One of the hurdles of 3D is aliasing (jagged edges when rendering). Depending on your hardware and browser, three.js has a built in function to help with this (top left - without antialiasing, top right - with antialiasing)...
This scene is based off of the post Importing a Model Into Three.js with the added ability to import a texture into our scene. Here is the full .js code: var scene, camera, renderer, loader, mesh, material; var group;
We'll be using Blender (currently version 2.70 at the time of this writing) as our go-to 3d program for our lessons. The best part about it is that it's free. If you haven't used it before, there are countless online tutorials on the web to get you started. The main thing is though to get your model from a 3d modelling program into a format that three.js can use...
Here we will create a basic scene complete with an animated transparent cube in three.js. Though most beginner examples on the net show scenes loaded right from an HTML page, we'll set it up using an external file as it's generally good practice to keep your .js files separate when dealing with any kind of code that may become more than a few lines now or in the future.
Technically as Wiki states,? the word "retro" derives from the Latin prefix retro, meaning "backwards" or "in past times". This can have a literal meaning if you are referring to actual old copies of things, But are we seeing a resemblance of retro games today in webGL?
Here is how to make Tubes in blender or in other words, extruding, beveling or creating compound objects. The idea is to create a path and turn it into a tube of geometry. It’s better than trying to achieve it through box modelling especially if you plan on making things like wires, floppy arms, cartoon hair or anything that needs a to be a long, curved tube. 1. Add a Curve Open Blender and delete the default cube. Make sure “Object Mode” is selected. We’ll need it that way to create our curve.
This video explains the basic workflow of Modeling a Star Wars Kylo Lightsaber in 3DS Max. The concepts can really be applied to any tubular sci-fi weapon or gun. Here are the short-form points from the video ...
This video shows you how to export your 3d model from 3DS Max to Mudbox. I've found that there are a number of errors that can happen from wonky geometry to not even being able to preview your model in Mudbox. With a few simple steps, you can minimize chances of error on export from 3DS Max.
This video shows you How to display normal maps in real time in the 3DS Max viewport. I like to keep point form notes like these when anything requires a few steps to do. Sometimes they can be hard to always remember without a "cheat sheet".