Jump to content


Photo

Buildings/Structures


  • Please log in to reply
39 replies to this topic

#21 Forestman

Forestman

    Advanced Member

  • Members
  • PipPipPip
  • 79 posts

Posted 25 June 2013 - 12:48 AM

Andrew's reply from another thread on the topic of 3D buildings...........

 

 

;)

Thanks Daz!


Please support PERFECT GOLF on STEAM --CLICK ON THE LINK TO SUPPORT: http://steamcommunity.com/sharedfiles/filedetails/?id=116796801&searchtext=golf


#22 Forestman

Forestman

    Advanced Member

  • Members
  • PipPipPip
  • 79 posts

Posted 25 June 2013 - 12:56 AM

No way of importing STL files?


Please support PERFECT GOLF on STEAM --CLICK ON THE LINK TO SUPPORT: http://steamcommunity.com/sharedfiles/filedetails/?id=116796801&searchtext=golf


#23 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 25 June 2013 - 05:35 AM

Looks very good.  You guys are way ahead of me with Unity, etc.  I am doing better, but it can be a frustrating beast. 

 

Thanks, WDK, but what you see there is mostly not Unity (except for the trees) - the building was constructed with a mesh editor app and the texture were prepared with Photoshop. And then converted into another format. And then imported into the frustrating Unity beast...   :rolleyes:

And they said this is going to be easy, quick and intuitive... 


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#24 TimBoch

TimBoch

    Advanced Member

  • Members
  • PipPipPip
  • 359 posts
  • LocationFarmington, MN

Posted 25 June 2013 - 02:11 PM

Thanks, WDK, but what you see there is mostly not Unity (except for the trees) - the building was constructed with a mesh editor app and the texture were prepared with Photoshop. And then converted into another format. And then imported into the frustrating Unity beast...   :rolleyes:

And they said this is going to be easy, quick and intuitive... 

What mesh editor app were you using. Having used 3DsMax and now also Blender, I found making 3D pretty straight forward. Though I haven't begun trying to apply textures in Blender and the ones I applied in 3DsMax did not import with the object.  For me it was much easier to import custom 3D into Unity than how I had to create, then convert and then import into APCD.  This made it much easier than how, for a long time, the only way I had to make 3D objects from terrain and map the textures.  Did that for Dwan where all the custom 3D was made from terrain.  Very tedious.  So for now, I am just waiting to see what is the best way to create and import them. 


Course Forge Courses in various stages of design: Dwan Golf Club, Hyland Greens, Faribault CC, Desert Valley CC/ Woodland Trail(fictional), Infamous Golf Course (fantasy)
Links 2003 Designs: Dwan Golf Club, Infamous Golf Course, Hazeltine National Golf Club (assistant designer), Woodland Trail/Desert Valley CC , Faribault CC (beta), Hyland Greens (beta), Double Eagle (beta), King's Walk (beta), Interlachen CC (still in planning)
Intel Core i7-4710HQ 2.5GHz
  • Microsoft Windows 8.1 64-bit
  • 16GB DDR3L RAM
  • 750GB 7,200RPM Hard Drive
  • NVIDIA GeForce GTX 850M

#25 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 25 June 2013 - 03:01 PM

I suppose it doesn't matter which software you use, as long as you feel comfortable with it. The workflow will be complex either way, but there are many mesh converters out there, so go for what feels right to you and worry about conversion/imports later. (You WILL worry, hehe...)  

 

I use a special mesh editor called ac3d (for mac and win), that allows me to construct quickly and that has a great tool for slapping and arranging textures onto it. A year ago I might also have used Bryce, which is good for architectural construction, but not supported anymore for the latest Mac OS's..

 

While constructing, I also make a texture in Photoshop, one with up to six different materials in it, so that I can assign different textures to their proper surfaces in ac3d.

 

Every now and then I export the work in progress as Wavefront obj.data into my old Poser 7 just to see if it translates well and if the textures fit. (You sometimes do something in 3D and it looks okay in one app and not okay in another, so I check - best way to find flaws and to test different light situations quickly).

 

I experimented with using another mesh editor, a freeware thing called Meshlab, into which I imported my original file and converted it into a .dae (Collada, 3D Max etc file).

 

Finally, I imported both the .dae and .obj data into Unity. Both work equally well. Very important to keep both the data and the texture in the same folder. If you had trouble importing yourself, Tim, you need to grab your data/texture Folder, dump in the asset window, then find and drag the .obj file into the Viewer window and you will get a white/grey object without texture. You need to click on that file in your asset window to open up its inspector and then load the intended textures manually. I see no reason why you shouldn't be able to import an obj. file if even I somehow managed it.

 

Finishing the Lighthouse right now. Boy, not really much going on in these Forums. Everybody on holiday?


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#26 Mike Jones

Mike Jones

    Advanced Member

  • Administrators
  • 6,159 posts

Posted 25 June 2013 - 04:10 PM

Thanks, WDK, but what you see there is mostly not Unity (except for the trees) - the building was constructed with a mesh editor app and the texture were prepared with Photoshop. And then converted into another format. And then imported into the frustrating Unity beast...   :rolleyes:

And they said this is going to be easy, quick and intuitive... 

 

What has importing or making objects in 3dmax or other modelling software got to do with CourseForge's ease of use? We will have some default objects but if people have the skill to create custom objects, Unity supports this. You can import 3d objects with a couple of clicks - it doesn't get much easier than that for the end user.



#27 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 25 June 2013 - 05:09 PM



What has importing or making objects in 3dmax or other modelling software got to do with CourseForge's ease of use? We will have some default objects but if people have the skill to create custom objects, Unity supports this. You can import 3d objects with a couple of clicks - it doesn't get much easier than that for the end user.

 

Nobody is dissing Unity, Mike, though to those unaccustomed to things 3D, what you call "ease of use" is a relative term. I'd really love to check out your beautiful default objects, but the way it looks right now there's a fat chance I will get to see them anytime soon, so I might as well keep busy with peripheral stuff. Like my Lighthouse...

 

[attachment=60:Lighthouse.jpg]


  • Acrilix likes this

>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#28 Mike Jones

Mike Jones

    Advanced Member

  • Administrators
  • 6,159 posts

Posted 26 June 2013 - 12:30 PM

I just don't see the point you're trying to make in talking about how difficult you find it to make 3d objects using maya/photoshop etc etc as it really has little connection to Unity's or CourseForge's ease of use.

 

The import function really couldn't be much easier as all you have to do is import an FBX object and drag it into your scene where ever you would like to place it.



#29 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 26 June 2013 - 03:32 PM

I find making 3D objects and importing them into Unity quite easy. 

I most certainly never implied that this work required Unity and I always have mentioned the 3rd party software that I use.

I never pretended that my crummy little constructs had anything to do with the CourseForge.

I'm posting in a thread on Buildings & Structures, displaying my feeble efforts, answering questions by fellow members the best I can.

I'm not trying to make any points here.

I regret if my remarks caused aggravation - but, on reflection, I stand by each one of them.


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#30 Dazmaniac

Dazmaniac

    Rock. Loud and Heavy

  • Members
  • PipPipPip
  • 6,941 posts
  • LocationEngland, UK

Posted 26 June 2013 - 05:24 PM

No way of importing STL files?

 

From the Unity website.......

 

Unity can read .FBX, .dae, .3DS, .dxf and .obj files, so check to see if your program can export to one of these formats.

 

So I would guess the answer to your Q? is a no (unless the STL files you refer to have one of the aforementioned file extensions).



#31 Mike Jones

Mike Jones

    Advanced Member

  • Administrators
  • 6,159 posts

Posted 26 June 2013 - 10:56 PM

Hi Kablammo, there was only one thing I took exception to as it was misleading and perhaps the wording you used didn't convey your intention.

 

'And they said this is going to be easy, quick and intuitive... '

 

When the time comes for this to go into public beta (soon I hope!!!!!) we'll be taking note of everyones ideas to make it easier to use. This tool is for you and we will never forget that.



#32 Dazmaniac

Dazmaniac

    Rock. Loud and Heavy

  • Members
  • PipPipPip
  • 6,941 posts
  • LocationEngland, UK

Posted 26 June 2013 - 11:33 PM

Hi Kablammo, there was only one thing I took exception to as it was misleading and perhaps the wording you used didn't convey your intention.

 

'And they said this is going to be easy, quick and intuitive... '

 

When the time comes for this to go into public beta (soon I hope!!!!!) we'll be taking note of everyones ideas to make it easier to use. This tool is for you and we will never forget that.

 

Nooooooooooooooooooo......... MJ said 'soon'

 

:D :D :D :D :D :D :D



#33 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 27 June 2013 - 05:52 AM

Fair enough, Mike, that was a bit of a cheap quip - more a swipe on software folks in general, promising easy and simple stuff that works like a charm and that does not once it is installed. We've all been there...  But I let generalized dismay seep into a specialised area and I see how you could get miffed about that.

And then you had to go and drop the S-bomb...  and make it worse by adding hope and 5 exclamation marks. Oh dear, time to go check out WGT, then.. (JOKE!)


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#34 Maineah

Maineah

    Advanced Member

  • Members
  • PipPipPip
  • 54 posts
  • LocationMaine, U.S.A.

Posted 27 June 2013 - 09:33 AM

Newbie question here.. I have not done any Course design before but am excited to give CF a try- super glad my first project will be my local course (only 9 holes)-

 

Question: When importing the terrain overlay what happens to the trees and structures from that satellite image, do we simply place our 3d objects over them??

be easy on me i'm new at this...  ;) 



#35 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 27 June 2013 - 11:54 AM

I'll try and be as tender as I can with you, Maineah... Yes.  Just plant your 3D trees over the tree locations on that 2D image.

If you consult Mike's 15 minutes CourseForge video, well, that's it - he did not use a satellite image as a visual helper and had the whole ground already covered with rough texture, but the process is exactly the same. Note how he planted his trees and then added a dirt texture underneath them (the trees even gracefully vanished out of sight while he was applying his texture brush). Same here: You will need to add textures after planting your trees and at the very end of your work, the satellite image will end up being completely covered up (or rather: replaced) by corresponding terrain textures like long grass, meadow, sand & pebbles, mud, forest ground, rocks, cliffs, dirt, etc - and will not be visible at all any longer.

Its purpose, the way I understand it, is not to be a part of the finished course, but simply to help you pinpoint all the relevant structures, objects, paths, outlines and contours you need to add to it. A little bit like a "painting by colors" canvas, telling you where to apply which element.


  • Sinewiz likes this

>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#36 Forestman

Forestman

    Advanced Member

  • Members
  • PipPipPip
  • 79 posts

Posted 27 June 2013 - 01:39 PM

Will Course Forge take .obj files?  If so I can get started now. :D


Please support PERFECT GOLF on STEAM --CLICK ON THE LINK TO SUPPORT: http://steamcommunity.com/sharedfiles/filedetails/?id=116796801&searchtext=golf


#37 Sinewiz

Sinewiz

    Advanced Member

  • Members
  • PipPipPip
  • 1,429 posts
  • LocationMichigan U.S.A.

Posted 27 June 2013 - 01:51 PM

I'll try and be as tender as I can with you, Maineah... Yes.  Just plant your 3D trees over the tree locations on that 2D image.

If you consult Mike's 15 minutes CourseForge video, well, that's it - he did not use a satellite image as a visual helper and had the whole ground already covered with rough texture, but the process is exactly the same. Note how he planted his trees and then added a dirt texture underneath them (the trees even gracefully vanished out of sight while he was applying his texture brush). Same here: You will need to add textures after planting your trees and at the very end of your work, the satellite image will end up being completely covered up by corresponding terrain textures like long grass, meadow, sand & pebbles, mud, forest ground, rocks, cliffs, dirt, etc - and will not be visible at all any longer.

Its purpose, the way I understand it, is not to be a part of the finished course, but simply to help you pinpoint all the relevant structures, objects, paths, outlines and contours you need to add to it. A little bit like a "painting by colors" canvas, telling you where to apply which element.

Excellent explanation. Had a pretty good understanding as it seemed to work pretty much the same way in the course designer in custom play golf. ;)


Lakes of Taylor Golf Course

Links at Gateway Golf Club


#38 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 27 June 2013 - 01:53 PM

Will Course Forge take .obj files?  If so I can get started now. :D

 

Yes and no. The CourseForge is just a funcitonality of the Unity game engine, a specialized extension for golf course design. So the CourseForge can't take obj. files because that's not its job. If you meant: Can Unity take them? They answer is yes. You may start.


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#39 Forestman

Forestman

    Advanced Member

  • Members
  • PipPipPip
  • 79 posts

Posted 27 June 2013 - 05:11 PM

Yes and no. The CourseForge is just a funcitonality of the Unity game engine, a specialized extension for golf course design. So the CourseForge can't take obj. files because that's not its job. If you meant: Can Unity take them? They answer is yes. You may start.

Ah thanks, I am starting to see more clearly now.


Please support PERFECT GOLF on STEAM --CLICK ON THE LINK TO SUPPORT: http://steamcommunity.com/sharedfiles/filedetails/?id=116796801&searchtext=golf


#40 Maineah

Maineah

    Advanced Member

  • Members
  • PipPipPip
  • 54 posts
  • LocationMaine, U.S.A.

Posted 27 June 2013 - 11:56 PM

I'll try and be as tender as I can with you, Maineah... Yes.  Just plant your 3D trees over the tree locations on that 2D image.

If you consult Mike's 15 minutes CourseForge video, well, that's it - he did not use a satellite image as a visual helper and had the whole ground already covered with rough texture, but the process is exactly the same. Note how he planted his trees and then added a dirt texture underneath them (the trees even gracefully vanished out of sight while he was applying his texture brush). Same here: You will need to add textures after planting your trees and at the very end of your work, the satellite image will end up being completely covered up (or rather: replaced) by corresponding terrain textures like long grass, meadow, sand & pebbles, mud, forest ground, rocks, cliffs, dirt, etc - and will not be visible at all any longer.

Its purpose, the way I understand it, is not to be a part of the finished course, but simply to help you pinpoint all the relevant structures, objects, paths, outlines and contours you need to add to it. A little bit like a "painting by colors" canvas, telling you where to apply which element.

thanks K11--  kinda what I was thinking but not having done it before I wasn't sure--  Sooooo looking forward to trying this out!!






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users