First, I'd like to say 'hat's off' to Simon for this module. excellent work!
There are 1000s of ways to create a model. What I am looking for is the best way to construct a .b3d model for miniB3D (and Max3D if it will use .b3d files) so here are my questions:
For static mesh:
1. Is it better for the entire mesh to pull the detail textures (map channel 1) from a single image (like a 2048X2048 .png file) or for each surface of the mesh load it's own texture (like a 256 X 256 .png file). For example, A level file could have 20 detail textures and 1 light map texture.
2. is it better to create geometric detail with polygons or with normal/bumpmapping. Which one offers better performance? (in the past, a stone wall would be a large polygon with a picture of a stone wall on it) would it be better to actually model the stone protrusions or create a bump map or a normal map?
3. Does/Will Minib3d (or max3d) support normal mapping? I understand that Max3D will be shader driven. I will asume it will support normal map per-pixel lighting. the .b3d format supports 2 UV sets. should there be a 3rd for Normal maps?
4. What is the best way to animate rigid bodies. I used .3ds files because they did a great job with transformations and rotations, with .b3d, everything needs a bone.
finally,
If Mr Sibly is watching this space. I understand that you are doing a rethink of Max3D. 3D Modelling is difficult work and I would like to know what I should be aiming for when creating models for MiniB3D and Max3D.
as a side note, the models that I produce for this exercise will be released as free/open/public/no restrictions.
Do you plan on making a newer .b3d file format or supporting other formats? (i.e COLLADA, Unwrap3D, FBX-filmbox, etc)
you mentioned that you wanted a Defender ship model. can you be more specific? i.e polycount, bitmap size, number of surfaces, number of UV sets, animated? , etc. (also, what other types of models are you looking for?)
(note: wow, kinda got carried away there with the questions...)
There are 1000s of ways to create a model. What I am looking for is the best way to construct a .b3d model for miniB3D (and Max3D if it will use .b3d files) so here are my questions:
For static mesh:
1. Is it better for the entire mesh to pull the detail textures (map channel 1) from a single image (like a 2048X2048 .png file) or for each surface of the mesh load it's own texture (like a 256 X 256 .png file). For example, A level file could have 20 detail textures and 1 light map texture.
2. is it better to create geometric detail with polygons or with normal/bumpmapping. Which one offers better performance? (in the past, a stone wall would be a large polygon with a picture of a stone wall on it) would it be better to actually model the stone protrusions or create a bump map or a normal map?
3. Does/Will Minib3d (or max3d) support normal mapping? I understand that Max3D will be shader driven. I will asume it will support normal map per-pixel lighting. the .b3d format supports 2 UV sets. should there be a 3rd for Normal maps?
4. What is the best way to animate rigid bodies. I used .3ds files because they did a great job with transformations and rotations, with .b3d, everything needs a bone.
finally,
If Mr Sibly is watching this space. I understand that you are doing a rethink of Max3D. 3D Modelling is difficult work and I would like to know what I should be aiming for when creating models for MiniB3D and Max3D.
as a side note, the models that I produce for this exercise will be released as free/open/public/no restrictions.
Do you plan on making a newer .b3d file format or supporting other formats? (i.e COLLADA, Unwrap3D, FBX-filmbox, etc)
you mentioned that you wanted a Defender ship model. can you be more specific? i.e polycount, bitmap size, number of surfaces, number of UV sets, animated? , etc. (also, what other types of models are you looking for?)
(note: wow, kinda got carried away there with the questions...)