• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

A new system for modeling

Status
Not open for further replies.
Here's what i have thought about when we were digging to plant some trees.


Let's say we have a plane. 4 vertexes total. Then you take a shovel model, and use it to hit the ground, lets say to open a hole.

On the moment of impact, the ground where the shovel hit, takes the shape of the shovel, around the shovel, with vertexes and faces taking the shape of the shovel itself, around it.
Textures would be generated by using a large texture map, giving all the faces together a nicely done texture, and then, applying a cleanup, removing most vertexes, and using their textures in creating a whole new texture for the ground on that location, with a similar texture map, but with less faces.
Most of the faces get removed, leaving a less smooth, but still good looking hole,

And also, colliding faces or vertexes, or just anything that collides with a surface use speed and mass to calculate which object moves which. All together and you got a real world system.


PS. This is NOT Wc3 related.
 
Last edited:
Status
Not open for further replies.
Back
Top