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Purchasing 3D models - what should I be aware of ?


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#1 neo72   Members   -  Reputation: 116

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Posted 06 May 2013 - 02:08 PM

Hi

 

I was thinking of purchasing some 3D models from turbosquid 

 

Since I can't be sure that the models are the same size, so I easily could imagine that if I had  a large model and a medium and I tried to scale the medium model to be roughly the same size as the large one, then the texture of the medium one (now a large model) would become blurry and the rest of the models would also look a odd as its geometry were scaled up to match the large model.

 

I must admit that I don't very much experience with 3D modelling, so I'm not sure that there would be any problem like the ones I have described in the above, I just thought that it would be a good idea to ask here before spending money on 3D models.

 

Does anyone have any advice about what I should be aware of If did go ahead and bought some 3D models



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#2 kburkhart84   Members   -  Reputation: 1592

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Posted 07 May 2013 - 12:17 PM

Whether you actually have that problem or not depends on just how much screen space the models would be taking up and how large the textures are relative to that.

 

If the models are "typical" as in not usually taking up the whole screen, especially if they are scenery, the texture size of 1024x1024 is likely plenty, however if said model is a focal point in your game/render, you would maybe need 2048x2048.  It also depends on if they are going to be rendered with normal-map and/or detail map(usually meant for terrain, but sometimes you'll find it on other things).  If you need to, you may be able to re-create the texture at a bigger size yourself, using the smaller version as a reference.  This won't affect the uvs at all, as long as you keep everything relative.

 

I'd say check the texture size, and if you need to, you may be able to contact Turbosquid and/or the creator of the model to confirm if it is fit for your purpose.

 

Also, on the other problem, I don't think you'll have oddness when scaling models, as long as the objects fit right.  In fact, you are scaling to make things fit, so at least the geometry itself shouldn't look oddsized, because that is the point of you scaling in the first place.  3d is all relative.  It doesn't matter much exactly how big a human and a car are as long as about 1 human fits into a car seat.  The exceptions to this issue is physics simulation(which behaves weird when it seems huge objects move to fast or the other way around) and camera frustum issues.  If everything is too small, they may be invisible because you'd have to get too close to the camera to see them, and likewise with high distance, if you have to scoot the camera very far away to see objects at the right size.  Renderers(and 3d engine cameras) have a frustum that counts as visible, which tends to be like from 0.3 to 1000 units, and anything outside of that doens't get rendered.


Edited by kburkhart84, 07 May 2013 - 12:18 PM.




#3 neo72   Members   -  Reputation: 116

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Posted 07 May 2013 - 01:32 PM

Hi

 

I had almost giving hope on that anyone would care/dare to answer my questions !

 

@kburkhart84

 

Thank you for explaining - reading through your post I drew the following conclusions:

 

1. object size doesn't matter as 

3d is all relative

 

2. texture size minimum 1024x1024

 

 

btw, I have read though part of EULA from TurboSquid and as far as I understand it a customer is allowed to modify models as long as the modified version of the model is not re-distributed as an new model - this would allow me to get a model customized if it did quite fit my needs as it were.



#4 kburkhart84   Members   -  Reputation: 1592

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Posted 07 May 2013 - 10:44 PM

Yes, I've pretty much understood that Turbosquid doesn't care too much what you do with the models as long as you don't try to re-sell them.  One thing that they DO mention though is to not have the model easily accessible in your final project.  Like in a game, you'd need to have the model either in your own format or hidden away in some fashion so that the end user can't easily access the models.





#5 Chikako Hatanaka   Members   -  Reputation: 128

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Posted 09 May 2013 - 11:30 AM

Hi

 

I was thinking of purchasing some 3D models from turbosquid 

 

Since I can't be sure that the models are the same size, so I easily could imagine that if I had  a large model and a medium and I tried to scale the medium model to be roughly the same size as the large one, then the texture of the medium one (now a large model) would become blurry and the rest of the models would also look a odd as its geometry were scaled up to match the large model.

 

I must admit that I don't very much experience with 3D modelling, so I'm not sure that there would be any problem like the ones I have described in the above, I just thought that it would be a good idea to ask here before spending money on 3D models.

 

Does anyone have any advice about what I should be aware of If did go ahead and bought some 3D models

 

Do some research on the artist on Turbosquid and other brokerages like it. For all their claims of quality checking and providing standards for their vendors, I see too many characters that are clearly IP violations. Sometimes you can also get better deals dealing directly with artists.  For example, I make models individually and in themed sets. Purchasing the set typically nets you a very sizable discount. Also, its possible to get variable license terms. We have a level just for rendering to 2D, another for embedding geometry (which is what you are paying for on Turbosquid, if you need it or not - which is not if you are doing a 2D pre-rendered game).



#6 neo72   Members   -  Reputation: 116

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Posted 09 May 2013 - 02:17 PM

Hi

 

@Chikako Hatanaka

 

Thank you for the advice.

 

In regards to getting better deals from the artists then I don't think it is possible on TurboSquid as I don't think it is possible to contact them.






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