogs of monster generation, here is the first one INSPIRATION / Pixar Monster Factory Part One, and by search the Skin Modifier of Blender, I found the theory of Skin Modifier:
B-Mesh: A Fast Modeling System for Base Meshes
of 3D Articulated Shapes(Authors: Zhongping Ji, Ligang Liu, Yigang Wang). I started to think of monster model generation for game development from years ago, thanks for this paper, Dust3D is achievable now.
From my initial thought, Dust3D should be a tool like Makehuman, with more versatile features, not only can make human, but also be able to generate monsters automatically.
TODO & Progress
- Drawing Primitives (Dec 15, 2016 ~ Dec 17, 2016)
Sphere
I don't want the whole project have any unnecessary dependent, like glu library. Let's start with drawing a sphere without gluSphere, because I want implement the same spheres which presented in the B-Mesh paper.
Cylinder
Two caps and many strips composites a cylinder.
Infinite Grid
Almost all 3D editor have a infinite grid ground, I just made a finite one, in the future, I should expand the grid outside of the screen to make it infinite.
Now, for just beginning, I think it's a not bad start. - Implement B-Mesh algorithm
- Export Wavefront .obj
- Render B-Mesh result
- Design UI for monster parts configuration
- Test B-Mesh realtime generation with UI
- Render rigid animation
- png exporter for isometric 2.5D game
- Version 0.01 release
- Materials merge of different parts