OBJ file format - Noske. Wiki. About. Wavefront OBJ (. ASCII file format for representing 3. D mesh geometries - namely the position of vertices, texture coordinates, normals and the faces of each polygon defined as a list of vertices. Unlike other 3. D interchange formats, like VRML and X3.
485 sample Texture Maps (.max.oth.obj.fbx.3ds) for purchase and free download. 121 sample 3D Models, 4. Login / Join; sample 3d models, textures, and more in a variety of formats including.max.3ds.obj.fbx.c4d Find. Average price for sample Texture Maps is $14. Buying royalty-free 3D models from TurboSquid saves you. news agencies and more get their projects done on time through TurboSquid. Available in many file formats, including Maya, 3ds, Max, Lightwave, Softimage. OBJ is a data directory which contains examples of OBJ files, a format for storing a description of the surface of a 3D object, composed of triangles or higher degree polygons. OBJ File Format Basics. OBJ is a very simple format. Generating a sphere as a 3D mesh - shows an example of generating a OBJ file using C code. VRML - a more versatile 3D vector file format which allows for animation, lights and many other features, but is a bit harder to read/parse Links. Wavefront.obj file - Wikipedia - gives a great little summary of the main keywords.
Sample.obj files. Teapot - not watertight Cow; Pumpkin - Please do not redistribute! Teddy bear.obj Viewer for Linux by Rob Jagnow (Stability not guaranteed). Cube OBJ and MTL file. Skip to content. All gists; GitHub; Sign up for a GitHub account Sign in. Create a gist now. Instantly share code, notes, and snippets. Star 6 Fork 0 noonat / cube.mtl. Created Aug 8, 2011. Embed What would you like to do? Embed Embed this gist in your website. Embed Share Copy sharable URL for this gist. Share Clone via HTTPS Clone with Git or checkout with SVN using the repository's web address. HTTPS.
OBJ File Format. The OBJ file format is a geometry description format originally developed by Wavefront Technologies. For the story, Wavefront was one of the first computer graphics technology company (created in 1984). The following outlines the minimal requirements to describe a textured mesh using the obj file format. Three example files are supplied here.
D, OBJ files do not support any animation, object hierarchy, transformation or even the use of 3. D primitives (spheres, cubes etc). Material information is also mission from OBJ files, however can be referenced in ".
OBJ's Material Template Library (MTL) companion file format. Despite these limitations, the OBJ format by Wavefront Technologies is a universally accepted format and remains in common use due to its relative simplicity.
Be warned, however, that MTL is much less supported, so conversions between different 3. D graphics programs is likely to result in a loss of material and color information. OBJ File Format Basics. OBJ is a very simple format. To start a 3. D polygon mesh "group" you should use g [group name].
Follow this with a list of vertices (3d points) in the form: v [x y z [w]] (w is optional). Finish each polygon with a list of face definitions by listing vertices counter- clockwise in the form: f [vertex.
Num. 1 vertex. Num. Num. 3 ..]. Important Note: Vertex numbers are continuous and start at 1 - meaning "f 1 2 3 4" will turn the very first four vertices in a rectangle.
Even if you start a new group, the numbers continue over, so it's a good idea to keep track of the vertex number. As a second option, negative numbers can be used to make relative references, counting backwards from the current position - meaning "f - 1 - 5 - 2. If desired you can include normals and texture coordinates above the list of faces. Normals in the form vn [x y z]. Texture coordinates in the form vt [u v [w]] (w is optional). Line comments are made with a hash character (#).
Warning: Not all editors/viewers can handle OBJ line comments and may fail to load until you remove them. Unity 5 is one of them apparently! To demonstrate the file format here are a few basic examples. Example 1a: A square facing forwards. This example demonstrates a single square in X/Y. Notice that the points are listed out in an anti- clockwise order such that the "front" face of this square will be looking forwards along - Z. My first . obj file.
List of vertices. Bottom left. v 5. Bottom right. v 5. Top right. v 0. 50# Top left. List of faces. f 1. Square. Example 1b: A square and a triangle. Here we've modified the example above to include a triangle on top such that it looks like a 2.
D house. Notice that we've put the square and triangle into two separate groups, but the vertex numbers continue regardless. We could also have listed the triangle face as "f - 3 - 2 - 1". Bottom left. v 5.
Bottom right. v 5. Top right. v 0. 50# Top left. Square base. g My. Triangle. Roof. v - 2. Left side. v 7. 50# Right side. Top of room. f 5. Triangle. Example 2a: Square based pyramid.
In this example we have a square based pyramid with 1 square face and 4 triangular faces organized into a single group called "My. Square. Based. Pyramid". Wave. Front . obj file - a single square based pyramid. Start a new group.
My. Square. Based. Pyramid. # List of vertices.
Front left. v 0. 5. Front right. v 0. Back right. v - 0.
Back left. v 0. 10# Top point (top of pyramid). List of faces. f 4. Square base (note: normals are placed anti- clockwise). Triangle on front. Triangle on back. Triangle on left side.
Triangle on right side. Example 2b: Square based pyramid with custom normals. This example is almost exactly the same as the example above, but demonstrates how to list and reference normals using "vt". Typically you can get a much nicer and smaller file size by omitting normals, because most programs will generate good normals for you - but in cases where you want to list your own normals your face definitions should be in the form: f [vertex. Wave. Front . obj file - a single square based pyramid with custom normals.
My. Square. Based. Pyramid. # List of vertices. List of normals. # List of faces and normals for each corner. MTL File Format Basics. Material Template Library (MTL) is an ASCII file format defined by Wavefront Technologies to specify material and light reflecting properties.
MTL files are typically accompanied by and referenced from OBJ files that define geometry upon which the materials of the MTL file are mapped. A more detailed look at this standard is available here. Here we ignore the illumination properties, but list out the more basic properties and method used to define a material. Within the . obj file. Within the . mtl file.
Material. Name]ambient color is declared using: Ka [r g b]. RGB (red green blue) values like this are always a coefficient between 0 and 1.
Kd [r g b]. specular color is declared using: Ks [r g b] and then the amount of "shininess" defined with: Ns [#] where # ranges between 0 and 1. Tr [r g b] and d [r g b] (some implementation use 'd' instead of 'Tr'). Example 3: Two triangles with materials referenced in a . In this final example we have two files.. Two triangles.. mtllib my_triangles. FIRST TRIANGLE / GROUP: (will be red and shiny).
SECOND TRIANGLE / GROUP: (will be white and transparent). MATERIAL FOR GROUP 1. Ns 5. 00# Very shiny. MATERIAL FOR GROUP 2. Ns 0# No shine (completely dull).
Tr 0. 5# Is 5. 0% transparent. See Also. Generating a sphere as a 3. D mesh - shows an example of generating a OBJ file using C code. VRML - a more versatile 3. D vector file format which allows for animation, lights and many other features, but is a bit harder to read/parse.
Links. Acknowledgements: Eric Ball for pointing out the loading problem with Unity 5 loading OBJs with line comments..