I really wish someone out there has a link to help me out with a link to free 3d animated models for Unity, I'd like to incorporate these 3D chemistry laboratory objects like, test tube, burette, Conical flask, beaker. I really wish there is someone out there to give a heads up, i'm not good at any 3d program to build these by myself.
Please your positive contributions will be most welcomed.
Archeopterix' Labware Props for Poser-Vol One:
http://www.sharecg.com/v/66895/browse/11/Poser/Archeopterix-Labware-Props-for-Poser-Vol-One
Microscope:
https://free3d.com/3d-model/microscope-64352.html
Feel free to add to my answer if you find anything else.
Related
I've read Ray Wenderliche's tutorial on SKTileMaps and I've been interested in creating something hex based. I've been messing around with some simple graphics for a tile set, but I've been unable to figure out what the auto-mapping for Hex's means. For the square tiles it was easy to understand from tutorials but the variations of Hex's boggles my mind. Anyone have any insight or examples? These are all the images. I'm not exactly sure what a complete tileset would look like and as such I'm having trouble drawing it. Ive tried looking at apple documentation for SKTileGroupRules, but it also lacks information on this detail.
Any help would be appreciated, thanks!
Now I am learning game development with Unity Engine .. but the problem is .. I'm a programmer .. I have zero experience in art and how to create game assets .. I have these huge ideas and I really want to make games .. so I took a course to learn how to draw and design but it doesn't work for me .. there are a lot of assets and characters to buy .. but they are different from each other .. so I came up with this idea of buying the assets and change them into pixel form .. to make them similar .. so I can build a game with them ..
the question now .. Is there any way in Photoshop or any other programs to convert those assets to pixel art?
All this About 2D Game Assets .. and 2D Games
Welcome to Stack Overflow.
The simple answer is no. There is no mystical algorithm that can take a game asset - photo or 3d model and simply turn it into a bitmap sprite.
In the example below, there is a photo of a lady dressed as Chun Li on the left. The right shows a version of the same photo, reduced in size and color (true color down to 16 colours). Notice the sprite version is missing an eye. That's the kind of detail that will be lost by any automated process. The detail in the dress and hands is also lacking.
I've worked as a pixel artist for many years and I understand your frustration. That's why I've answered your question) Many coders simply can't work without any art assets - because it looks crude or at best just doesn't look right. The best thing to do is work on the functionality of your code. Put in place some place-holder sprites (Purchase them from stock sites or similar). When the code is at a suitable point, seek out a pixel artist who'll help you fulfill your vision. That way you've already got a working version of your game, yur bitmap artist will just improve it's look many times over. I hope this helps. Good luck.
Not really. I too am an indie game developer and suck at art. However now I have an Artist on my team. But when I didn't I did a few different things:
OpenGameArt.org
I love this place. People post art you can download and use. Lots of the work is also Free to use in commercial projects. Sometimes they even include the PSD file if you want to edit a little bit.
Simple games require simple art. A big part of the games I make are for mobile. In this I can make amazing games, and simple graphics. Like a colorful cube, or similar basic art.
People. I don't know if you're in school or are part of some community of sorts but often times there are many people who are good at these things but don't share it. Ask round and see if any one might wanna help on the side. Plus, more than one person means more that one brain.
I am brand new to Unity, but I was wondering if there is a way to create terrain by somehow capturing a piece of Google Earth, and somehow exporting it to the engine's terrain editor? If there isn't a direct way of doing this, could someone suggest the best way to go about copying a portion of Google Earth (or something similar) to build a terrain?
Thanks to #Josh1billion the answer seems to be terrain.party, here is a youtube link that expands on it
For completion, a pricy tool that does most of the work for you:
Real World Terrain: https://assetstore.unity.com/packages/tools/terrain/real-world-terrain-8752
It has good reviews.
If you are serious about it, keep in mind that AAA titles build worlds still manualy from reference pictures.
Hey dreamer (or) If you want to change industry:
Good base data from goverment (swiss only) costs between few 100k up to 2M, while free to students.
Heigh educated knowledge of AI, software engineering and some math required. Hudge manpower needed. Buildings are the biggest problem.
I have to do a project for school and I have no idea where to start from. I need to make a 3D reconstruction from the images you get after doing a tomography.
Also, after the image will be reconstructed i need to provide a tool so the user can slice the organ as he wants and so he can see the section he made.
Any help would be really apreciated. Thanks.
See Radon function & co this is very likely what you will need to use. And see also this book (a must have reference).
A very quick Googling led me to this page. A tomography toolbox for MATLAB.
I've written a couple apps that are currently published in the app store. However, I'd like to start writing games that use OpenGL ES. I know how to model objects in 3D Studio Max but what I don't know is how to get my models into an OpenGL ES application on the iPhone/iPad and then manipulate those objects to create gameplay.
Can anyone point me in the right direction to get started on this?
Just to clarify...I don't mind writing code; I'm not looking for a point and click solution.
I would imagine that I'd need to export my models into some sort of format. What is that format and how do I incorporate it into a game on the iPhone/iPad?
While more involved than you're looking for, Stephen Jayna has a great writeup on how he exported textured models from LightWave in COLLADA format for use in OpenGL ES on the iPhone.
Bill Dudney had put a little effort into making a Wave Front OBJ loader for the iPhone a while back, but I think that Jeff LaMarche's project to do the same might be the farthest along.
UPDATE (8/10/2011): Jonathan Wight recently posted his TouchOpenGL code, which includes an OBJ parser.
I've used this before with some luck. However, I would say there are no easy answers to this in my experience. They all required some coding/wiring up for me.
This is a nightmare process. My past approach to this was probably not the best. I worked on PC using 3DS Max to create an exporter using MaxScript. I dumped what I needed to a text file - in a format that I just invented for my own needs as an intermediate.
I then switched to Mac and wrote a command line tool that used NSFoundation to read this text file and convert it to a binary format that was optimized for my opengl renderer. This is okay for basic and static meshes. But I had hell exporting animated figures that used keyframed skelaton animations (the maths for that stuff is intense).
This did work, but I really think that I took the hardest approach.