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Topic: 3-d shading techniques (Read 359 times) |
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Jerronimo
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3-d shading techniques
« on: Aug 28th, 2003, 10:12pm » |
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A few different models of shading 3-d objects would be awesome to have. I've written some of these before, so I can help out with it if you like: 1: wireframe hollow - this is pretty much accomplished now with stroke rendering 2: wireframe solid - hidden surface removal 3: flat shading - the surface changes brightness based on its angle to the lightsource or viewplane. 4: gourad shading 5: phong shading Obviously, I don't know what the capabilities of the JVM are... so this might just be a pipe dream... heh. A neat trick to do with flat shading is instead of the surface being full color at "head on" and black when perpendicular to "head on", you use two colors. For example, a surface might be red when "head on" and bright green when not. You can get very effective opalescent surfaces this way... The 3D models that I;ve been using for the past few days were designed with this in mind (when I made them in '94)... generally the body of the vehicles goes from blue to dark blue, while the windshields went from orange to dark green. It is a really slick effect.
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