cv
Required
Blender 3.3.0 https://www.blender.org/download/
Collection
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I did things wrong the first time starting with the glTF files, keeping the documentation here for learning / showing process.
Before
I first started with glTF 2.0 files of the districts that were exported out of Unity with the Plattar UnityGLTF plugin back in 2019.
There are two atlas textures, one default and another for when a person chose to invert the colors for the blocks. The 12-13-2019 glTF exports do not seem to have information on which one is for which so for now I'm using the default Atlas.
Atlas 1 (default) | Atlas 2 (Inverted) |
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Glass tiles
Getting glass to look beautiful in the web can be tricky. The blender glTF exporter recently got updates in version 3.3 to support KHR_materials_volume
extension, see docs.
Can tweak the glass on the Sketchfab preview too: https://help.sketchfab.com/hc/en-us/articles/202602073-Transparency
Here's how one district looks in hyperfy: https://hyperfy.io/thecenter
I was able to compress a 3D model from
1.44 GB down to 18.3 MB
with 0 visual quality loss
150mb 1.7M tri model down to 3.3mb via Draco compression using http://gltf.report and can still gzip 30% to 2.1mb. Meshopt only went to 25mb and broke collision
https://twitter.com/dankvr/status/1583596977312641024
Only major complaints I heard about Draco is that the decoder is 100kb, which is no biggie since the difference with gltfpack / meshopt for converted voxels is substantial.
https://twitter.com/cryptovoxels/status/1580641383815053312
https://github.com/ephtracy/voxel-model/issues/56
Compressed
Software used:
svox-tools, 7zip for gzip, 7-Zip-Zstd for brotli method, and gltf.report for Draco / Meshopt
Before
After
Blender nodes
Import new district
Import
select glass / atlas, reassign original material
Testing glTF import with merge vertices on / off
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