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François Houdebert wrote on Wed, Dec 20, 2023 10:28 PM UTC in reply to H. G. Muller from 09:52 PM:

I think I will modify in the future only the master to suggest modifs for you to avoid conflicts.

Concerning the 3d pieces, we could use any existing piece from https://musketeerchess.net/p/tools/boardpainterV2/ tiger, fortress ...

The falcon could be used in Minjiku shogi since it is a bird.

We can make STL like this raven : http://biscandine.fr/variantes/test/fairy-move-model/raven.stl

To add, new pieces we miss a blender expert that can export the piece.

I only know Jerome choain that could export it. But as a professionnal freelance graphic designer he won’t probably do it for free.

Here is what he does in that case:

From a piece model in a quite high-definition version. (stl). All that remains is to apply the right textures, mapping and lighting for rendering.

2- The next step is to create a low-definition part for export to .JS for use in Jocly. The HD part would be too heavy to manage, with too many points. This operation is called retopology. We'll create a low-resolution part with far fewer points, which will be placed on top of the HD part. In the latest versions of Blender, there are tools that help: https://www.youtube.com/watch?v=X2GNyEUvpD4

3- "unwrap" the low-resolution part, i.e. create the UV map that enables textures to be mapped onto the part.

4- Bake the textures. Baking consists in calculating the textures of the low-definition part from the rendering of the HD part, in order to apply the nuances of color and volume to the low-definition object. The final rendering engine in the game will create the illusion. 2 baking renders are required: diffuse (color) and bump (relief).

5- export the low-resolution part to a JSON file (.JS) using an addon which, no longer works with current versions of Blender.


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