Wine Cellar

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Wine Cellar // Work in Progress

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Post by btspro // May 28, 2007, 12:07pm

btspro
Total Posts: 45
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I need some help. I am working on a wine cellar and I am getting over run with all the polygons, does any one have any good ides on how to make a good wine rack with out so many polygons any help would be great.

Post by GrimMoroe // May 28, 2007, 12:55pm

GrimMoroe
Total Posts: 50
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It's hard to offer any help when you don't show any reference or what you currently have. Post some screens.

Post by 3dvisuals dude // May 28, 2007, 1:16pm

3dvisuals dude
Total Posts: 1703
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I need some help. I am working on a wine cellar and I am getting over run with all the polygons, does any one have any good ides on how to make a good wine rack with out so many polygons any help would be great.

Hi Bstpro,

I'm not sure if this will work for you particular need but you might consider using the online game developers approach to lowpoly representations of otherwise highpoly models... use a single plane with a normalmap and corresponding texture/bumpmap instead of using actual geometry.

Another similar approach is to use an alphamapped texture on a single plane with transparency "holes" for the wine bottle cradles. Unless your camera angles "catch" the gaps in the transparency you should be fine.

Hope that helps.

- 3dvisuals dude

Post by kena // May 28, 2007, 5:17pm

kena
Total Posts: 2321
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for the alpha mapped transparency, it works ok on a single plane (the one lying down), but it is not so good on the cube, as the transparency will flow through on the wrong angle.

So alpha mapped transparency is good if you want a head-on view, or a view that will not show the openings

Post by W!ZARD // May 30, 2007, 1:54am

W!ZARD
Total Posts: 2603
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It's hard to offer any help when you don't show any reference or what you currently have. Post some screens.


This is great advice - without some idea of what you're trying to acheive it's difficult to give focussed input on your problem. Also see my PM
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