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        <title>3D Models — dengine Forums</title>
        <link>https://talk.dengine.net/</link>
        <pubDate>Mon, 11 May 2026 03:20:39 +0000</pubDate>
        <language>en</language>
            <description>3D Models — dengine Forums</description>
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        <title>3D Models and Free Textures Resource for Dengine</title>
        <link>https://talk.dengine.net/discussion/2983/3d-models-and-free-textures-resource-for-dengine</link>
        <pubDate>Mon, 18 Aug 2025 07:58:11 +0000</pubDate>
        <category>3D Models</category>
        <dc:creator>Paul2025</dc:creator>
        <guid isPermaLink="false">2983@/discussions</guid>
        <description><![CDATA[Just sending this out there to hopefully find out about some new 3d models and free textures sites. The website has lots of 3D models (some are free) that are great for Dengine game development. It’s packed with a huge variety of assets that are super easy to download and perfect for Dengline. Relebook helps to make your games look amazing without costing too much. It’s a great way to boost your visuals and save time.<br />
3D Models and Free Textures Resource for Dengine: <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2F3dmodels.relebook.com%2Fmodel-category%2F8-1-Game%2520%26%2520Movie%2520Character">https://3dmodels.relebook.com/model-category/8-1-Game &amp;amp; Movie Character</a>]]>
        </description>
    </item>
    <item>
        <title>UV Shells Treated as Hard Edges</title>
        <link>https://talk.dengine.net/discussion/2943/uv-shells-treated-as-hard-edges</link>
        <pubDate>Mon, 30 May 2022 00:36:06 +0000</pubDate>
        <category>3D Models</category>
        <dc:creator>NiuHaka</dc:creator>
        <guid isPermaLink="false">2943@/discussions</guid>
        <description><![CDATA[I’m hoping someone out there can shed some light on this issue.<br /><br /><a href="https://talk.dengine.net/profile/skyjake" rel="nofollow">@skyjake</a><br /><a href="https://talk.dengine.net/profile/veirdo" rel="nofollow">@veirdo</a><br /><a href="https://talk.dengine.net/profile/Tea%20Monster" rel="nofollow">@Tea Monster</a><br /><a href="https://talk.dengine.net/profile/KuriKai" rel="nofollow">@KuriKai</a><br /><br />
My models are rendered with some strange lighting issues, as if the angles of some faces or edges are miscalculated. My models are exported from Maya to FBX and then a final save from Motionbuilder.<br /><br />
In these examples it is most noticeable on the shoulders and spikes, but the problem exists all over the model. There seems to be hard edges that I didn’t add to the models along the borders of the funky light directions.<br />
Crazy light inside hard edges on shoulders:<br /><img src="https://www.thefacesculptor.com/doom_ascension/images/imp_example_edges_1.png" alt="imp_example_edges_1.png" /><br />
Hard edges on spikes:<br /><img src="https://www.thefacesculptor.com/doom_ascension/images/imp_example_edges_2.png" alt="imp_example_edges_2.png" /><br /><br />
Compare those to the same model opened in Maya, which only has the hard edges I added:<br /><img src="https://www.thefacesculptor.com/doom_ascension/images/imp_example_edges_3.png" alt="imp_example_edges_3.png" /><br /><br />
Part of the issue is that while it does have the hard edges that I added, I discovered that the outer edges of my UV shells are being treated as hard edges on the mesh… or something.<br /><br />
The blue lines trace some of the intentional Hard edges. The green lines trace some of the strange maybe-hard-edges that are the outer edges of UV shells.<br /><img src="https://www.thefacesculptor.com/doom_ascension/images/imp_example_edges_4.png" alt="imp_example_edges_4.png" /><br /><img src="https://www.thefacesculptor.com/doom_ascension/images/imp_example_edges_5.png" alt="imp_example_edges_5.png" />]]>
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    <item>
        <title>head bobbing model.weapon.</title>
        <link>https://talk.dengine.net/discussion/2900/head-bobbing-model-weapon</link>
        <pubDate>Sun, 14 Mar 2021 05:23:08 +0000</pubDate>
        <category>3D Models</category>
        <dc:creator>KuriKai</dc:creator>
        <guid isPermaLink="false">2900@/discussions</guid>
        <description><![CDATA[Hey <a href="https://talk.dengine.net/profile/skyjake" rel="nofollow">@skyjake</a> is there a way to put in a dei a way to limit the gun sway movement? currently it moves way too much for my shotgun model (me changing the fov may have caused it to look like it's moving more than it should?)]]>
        </description>
    </item>
    <item>
        <title>Texture Atlas Border/Padding Size</title>
        <link>https://talk.dengine.net/discussion/2897/texture-atlas-border-padding-size</link>
        <pubDate>Sat, 06 Mar 2021 22:23:46 +0000</pubDate>
        <category>3D Models</category>
        <dc:creator>NiuHaka</dc:creator>
        <guid isPermaLink="false">2897@/discussions</guid>
        <description><![CDATA[Most malevolent Doomsday Mastermind,<br />
In the <i>Optimization Tips</i> section, on the <i>3D Model Assets</i> page of the manual, it reads:
<blockquote>

<div>All textures used by a model are stored in a large atlas. This means there are no restrictions on texture sizes, i.e., they do not have to be powers of two (e.g., 1024×1024). However, because the atlas needs borders and other padding around the textures stored in it, it is recommended that the model's textures are a bit smaller than power-of-two sizes. For instance, four 1000×1000 textures will easily fit on an atlas of 2048×2048; however, only one 1024×1024 texture would fit.</div>
</blockquote>
<br />
I’m looking for the exact borders and other padding the engine needs for my model textures to be optimized. The “a bit smaller” wording is unsatisfactory to my inferior robotic mind.<br /><br />
My current quandaries:
<ul><li>Would a single pixel difference work, where four textures at 1023x1023 px would fit into a 2048x2048 atlas?</li>
<li>Or, is a single pixel border for all four edges required, where four textures at 1022x1022 px would fit into a 2048x2048 atlas?</li>
<li>Or, is there some other specifications hidden inside “borders and other padding” I should consider when optimizing/maximizing my pixel budget?</li>
</ul>]]>
        </description>
    </item>
    <item>
        <title>HeXen 64 3D Logo Extracted</title>
        <link>https://talk.dengine.net/discussion/2807/hexen-64-3d-logo-extracted</link>
        <pubDate>Tue, 03 Mar 2020 23:01:11 +0000</pubDate>
        <category>3D Models</category>
        <dc:creator>WhiteMagicRaven</dc:creator>
        <guid isPermaLink="false">2807@/discussions</guid>
        <description><![CDATA[Full Post is Here: <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fhexen-game.ru%2Fforum%2F10-158-25306-16-1583189237">http://hexen-game.ru/forum/10-158-25306-16-1583189237</a><br />
or English here: <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fforum.zdoom.org%2Fviewtopic.php%3Ff%3D37%26t%3D28369%26start%3D60%23p1140384">https://forum.zdoom.org/viewtopic.php?f=37&amp;t=28369&amp;start=60#p1140384</a><br /><br />
Download: <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fraven-05.narod.ru%2Fhexen64j%2Fhexen-64-3d-logo-vrml.7z">http://raven-05.narod.ru/hexen64j/hexen-64-3d-logo-vrml.7z</a><br /><br />
Can be opened in Blender 2.78<br /><br /><img src="http://raven-05.narod.ru/hexen64j/hexen64logo.png" alt="hexen64logo.png" /><br /><br />]]>
        </description>
    </item>
    <item>
        <title>doomsday 2 new particle system soon?</title>
        <link>https://talk.dengine.net/discussion/2712/doomsday-2-new-particle-system-soon</link>
        <pubDate>Sat, 08 Jun 2019 10:15:27 +0000</pubDate>
        <category>3D Models</category>
        <dc:creator>KuriKai</dc:creator>
        <guid isPermaLink="false">2712@/discussions</guid>
        <description><![CDATA[How far away from using dei for doomsday 2 renderer particles are we? As I would like to release a few models that will need particles (lost soul, baron of hell). It would also help with monster deaths.<br /><br />
The current verido shader we have has a few issues with it and can't be used for bigger flames else it will be noticible<br /><br />
Thanks]]>
        </description>
    </item>
    <item>
        <title>Model (FBX &amp; MD5), Texture, Scripting Considerations?</title>
        <link>https://talk.dengine.net/discussion/2466/model-fbx-md5-texture-scripting-considerations</link>
        <pubDate>Sun, 30 Jul 2017 09:59:18 +0000</pubDate>
        <category>3D Models</category>
        <dc:creator>NiuHaka</dc:creator>
        <guid isPermaLink="false">2466@/discussions</guid>
        <description><![CDATA[I'm so excited for DE 2 that i'm starting this thread without regaining my composure so forgive me if I seem a bit giddy/frantic/chaotic/swoony. I wasn't able to discover the answers to these questions but that might be because i'm being a bit hasty at the moment.<br /><br />
Model Considerations:<br />
As I dive into this are there any FBX specific considerations, such as version compatibility, or other limitations that should be made in relation to developing models and animations for DE2?<br /><br />
Textures &amp; Materials:<br />
Are there any new fancy texture effects, and/or shaders (such as glow maps, normal maps, or metallic refraction) available now or coming down the pipeline that I should consider when designing for my new models?<br /><br />
Scripting:<br />
Generally speaking, would the scripts look similar to the way they did for the pre-2.0 versions of DE? Is there very much that will be, or already is, depreciated that I should be aware of? Scripting is not my field of experience so all of my projects past scripts were made possible by harassing the hell out of DaniJ back in the day.]]>
        </description>
    </item>
    <item>
        <title>Rendering environment maps (&quot;cubeshot&quot;)</title>
        <link>https://talk.dengine.net/discussion/2379/rendering-environment-maps-cubeshot</link>
        <pubDate>Tue, 07 Mar 2017 19:21:54 +0000</pubDate>
        <category>3D Models</category>
        <dc:creator>skyjake</dc:creator>
        <guid isPermaLink="false">2379@/discussions</guid>
        <description><![CDATA[The next 2.1 unstable build will introduce a new console command to help with 3D model creation.<br /><br /><img src="http://dengine.net/talk/uploads/editor/b5/cximzpzcsx03.jpg" alt="cximzpzcsx03.jpg" /><br /><br /><b>cubeshot</b> takes the player's current camera position and renders a 6-sided cube map in the format that the Doomsday 2 model renderer uses. For instance
<pre spellcheck="false" tabindex="0">cubeshot 256
</pre>
writes a PNG file "cubeshot.png" to the runtime folder with the size 1536x256.<br /><br /><a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwiki.dengine.net%2Fw%2FAssets%2FTexture%2FReflect" rel="nofollow">Reflection map documentation</a>]]>
        </description>
    </item>
    <item>
        <title>Model scripting improvements</title>
        <link>https://talk.dengine.net/discussion/2451/model-scripting-improvements</link>
        <pubDate>Sun, 18 Jun 2017 15:42:14 +0000</pubDate>
        <category>3D Models</category>
        <dc:creator>skyjake</dc:creator>
        <guid isPermaLink="false">2451@/discussions</guid>
        <description><![CDATA[2.1 unstable build 2360 adds some new functionality for 3D model scripting. I'm currently documenting model scripting on this Manual page: <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fdengine.net%2Fmanual%2Fassets%2Fscripting_with_stateanimator">http://dengine.net/manual/assets/scripting_with_stateanimator</a><br /><br />
A big new feature is that there is now a script callback method for executing code when a mobj switches to a particular state. Previously one could only execute scripts if there was an associated model animation sequence present. Some objects, like power-up artifacts, are actually static models so they don't need animations. It is still useful to know when the artifact has been picked up, for instance.<br /><br />
Also, model scripts can now start specific animation sequences and/or script timelines. This gives a lot of flexibility for example for choosing a specific animation sequence when a monster receives damage. This also makes it possible to start multiple consecutive animations in the timeline script.<br /><pre spellcheck="false" tabindex="0">record model.thing.misc3 ()&#13;
    def onStateChange (animator, state)&#13;
        print "State changed:", animator.ID, state&#13;
        animator.startTimeline("off")&#13;
    end&#13;
end
</pre>
<br />
In that example, one could also do something like:
<pre spellcheck="false" tabindex="0">animator.startSequence("attack1")
</pre>
]]>
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