Sample Resources Improvement

What it says on the tin: a place to discuss proposed new features.
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duststorm
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Re: Sample Resources Improvement

Post by duststorm »

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Zonder
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Re: Sample Resources Improvement

Post by Zonder »

wow great finds I am presuming these are all high res at the moment
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Re: Sample Resources Improvement

Post by Zonder »

lol got carried away a bit picked out some stuff I think looks ok some might be usefull others not


Town Stuff

http://www.blendswap.com/blends/archite ... y-house-2/
http://www.blendswap.com/blends/archite ... val-house/
http://www.blendswap.com/blends/misc-ob ... reet-sign/
http://www.blendswap.com/blends/scenes/lighthouse/
http://www.blendswap.com/blends/architecture/stairs/
http://www.blendswap.com/blends/texture ... c-texture/
http://www.blendswap.com/blends/sci-fi/tardis-3/ (For fun could disappear to show off an effect when you go near it and reappear somewhere else)

Trees

http://www.blendswap.com/blends/plants/birch-trees/
http://www.blendswap.com/blends/plants/ ... pendula-2/
http://www.blendswap.com/blends/landscapes/trees/
http://www.blendswap.com/blends/plants/palm-tree-2/
http://www.blendswap.com/blends/plants/ ... palm-tree/
http://www.blendswap.com/blends/durian/ ... ump-blend/
http://www.blendswap.com/blends/durian/ ... ump-blend/

Textures

http://www.blendswap.com/blends/textures/bark-textures/
http://www.blendswap.com/blends/landscapes/skydome/
http://www.blendswap.com/blends/texture ... c-texture/

NPC / Items

http://www.blendswap.com/blends/animals ... ern-games/
http://www.blendswap.com/blends/weapons/bow-and-arrow/
http://www.blendswap.com/blends/animals/quetzal/
http://www.blendswap.com/blends/animals/guacamaya/
http://www.blendswap.com/blends/animals ... e-projekt/
http://www.blendswap.com/blends/animals/red_dragon/
http://www.blendswap.com/blends/animals/butterfly-2/
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duststorm
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Re: Sample Resources Improvement

Post by duststorm »

Blendswap really contains a lot of beautiful models.
Most of these models are already low poly and could be used without changing much, some are high poly and would need to be retopologized. But thanks to blender shrinkwrap that task has gotten a lot easier.
The advantage of having high poly models is that you can use them to bake normal maps from afterwards.

I think the trees will give you most trouble. Most of these are too high poly for game use, and to retopo a tree almost means totally redoing it. It's actually quite hard a thing to do.
I've been struggling with this problem for an application of mine, where I needed some realistic western european trees. I finally ended up with something I was satisfied with after trying lots of things and observing screenshots and models.

Some examples:
http://duststorm.ulyssis.be/ogre/screen ... hot_O2.jpg
http://duststorm.ulyssis.be/ogre/screen ... hot_ZO.jpg
http://duststorm.ulyssis.be/ogre/screen ... idkant.jpg

They're old screenshots, in the meanwhile I improved it a bit, set the shading of the trunks to smooth etc. But to give you an idea.

Anyway, for a pirate scene we would mostly need tropical jungle and palm trees.
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Zonder
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Re: Sample Resources Improvement

Post by Zonder »

An inland forest was suggested thats why I was looking at the trees. The textures from the models might be helpfull at least
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elgregor
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Re: Sample Resources Improvement

Post by elgregor »

I saw good looking trees in game Overgrowth(they started it using BGE, then wrote their own engine). We can ask them for tree models/techniques. This article (from their blog) about game plants looks interesting. Trees are hard to do, but we need pretty trees, not blocky and same-looking ones.

This extendable palm looks good. Palm are easier to do correctly, lowpoly and good-looking than regular trees. Other ones:
http://www.blendswap.com/blends/plants/ ... alm-trees/
http://thefree3dmodels.com/stuff/plants ... 16-1-0-309 (from site with CC-BY-NC-SA models)
Also have a look at: http://cgcookie.com/blender/category/re ... ree-stuff/ They have some nice skydomes there.

If we're going really pro, you can take a look at GPU gems, e.g. this.

I think unofficial release of Hydrax (0.5.3/0.5.4) have OpenGL shaders, but IDK if SkyX too.

What threatens us is design by committee We just can't end with various quality (and styles - think of cartoon pirates on realistic ship) assets, few map versions, unfinished features and no officially released demo. IMHO we must choose the leader. (not me - too little time & experience)

So it looks like we're gonna make pirate/medieval demo, and after that we'll think about other ones (like space/racing/etc.)
Sorry for my English :)
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skyforger
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Re: Sample Resources Improvement

Post by skyforger »

elgregor wrote:We just can't end with various quality (and styles - think of cartoon pirates on realistic ship) assets, few map versions, unfinished features and no officially released demo. IMHO we must choose the leader. (not me - too little time & experience)
I highly agree with this. If Ogre is to have high quality sample resources, we need a committee to accept and reject assets. It's very frustrating for new people to load a model and can't be able to see it because the camera is inside, or the model is too small to be seen ( regarding the original problem ), or have a bunch of random very low quality models for testing. While I realise this could be even further improved by choosing some kind of an "official editor" and all that jazz, Ogre3D is an graphics engine, so resources and tools ain't priorities for the dev team.

I think what I'm trying to say is, if all this medieval town theme is going to be made, the contributors are on their own ( so to speak ) and they need a quality committee ( not necessarily a single leader ) to make sure we don't end up with yet another bunch of random objects but this time based on a common theme.

This might be encouraged with pages in the wiki and dedicated forum posts ( to encourage people to work together and organized ).
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Re: Sample Resources Improvement

Post by elgregor »

You are right - committee sounds better than leader and work is shared. I think we can start by creating a wiki page and deciding on a map of the island. Maybe some deadline for maps submissions?

Edit: Where to place wiki article? "Projects using OGRE/Games"? "Projects using OGRE/Utilities"? Or maybe we should create "Projects using OGRE/Demos"?
Sorry for my English :)
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Re: Sample Resources Improvement

Post by elgregor »

Well, is this thread dead?
Sorry for my English :)
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Re: Sample Resources Improvement

Post by Hubert »

Just an idea : trying to collaborate with other opensource projects like JMonkeyEngine (which uses Ogre mesh format and has a great community) to create models for a demonstrating scene.
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Re: Sample Resources Improvement

Post by FlorianGeorge »

Kojack wrote:I was just trying something unrelated to this which used the sinbad mesh, and I noticed a slight problem with the rescaled and rotated mesh. Here's sinbad's dance animation:

[youtube]X_RBubYdO6E[/youtube]


It seems meshmagick has a bit of a problem with scaling skeletons. I haven't tried the other scaled meshes yet, this one was too funny. :)
This Meshmagick bug had been fixed twice already at that point: http://www.ogre3d.org/forums/viewtopic. ... 50#p457783

So yeah, if the assets get an overhaul, maybe Meshmagick should as well get one: Move it to the OgreMain repository and apply the patches from the last few years that got posted but were never applied.
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duststorm
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Re: Sample Resources Improvement

Post by duststorm »

Just wanted to add that these materials could also be used:
http://www.robg3d.com/downloads.html

Thanks to forum member Professor420 for donating them.
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Kojack
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Re: Sample Resources Improvement

Post by Kojack »

There's some good stuff there, although it's all non commercial use only. We are already having issues where Fedora is rejecting ogre partly because some of our resources are non commercial.
Could be good for the big demo, but it couldn't be part of the samples or main ogre repository.
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Re: Sample Resources Improvement

Post by zarfius »

I recently discovered this guy on open game art. He does some really quality stuff and it's all in the public domain. If your intereseted, I'm already in the process of converting some of it to Ogre meshes.
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duststorm
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Re: Sample Resources Improvement

Post by duststorm »

Yes I think I've already seen those models once.
There are some good ones, especially the plants. Too bad that a lot of the objects are quite specific to Crysis type settings, and a lot of them are simple props, not real eye-catchers.
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zarfius
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Re: Sample Resources Improvement

Post by zarfius »

duststorm wrote:Yes I think I've already seen those models once.
There are some good ones, especially the plants. Too bad that a lot of the objects are quite specific to Crysis type settings, and a lot of them are simple props, not real eye-catchers.
Unfortunately these problems are almost always true with completely free models. Still, they are better quality than the current ones in the Ogre samples IMHO.

Maybe Ogre could hold a modelling competition with some kind of prize? Even something as simple as a free T-Shirt might attract some attention.
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Re: Sample Resources Improvement

Post by duststorm »

zarfius wrote:Maybe Ogre could hold a modelling competition with some kind of prize? Even something as simple as a free T-Shirt might attract some attention.
It's mainly the wrong community. The ogre forums is full with technical people, most of which are not too familiar with 3D modeling.
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zarfius
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Re: Sample Resources Improvement

Post by zarfius »

duststorm wrote:
zarfius wrote:Maybe Ogre could hold a modelling competition with some kind of prize? Even something as simple as a free T-Shirt might attract some attention.
It's mainly the wrong community. The ogre forums is full with technical people, most of which are not too familiar with 3D modeling.
That may be so, but it is also a community of game developers that know people. Some of those people might be interested. I am one of them.
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