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Wanted: Random models for my uni programming project

  • Defrag
  • April 23, 2007 at 2:25 AM
  • Defrag
    • April 23, 2007 at 2:25 AM
    • #1

    I'm just about to finish my computer games technology honours project. I've created a deferred shading renderer and a multi-pass forward shading renderer with the intention of comparing and contrasting. It's not a hugely complicated project with huge balls, but it has various common features such as normal mapping, spec mapping, shadow mapping, (shitty)HDR, fogging etc.

    Anyway, one of the final things I have to do is render a few scenes that approximate conditions in games. E.g. large scenes with terrain and few light sources, interior scenes with some small meshes and lots of light sources. I've not had time to create a load of art for it (the art is not a graded part of the project so my time was better spent implementing more features, writing better code & shaders etc.), so I've mainly just re-used meshes from the DirectX and NVIDIA SDKs. However, I think most people are fed up of seeing the same meshes a million different times, so this is where you chaps come in.

    So, I'd appreciate it if anyone were to 'loan' me a few of their models or 3d scenes. This could be anything. Terrain models, skybox textures, vehicle models, player models. Normal & spec maps would be nice (I support tangent space normal mapping) but they're not required. The more the merrier. Polycounts should be reasonable, but they can be higher fidelity than you'd find in most games as, with deferred shading, only one geometry pass is ever made.

    As long as I can get them into max and re-export them in my preferred format, I'd be happy to accept anything. If I use your meshes, you will of course be credited in the writeup, and if I send this project as part of any job applications, I will make sure your name & email address are visible in the credits. I'd really need stuff to be sent to me by the end of the month (just drop a message here or send me a pm/email if you're interested )

    Cheers!

  • OL
    • April 23, 2007 at 3:00 AM
    • #2

    I have a bunch of random props sitting around, but they're untextured. Want?

  • Defrag
    • April 23, 2007 at 3:04 AM
    • #3

    Thanks but I need stuff I can just drop in, so it really has to be textured

  • nooba
    • April 23, 2007 at 6:16 AM
    • #4

    How about this when I've finished it?

    http://quickimg.com/uploads/d36d9354075 ... 16dc2e.jpg

  • R_Yell
    • April 23, 2007 at 10:02 AM
    • #5

    Maybe this section of Grand Canyon?

    [Blocked Image: http://img179.imagevenue.com/loc572/th_18748_gc_122_572lo.jpg]

    Mesh: around half million triangles

    Normal and diffuse: 4096x4096

    I could lower down mesh or textures resolution.

  • Meotwister
    • April 23, 2007 at 12:07 PM
    • #6

    what kind of interior stuff?

  • Defrag
    • April 23, 2007 at 9:23 PM
    • #7

    nooba: Definitely

    R_Yell: That'd be perfect!

    Meotwister: Anything, really. I'll sort through the stuff I receive and try to group it into scenes (assuming I get enough). I'm not going to ask anyone to work like a demon to make stuff for me, it's more along the lines of "do you have any spare stuff kicking about that might be suitable" What did you have in mind?

  • Spellbinder
    • April 23, 2007 at 9:35 PM
    • #8

    I made a chair once, you can have it.

    [Blocked Image: http://i139.photobucket.com/albums/q307/Spellbinder_album/3D_Screens/redo_chair.jpg]

  • Defrag
    • April 23, 2007 at 9:41 PM
    • #9

    Looks good, but it doesn't look like it's ready to just drop into a game (needs to be lower poly & textured rather than just using materials in a 3d package)

  • R_Yell
    • April 23, 2007 at 10:30 PM
    • #10

    Great then, so do I send you the scene as is now? BTW .obj format is okay for you? Its native format is XSI.

  • Defrag
    • April 23, 2007 at 10:39 PM
    • #11

    .obj would be fine.

    You can either upload and send me a link, or send it to (I think gmail allows big file sizes).

    Thanks a lot

  • Section_Ei8ht
    • April 24, 2007 at 1:32 AM
    • #12

    I don't have any models to offer, but I'm curious about the project. I'm assuming you used DirectX and managed C++?

    Any possibility of open sourcing your code?

  • Defrag
    • April 24, 2007 at 1:44 AM
    • #13

    It's C++ & D3D and yes, I will release the code soon if anyone wants it

    I'll have to rejig a few things as currently it needs a shader model 3.0 card and depth stencil surfaces (NVIDIA only) for the shadow maps. I can replace the depth stencil stuff to make it work on ATI cards, but it will need shader model 3.0 regardless

  • Wunderboy
    • April 24, 2007 at 3:54 AM
    • #14

    Any use?

    [Blocked Image: http://img118.imageshack.us/img118/7422/uboattr1.th.jpg] [Blocked Image: http://img248.imageshack.us/img248/6893/brittextureduz2.th.jpg]

    Second one isn't quite finished texture wise but they've both got diffuse + normal maps. No specular though.

  • Defrag
    • April 24, 2007 at 4:45 AM
    • #15

    Absolutely. Especially the U-boat. Nice models

  • nooba
    • April 24, 2007 at 9:43 AM
    • #16

    Will a .max file be alright? or would you like a .obj file?

  • Spellbinder
    • April 24, 2007 at 11:56 AM
    • #17

    Awww rejected.

  • Defrag
    • April 24, 2007 at 7:59 PM
    • #18
    Quote from nooba

    Will a .max file be alright? or would you like a .obj file?

    .max is fine if it's max8 or below (I've got max8, so if you've got max9 then it'll have to be .obj or .3ds)

  • nooba
    • April 25, 2007 at 3:48 AM
    • #19

    PMed you the link. I have max8 so I've included a max file. Tell me if you have any problems.

  • Defrag
    • April 26, 2007 at 11:15 PM
    • #20

    I'm working on a little generator room to house nooba's model and bloody hell, I never realised how hard it is to make a scene in max. Is there any way to set up the camera to be like worldcraft? The camera in max is fine when you're modelling single objects, but when you're making rooms etc it soon becomes very cumbersome to navigate, especially when you have the pivots set up in a way that zooming extents means you end up with a really poor focus.

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