#figuring out which method to use.

14 messages · Page 1 of 1 (latest)

empty pendant
#

So I'm new to three.js but my particular usecase seems a bit mathematically difficult.
I am making a UI for complicated 3d chess boards that can curve. simple example below. and im wondering which method would be the best to get the desired result.
option 1) make the blocks as normal blocks and then morph them to the desired shape.
option 2) make a geometry of the desired shape first and then project my assets onto them with UVs
option 3) some method im not thinking of yet.

note: i don't actually know how to do either of those things yet as im still learning.

#

since there may be hundreds of these i am somewhat concerned with trying to instance them

rain stratus
#

I am making a UI for complicated 3d chess boards
so the problem is the 3D chessboards or the 2D UI for them?

empty pendant
#

the board itself. the issue is that the asset above is hand made in an editor.
there are too many possible permutations of curves i want to support to do that for each and furthermore the above method does not work at all for half pipes, spiral staircases, etc.

empty pendant
#

this helps with the idea of option 2. thanks

empty pendant
#

doing three.js zero to mastery tutorial
"I can think of very few reasons you would want to or need to make a geometry from scratch instead of just using maya or blender"
uhoh
"but in the spirit of learning we're still gonna show how to do it anyway"
oh thank you kind sir

empty pendant
#

hm, shape geometry only helps with 2d planes

#

ring geometry almost helps too but not quite

#

i guess i could try to make something out of multiple shapes?

#

then i think ring + plane does most of what id need

#
  • cylinder