[WIP] Static Objects

Discussion pertaining to the PR Brazilian & FARC Forces faction
AfterDune
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Re: [WIP] Static Objects

Post by AfterDune »

Salmonella wrote:what you mean? For me it is more enough detailed for generic houses, I'll make something more unique on the Churches and commercials ones.
If Rhino says it's not bad, or not bad at all, you should consider it as a compliment, sort of :D .
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Hauteclocque
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Re: [WIP] Static Objects

Post by Hauteclocque »

Tannhauser wrote:These statics are going to be useful because they'd pass off for African too, and god ARF sorely needs these IMO.
I was thinking the same.

Salmonella, you seem to be skilled for making statics, and if Rhino takes care of you, it's not for nothing (we would say "pour des prunes" in French :mrgreen :) .
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Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

[quote=""'[R-DEV"]Rhino;1206081']Fiber Cement Plates? Asbestos?...[/quote]
thanks for the link and advises, I'm really new to the 3d world, 4 months ago I started with maya and last week with dds textures, so any help is always welcome.

[quote="Sluismaster1""]are you gonna build some houses that you can enter too?[/quote]
yeah, I've already made other models, look the first post, now I'm trying to do some texture work on them.
[R-DEV]AfterDune wrote:If Rhino says it's not bad, or not bad at all, you should consider it as a compliment, sort of :D .
[R-COM]Hauteclocque wrote:I was thinking the same.

Salmonella, you seem to be skilled for making statics, and if Rhino takes care of you, it's not for nothing (we would say "pour des prunes" in French :mrgreen :) .
sorry, I read the message too quickly and due the language barrier I misunderstood Rhino's message, my bad. Really appreciate the feedback.
Glimmerman
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Re: [WIP] Static Objects

Post by Glimmerman »

I would say they have to potential to be awesome ;)

Keep it up :)
Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

I found real good textures on that site, its a shame I only have 15mb free account hauiheiuaea

I've made some work on the "asbestos" specular and bump, take a look.
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<object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/rjLi0QPIwlk&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/rjLi0QPIwlk&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]
Last edited by Salmonella on 2009-12-14 01:40, edited 1 time in total.
sharpie
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Re: [WIP] Static Objects

Post by sharpie »

I cannot explain, how awesome this is.

:mr-t: <--And Mr. T pities the fool.
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

[DM]P*Funk: its like a funk guitar seminar up in that *****

K_Rivers-"...everything is broken in your country,"

RinWarZip: Your butthurt is like cold september morning by the seashore for me. Refreshing. Pepper mint.

Rhino
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Re: [WIP] Static Objects

Post by Rhino »

Very nice work Salmonella, the texture dose look a little repetitive but other than that, really good :D

To get rid of the receptiveness what I would do is first of all desaturate most of the colour from it, leaving it a gray scale image, only leaving in some of the detail colour like moss etc. Then would find some good colour textures in the palettes already or if you must, make a new one or 2 and use that as your surface texture, then also put a dirt texture over the top of it, have the dirt texture adding thous black spots you have already on the texture but if you remove them off the detail texture and have them on the dirt texture you can have it offset on the UVs making it look much less repetitive and as such, nicer :)

Also for the end of the roof, instead of wrapping the texture around it I would make a new texture that has the same colour and detail as your texture but make it look like this:
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This will make the ends look a little more realistic :)

You could also try adding a alpha channel onto the top side of the roof but doubt that would turn out too well.

Also if you send the texture over to me I'll make a nice normal map for ya :)
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Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

Again, thanks, I'll try what you said.

I sent a PM for you with the files.
zenrique
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Re: [WIP] Static Objects

Post by zenrique »

Heh, amazing work Salmo! Thanks Rhino for the feedback, its invaluable!
Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

I increased the roof's LOD, and made some adjustments on the color,
<object width="640" height="360"><param name="movie" value="http://www.youtube.com/v/ZbPCEWKByx0&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ZbPCEWKByx0&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="360"></embed></object>[/youtube]

but here I come again with new issues, shadows...I mean, the green arrows is where the shadow are good, and the red the bad ones.
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Why that weird jagged shadows? I've modeled all the parts with the same technique, the windows covers uses the same shader of the roof, why they behave different?
I'm really upset with it.
I read on other sites that it maybe due light map quality/setting, but this was shot on final/2048, and you see some self shadows and ground shadows perfectly, and only few weird!
Last edited by Salmonella on 2009-12-15 02:37, edited 1 time in total.
GhostDance101
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Re: [WIP] Static Objects

Post by GhostDance101 »

Are you really 100% sure you generated 2048 lightmap for that? for a static that size 512 is as high as i would go...
The jagged lines look a lot like aliasing from a low res lightmap tbh.
Maybe add a screen shot of the lightmap dds might help us work out whats wrong.

Also sometimes the exporter can end up messing up the uvs for the lightmaps, which it generates when you export, this can cause artifacts and glitches in the shadows. But this looks a lot more like pixelation in the lm most likely due to low res and the bf2 editor being rubbish.
Last edited by GhostDance101 on 2009-12-15 04:05, edited 1 time in total.
Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

I'm triple sure about the 2048 texture, at least if I set lower resolutions the things get worst.
Don't know if the 2048 refers only to terrain lightmap size, but I noticed, when I set 2048 it generate 256x256 shadows, 1024->128 and so.

That’s the "full size" shadowmap it generates when I set 2048/final quality.
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GhostDance101
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Re: [WIP] Static Objects

Post by GhostDance101 »

Yep that's a 256 size lm. The lightmap size is dictated by the lightmap sample files when generated with the bf2editor . You need to set it in the export window like so to generate Biger ones. :D
Well that's for 3dsmax.... don't have a clue about maya....
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Last edited by GhostDance101 on 2009-12-15 06:24, edited 2 times in total.
Rhino
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Re: [WIP] Static Objects

Post by Rhino »

256 should be fine for a building of that size, just that sort of stuff happens when you LM in the BF2 editor. If you lightmapped the object in Max it would be fine.

How many tris is your building now? doing a zigzag roof takes up quite a few tris, I know I've done it on a few of my models but I wouldn't do it on a building that appears a lot tbh unless it was necessary to make it look good.
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Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

[R-DEV]Rhino wrote:If you lightmapped the object in Max it would be fine....
Theres any way to make only the lighmapping in 3ds, I mean making all modeling, UV etc in Maya, then do the lightmapping on the exported model in Max?

The only thing I found about lightmaps in maya
Unity Community // View topic - Making lightmaps in Maya (tutorial)
[R-DEV]Rhino wrote:How many tris is your building now? doing a zigzag roof takes up quite a few tris, I know I've done it on a few of my models but I wouldn't do it on a building that appears a lot tbh unless it was necessary to make it look good.
lod0 -1340/ lod1- 928/ lod2 - 316, but I don't think the zig-zag is the reason, even the lowers lods went wrong,
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Just a small doubt, how is the process of "Audit" for models? In communty foruns says only about maps audits, but how it works for models?
Last edited by Salmonella on 2009-12-15 23:47, edited 1 time in total.
GhostDance101
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Re: [WIP] Static Objects

Post by GhostDance101 »

To lightmap your model in 3dsmax follow this tutorial. The fact it's made and exported with Maya should not make any difference. ;)

Link
Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

for sure, even with no experience in 3ds, it gives faster and smoother shadows than the BFeditor.. nice tutorial...
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now that I know that my model's shadows will work, I'll back to modeling... there are many more houses to go....
Last edited by Salmonella on 2009-12-16 02:48, edited 3 times in total.
Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

hey folks, I really need a brief on how the models are evaluated!!!
I know that only when we make our first build it will be sent to Audit, but at this time will be too late to change the possible errors not only on maps but on all the models, it will be a huge massive absurd waste of time.

I mean, can I have one of my models "pre-audited" so I can take this as a standard one and make all others within the same guidelines? It will spare me months of re-work if something was wrong.

So, this model I was showing in the current week, is pretty much done, all lods, cols, lightmaps tested, just waiting new textures from Rhino or not.
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Can I send it for you guys? so you can say "OK, thats it!" or "NO, you need to fix this, this, this..."
GhostDance101
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Re: [WIP] Static Objects

Post by GhostDance101 »

Well the first thing I would say is you could make it look a lot better by adding some nice dirt layer and also some crack layer would be good...
Apart from that you could add some extra stuff to the lod0 like some electrical cabling or tv areal or something to jazz it up a bit...

Your model looks very well optimized as it is... and the cols look good.

Really the best way to get some good critical feedback is send it to Rhino. He will let you know if something is wrong. But the only way to be sure it works 100% is to just test the hell out of it and fix any bugs that you see.
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