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My Room in 3D

my-room-in-3d.vercel.app

41–50 of 134 posts

Re: My Room in 3D

#41
post #4

Although libraries like threejs (or softwares like blender) give you so many tools and knobs to play around, I cannot for the life of me make a scene look so great. The lighting, the composition, the textures, the even level of detail… I would recommend everyone try it out for themselves to see what I’m talking about. No matter how much you try, there is always something too dark or light. Always something that looks…

I found it a bit easier to start with voxels:

https://ephtracy.github.io/

Re: My Room in 3D

#44
post #2

His portfolio home page is incredible too: https://bruno-simon.com/ It's the website shown on the monitor in the room.

Man that portfolio website is amazing.

Makes me want to check out each of his individual projects.

Re: My Room in 3D

#45
post #35

Earlier quoted context omitted.

You mainly need to know some javascript library for importing the models that were exported from Blender. Three.js is, afaik, the most popular. I've used it myself because it was the first thing I found. If you want to use TypeScript, and you have time on your hands, maybe look at Babylon.js and compare it to Three.js.

What's your opinion on Three.js versus Babylon.js? What's the advantage of one over the other?

I spent two years with threejs then the last 2 years with Babylon.js

Three.js has a huge community, learning 3D programming by learning three.js from the community is very feasible, lots of nice exemples around.

Babylon.js is maintained by a team of Microsoft employees. It is a cohesive piece of software with tons of integrated utilities (controls, GUI, good debugging tools, an excellent jsfiddle equivalent called playground etc). It is the perfect balance between a rendering and a game engine. Also it has a well engineered Typescript codebase that in my humble experience has been more stable than Three. The docs are great, the community is nice and super active, contributing is easy but you have much less online exemples than with Three.

So my advice for a 3D novice would be to play with Three.js and see where it goes. If you are in it for art and making things look good, the amount of examples with Three will also help a lot.

Now if you value engineering, and you already have even a very modest experience with 3D programming I really recommend Babylon.js

Also you will see Aframe, react-fiber or react-babylon thrown around: don't bother if you don't already know Three or Babylon. You will outgrow them and still have to learn Three/Babylon "the correct way". I think that most people decent with Three or Babylon can make their own specific abstraction with less overhead anyway.

Re: My Room in 3D

#46
post #26

Earlier quoted context omitted.

He recorded the entire process on Twitch. You're seeing the end result: the forest. When you're seeing how each tree is built one step a time it all seems a lot less magical. It's just a lot of work. A lot more people (on average seem to) think it is.

Did you leave out a "than a lot more", or are you saying too many people think it is more work than it is?

In my experience people inexperienced with the process think 3D requires about 10x less work than it actually does.

Re: My Room in 3D

#47
post #35

Earlier quoted context omitted.

You mainly need to know some javascript library for importing the models that were exported from Blender. Three.js is, afaik, the most popular. I've used it myself because it was the first thing I found. If you want to use TypeScript, and you have time on your hands, maybe look at Babylon.js and compare it to Three.js.

What's your opinion on Three.js versus Babylon.js? What's the advantage of one over the other?

I don’t have a strong opinion because I’ve never used Babylon.

However, I’ll echo the sibling comment here. I used Three.js and had some problems exporting it into my TypeScript project (using the DefinitelyTyped repo for type definitions). It eventually worked with a dumb js file that I copied over from Three and edited myself to make the export work in my project. This was in mid-2019.

Anyway, after getting that all working and moving on, I realized I should have at least tried Babylon because the code looked far more suitable for a TypeScript project. I never got around to porting over because it wasn’t crucial for my project, and Three was already working.

Based on that experience and the fact that I prefer ts, if I work on another project with 3D rendering in the browser, I’ll try Babylon.

Re: My Room in 3D

#48
post #46

Earlier quoted context omitted.

Did you leave out a "than a lot more", or are you saying too many people think it is more work than it is?

In my experience people inexperienced with the process think 3D requires about 10x less work than it actually does.

That's common to all things. Can't you just make changes to the app? Can't you just port the app to X? Can't you just build me this bookshelf? Can't you just fix the dishwasher?

Can't you just... means they have no fucking clue.

Re: My Room in 3D

#49
It's certainly a good time to become a 3D graphics developer, or at least be proficient at it. WebGL simply works. The internet is fast enough to ship a lot of assets. Even phones can render tons of graphical elements. Mix in WASM and it's pretty much golden. The world-wide-web is the true VR.

Re: My Room in 3D

#50
post #4

Although libraries like threejs (or softwares like blender) give you so many tools and knobs to play around, I cannot for the life of me make a scene look so great. The lighting, the composition, the textures, the even level of detail… I would recommend everyone try it out for themselves to see what I’m talking about. No matter how much you try, there is always something too dark or light. Always something that looks…

I've had the exact same problem when I was designing (trying to) websites. It's the same but 2D and simpler. I was feeling the result is fine but quite not right. Compared to "real" website made by professional, my design was clearly inferior but I could not fanthom why exactly.

Only later I discovered it was the font size few pts smaller, the padding 1 pixel larger, the color little bit less contrasting, the 1px additional light border on top of dark border, the shadow a bit more blurry and million subtle things you can get right and balanced only with experience.

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