This is a place to show people your 3d models, whether it be 3d studio max, Blender, Maya, Zbrush, Rhino, Alias, any type of 3d models really. Links to different articles and videos about 3d modeling are highly encouraged, whether it be a great cgi film or an article on new rendering software. Feel free to post questions or opinions on anything that has to do with 3d modeling. The point is to have a place where we can help each other out. Bans- Multiple post to the same site for different free models. Select this FBX version to export a file that is compatible with the 2009.00 FBX plug-ins. FBX 2006 Select this FBX version to export a file that is compatible with Autodesk 2006 FBX plug-ins and MotionBuilder versions 7.5, 7.0, and 6.0. I am working with FBX SDK 2013.3 and project on DirectX. I need some basic knowledge, Think that i have a cube, exported from Maya with.fbx extension, it has animation but problem isn't that now. Now i need Load this.fbx file to DirectX, so indices,vertex positions must be handle. If you find a site that has a rich collection of assets you would like to share is fine by us. If you are posting up every model in that site, every week, we consider that spam. Related Subreddits: • • • • • • • • • • • • • • • • • • • •. Hi as it says in the title i'm trying to convert this file here which the uploader was kind enough to make downloadable for me. However as noted when I bring it into Autodesk FBX converter and try to make it an OBJ it says 'not enough parameters' and when i load it directly into blender it doesn't appear at all. Any help or if someone could straight up convert it for me would be wonderful but i'd be just as happy to be pointed in the right direction. I have already tried with no luck and when i used Open 3d Model Viewer it gave me this (Error importing file: FBX-Tokenize (offset 0x34) block offset is out of range) • • • • •. Hi — Do you have a particular workflow in mind, for bringing PBR materials in from Substance Designer? We could certainly add support for material.roughnessMap and material.metalnessMap, but I'm not sure that specifying 3-4 textures in your HTML is the ideal workflow. Also note that the material component doesn't necessarily work with external models; it's most often used with primitives like cubes and spheres. If the final goal is to be able to import a model coming from Blender/C4D/Maya along with textures created in Substance Suite, I think the best option would be to export into a single format that already supports PBR. The current version of gltf-model does not yet, but when the glTF 2.0 spec is ready you will be able to use that. Here are some examples: Specifically, from Substance Painter, you would export textures with the Unreal Engine 4 Occlusion-Roughness-Metallic preset, using OpenGL (not DirectX) settings. I think it could still be valueable having it available for primitives and non-exported, here's why. Even though i'm artist who's capable of using blender3d and exporting fancy models with fancy maps, a more simpler VR artist may only know how to use primitives and seamless repeatable textures. Having roughnessMap and metalnessMap could allow seamless PBR textures for less skilled artists to create powerful materials on simple objects. I know it seems kind of crazy, but when I just started out as an artist in VR, all I could build with was cubes and spheres and simple cylinders that I scaled just so. It took me a long while to build up to being a 3d artist, but meanwhile I wanted every cool effect I could get away with on those primitives:). I agree that building with primitives is a good start as a gateway to working with Blender and more sophisticated modelling tools. I think there is a lot of room for expansion of basic primitive parameters in AFRAME, perhaps some sort of more universal primitive component would be valuable. If you are looking for ‘all of the effects’, what I think would be most interesting is if it was possible to support all the primitive parameters Second Life / OpenSimulator offer. ( which are documented here ). Some things that are missing from aframe that are useful in SL are things like path cut, hollow, twist, and shear. They also have flexible primitives. And the big thing I find missing from aframe is unique textures (and attributes such as shininess / roughness) on a per face basis. ( Of course there are some components with different properties, but none that are as far reaching as the above ). An aframe extended primitive component that had a 1:1 match for each of the Second Life / Opensim primitive parameters would open the door to bringing a lot of already created 3d content to the web. People make quite complex structures with these platforms and primitives because of the wide variety of deformations and attributes presented. AFRAME would benefit from supporting more of these. From: Richard [mailto:[email protected]] Sent: Sunday, May 28, 2017 10:05 AM To: aframevr/aframe Cc: Subscribed Subject: Re: [aframevr/aframe] Support Metalness and Roughness from Texture () I think it could still be valueable having it available for primitives and non-exported, here's why. Even though i'm artist who's capable of using blender3d and exporting fancy models with fancy maps, a more simpler VR artist may only know how to use primitives and seamless repeatable textures. Having roughnessMap and metalnessMap could allow seamless PBR textures for less skilled artists to create powerful materials on simple objects. I know it seems kind of crazy, but when I just started out as an artist in VR, all I could build with was cubes and spheres and simple cylinders that I scaled just so. It took me a long while to build up to being a 3d artist, but meanwhile I wanted every cool effect I could get away with on those primitives:) — You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub, or mute the thread. It would be nice, and we're already currently supporting some of the other types of maps. But they don't get much usage, there's not much of an audience. For someone that is new enough to be relying on basic shapes, but is knowledgable enough to know about or how to use roughness or metalness maps. Having roughnessMap and metalnessMap could allow seamless PBR textures for less skilled artists. So I say this is sort of an assumption that people would pick it up versus using like glTF. Something we could do, but whether we should? I haven't seen much demand. I wanted it before, but Don convinced me they're more advanced features that people would rather just create your own three.js material or use loaders. I think one opportunity for A-frame is to make powerful features accessible to people who may only know HTML. Having people use gltf, three.js materials, and even just the amount of time to break open a 3d editor to make something simple is pretty non-trivial for a large number of people. Even myself, sometimes I just want to take a shortcut and use a simple primitive instead of busting open blender just to generate a cube, unwrapping, materializing, etc. Sometimes I just want a set of simple beautiful shapes I can play with seamless textures. Directx Fbx Converter Not Enough ParametersI agree that building with primitives is a good start as a gateway to working with Blender and more sophisticated modelling tools. Some things that are missing from aframe that are useful in SL are things like path cut, hollow, twist, and shear.
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