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| Not now Chewie! It's time for 3D Spaceship in Flash |
| Flash Dev |
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So this article is sort of a continuation from the Product Box article. The processes are prety much the same so let's just dive into the deep end and see where we wash up. I have decided to create a 3D spaceship for use in Flash. The model will be quite a bit more complex than just a box so using 3d Studio Max really has it's advantages here. You won't go wrong using Maya or Blender either, the steps are pretty much the same. I would recommend Blender as it is free to download and very powerful for 3D design. One thing to keep in mind though when creating 3D objects for Flash is polygon count. Polygons are essentially the basic shapes need to create a 3D object. A basic rule of thumb for Flash (and all realtime rendered 3D) is the less complex your model is, the faster it will render, which in turn helps provide a more seamless user experience. So with that in mind, let's create our spaceship! Step 1 : Modelling the shipLearning basic modelling techniques doesn't take too long and a little effort is definitely rewarded. Learning simple modelling will help keep polygon count down while giving you a solid base to begin experimenting in the world of 3D. I would usually start out with a few hand drawn reference images of my object from different angles but this time I just jumped in and started modelling. Starting with the box primitive, I pushed and pulled around some vertices and this is what I came up with. A very simple, low-poly spaceship. ![]() Step 2 : Creating a textureNow this step took me quite long, about 4 hours. The secret to making a low-poly model look more realistic is putting a little more effort into creating the texture. In the same way that a model with too many faces (polygons) will impede performance, so too will a texture that is too big (both dimensionally and in terms of bytes). Try and find a nice median between quality and size. Here is the texture for my interstellar fighter ship. When the model is exported from 3DsMax, the texture co-ordinates are stored and each piece is mapped to it's corresponding face on the model. ![]() Step 3 : Putting it all together
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Comments
And according to this article, I totally agree with your opinion, but only this time! :)