Pv3D Landscape

Well, I have finally gotten around to getting the pv3d landscape up and running.  It isn’t much to look at now, but it is a start.  So much to do on this to get it perfect. I used my fractal land scape generation program to create the maps.

Just right click on the program to view the source.

PV3D & DAE Animation

Character animation in Papervision3D.  I created a low poly, strange, little ogre like character in 3dsmax.  I textured and animated him for use in papervision3D.  He has a total of 4 animations that run the length of about 200 max frames.  To use different animations in papervision3D is a matter of animating from a numbered frame to a numbered frame.  A lot like a gotoAndPlay in flash but a little more complicated. Here is a great tutorial for controlling animation.  I based some of my code off of this.

Below is another character with just one animation cycle.  I have included the hand drawn texture and the final photoshopped version.
I hope to have a few of these guys roaming my 3d landscape when it is complete.

Creating the sandbox

I began creating a small land mass for the multi-user test program.  I started with the trees.  Since papervision is stuck with the painter’s algorithm trees become a bit harder to use.  With a z-buffer you can just stick them anywhere, with the PA you cannot have intersecting polys.  Each tree has a base that will be inserted into the mesh landscape.
All the textures are hand drawn.  Like my characters, I do a UV unwrap, print out the results and draw the texture by hand.  I use photoshop to add the color and I like to run a watercolor filter to smooth out the hand mistakes.