Paint the paper

28 01 2009

My guess is that PV3D chose the word “paper” because the way to treat 3D objects is very much like folding paper in different ways. Even if a 3D-object in the end could look like a very solid rock it is built up with simple planes and triangles that is carefully bent and rotated (actually the building blocks gets smaller than that but let’s rest here for a while). The small sides (triangles) that are building up the world doesn’t even have two sides. If you are looking on the other side of a triangle you will actually see… nothing. Nothing at all! So to even create the simpliest sheet of paper you will need to create two planes and flip one and stick it to the other to make it look like in real life (have both a front and a back side).

Now, technically, Papervision have a lot to wish for when it comes to performance and no matter how amazing you might be codewise you won’t just be able to create detailed lifelike models because it will take you thousands and thousands of these triangles to fold and model the details of a reallife complex object. Here is where “texturing comes in”.

Instead of using all these resourcedemanding triangles to showcase something you can actually paint stuff right on the triangles. Say you want to create an orange. Instead of creating every single small bump on an orange you could just paint those bumps on an image and then ‘wrap’ this image around a more simple sphere still creating the illusion of an orange.

Now, I’ve started up creating a few of the models I want to use in my game. Below you will see my unit: “DEFENDER” – a smaller buggy-like car which later on will have a big ass cannon on the roof.


To create such a model, you will need some kind of a 3D-program. I’ve been working with 3D Studio MAX for the last 10 years so that is choice of app. First of all you create the actual “folding” of the object. Placing all triangles where they should be, bending rotating and modelling out all planes will give you a model something like the untextured one above. The texture in the picture is what I draw on a regular image in Photoshop. Wrapping that image on the planes causes the textured model which gives an impression of a much more detailed model than it really is. Good textures are very very important to create a good looking game. Spend a lot of time on that!

If you are interested in special tutorials in modelling, texturing, UVW-mapping etc.. just give me a call and I’ll see what I can do. At the moment I just want to get my “defender” to be a part of the game. To use these kind of custom models you will have to save them into some format that PV3D recognizes like *.3ds or collada.  In this case I will save my model into the *.3ds format and use the inbuilt parser Max3DS in PV3D.

	import controllers.*;
	import interfaces.*;
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.objects.DisplayObject3D;
	import org.papervision3d.objects.parsers.Max3DS;
	import org.papervision3d.view.BasicView;
	import transformers.*;
	import units.*;

	public class View3D extends BasicView
		private var defender:AUnit
		private var defenderMesh:Max3DS
		private var light:PointLight3D

		public function View3D()

			// set the camera in a nice position
			camera.y = 200
			camera.z = -1000
			camera.zoom = 90

			// place a light somewhere (just to get used to it, this one doesn't do much at the moment)
			light = new PointLight3D()
			light.x = 1000
			light.y = 5000
			light.z = -6000



		private function startLoadMesh()
			// lets load our mesh
			defenderMesh = new Max3DS()

		private function meshLoaded(e:Event)
			// mesh has been loaded and is now put in as a parameter in this new object called Defender
			defender = new Defender(defenderMesh,new LocalController(),new CarTransform(7,0.85,0.3));

			// startRendering() must be called for the 3D-engine to actually start drawing each frame

			// each time the 3Dengine redraws the screen, onFrameTick is called.

		private function onFrameTick(e:Event)
			// lets transform the unit due to the control-data it recieves.

The code above actually loads my mesh and adds it on the scene in 3D. Not only that, the mesh is passed into my new class: which is extended from AUnit so now FINALLY the chain is connected and I got a unit that do have a mesh, a control component and a transform component. I got my first primitive unit driving around on the scene!! Well.. almost, I just need to create that Defender class..

package units
	import interfaces.*;
	import org.papervision3d.objects.DisplayObject3D;

	public class Defender extends AUnit
		public function Ball(mesh:DisplayObject3D,controller:IUnitController,transformer:ITransformer)



We need no more than that to create our unit. Remember now that we can create as many different components as we want to. Just combine them, reuse them and experiment with them to create new units.



One response

26 08 2009

very nice info…let me add my 2 cents to this blog by sharing a really good resource of 3ds max tutorials at

they really have a huge list of tutorials.

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