Collada Loader Part 1

Recently I’ve decided to use Collada as the main file format to import animated models in my simple 3D engine.
Why I decided to go with Collada? Two words: skeletal animations and tools!!!
Almost any 3D software has a Collada exporter!
The biggest problem when you have to parse Collada files, it’s how Collada organizes indices. Instead of returning a single index array, it gives you 3 different index arrays: one for vertices, one for normals and one for texture coordinates. And it’s a pain because OpenGL only accepts a single index array for all of the three!
Some people have overcome this issue by using an utility called Collada Refinery which has a “deindexer”: it takes a Collada files and it returns a new one with only one index array for vertex/normals/texture coordinates.
But because I’m a lucky guy, this utility doesn’t work on my PC πŸ˜€ So I’ve had to figure out how to reorganize indices.
Finally, last night I’ve found the solution and I was the happiest guy in the world πŸ˜€
Here’s a quick video of the loader in action, thanks for watching!


Blender + Freestyle = The perfect tool!

Tonight I’ve tried Blender build with Freestyle included (you can find it here) and I was amazed at the boost it brought to my toon shading technique.
Here’s an image of what I’ve got after messing up with Freestyle Parameter Editor:

The best thing about the Freestyle module, is that you can mark your “custom” edge to add to the final render so even the smallest detail can be achived! I love it!
Try it, you won’t be disappointed!

Anime style cel-shading render in Blender

A quick test of Non-photorealistic-rendering trying to imitate anime shading.
The render has been done in Blender using a simple Lambert material with a 2 colors Ramp ShaderΒ  attached and specularity turned off.

I’ve tried to reproduce the cell-shading look in realtime using GLSL shader in the GLSL View of Blender.

Modeling a 3D Anime Head

I’m a huge fan of Anime and Japanese RPG and I’ve always wanted to be able to model characters who looked like the ones in Final Fantasy games.
There are many ways to reach that goal, you could use blueprints but they’re very difficult to find on the net so I’ve decided to look how “mangaka” draw characters head on paper and then I’ve tried to emulate it on 3D using the box modeling technicque to cut out the need of blueprints.
Here are two videos of my method used on Blender and Maya. I prefer Blender in this particular case.
The Mac OSX operating system you see in these videos is running on my PC not on an Apple Mac πŸ˜€ I love Hackintosh!



OpenGL 4.0 Core Test: No more fixed funtion pipeline?

Here is a quick test of OpenGL 4.0 I’ve done to test the “new” way of OpenGL.
As you may know, since OpenGL 3.1 the fixed function pipeline has been deprecated so everything about shading is done with GLSL shaders.
I’ve made a simple example using Vertex Buffer Objects to organize geometric data and a simple GLSL shader to colour the cube.

A Simple 3D Graphic Engine Part 3: Dealing with Shaders!

To start learning shaders, I’ve decided to build a simple shader editor so I could copy and paste GLSL code in my editor and compile it on the fly to see the result.
Recently I’ve made a port of the shader editor in Java, poorly enough I haven’t got time to update its functionalities. Maybe one day or another I’ll bring it back to life πŸ˜€