Models & Textures by cnceo

Improving the artwork in Warzone2100 - not for mod discussions

Models & Textures by cnceo

Postby cnceo » 30 Nov 2013, 17:57

So this is a thread to show off my work ( :P ) and of course to collect some feedback.

Attention: My textures are now included in warzone 3.1.1. (Dec.2013). The latest version only contain minor changes.

For the previous discussion about textures I made for the old models check:

viewtopic.php?f=33&t=6836&start=75#p125221
download/file.php?id=14445&mode=view

To get the textures (I will try to keep this link up to date):

http://warzone.1oooo.de/hdtex_131215.wz

Thanks for your feedback in adance!
Last edited by cnceo on 15 Dec 2013, 12:49, edited 6 times in total.
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Re: Models & Textures by cnceo

Postby cnceo » 30 Nov 2013, 18:01

I'm also starting to do some modelling work, but everything I do right now is new to me, so I'll be happy about your feedback, tips and suggestions.

Here is a current work-in-progress shot of the Research Facility (semi-low/high poly)

(A link to the .blend file (GPLv2) for anyone who wants to take a look : http://warzone.1oooo.de/research-hq.7z - beware, many things are still a mess...)
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Re: Models & Textures by cnceo

Postby Jorzi » 30 Nov 2013, 21:10

Good stuff :)
My suggestion would be to make it a full-fledged hipoly with all the details modeled in. Then me and Alpha93 can show you how the baking works ;)

Btw, on closer inspection, your topology has some issues like degenerate faces etc. Stuff like that is something you learn to avoid over time.
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Re: Models & Textures by cnceo

Postby cnceo » 01 Dec 2013, 15:20

Due to feedback by per:

i tried to adjust the brightness of the arizona baseplates and the factory gate. It remains a bit darker than the factory base but I think that this situation is the same with the old bases. I also made a small change on the powerplant on page-11.
(see updated link in the first post)

However, the dark side of the cyborg factory seems to be an issue with the lighting because it is technically the same piece of texture as the other side.
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Re: Models & Textures by cnceo

Postby cnceo » 07 Dec 2013, 18:01

Quick ao-render shot of my high-poly to show how powerful I am :P Jk, I wish I'd new how to properly continue from here...
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Re: Models & Textures by cnceo

Postby cnceo » 07 Dec 2013, 20:21

Also, here is a vectorized version of the New Paradigm logo, just for fun:

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Re: Models & Textures by cnceo

Postby NoQ » 07 Dec 2013, 21:31

vectorized version of the New Paradigm logo
This can probably be used for high-quality campaign videos (?)
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Re: Models & Textures by cnceo

Postby cnceo » 07 Dec 2013, 22:04

NoQ wrote:
vectorized version of the New Paradigm logo
This can probably be used for high-quality campaign videos (?)


Right! That's the direction I'm thinking of. There is just so much I would like to do :)

Also, a (sort of retro) warzone logo I made (textured) quickly for the lols :lol2:
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Re: Models & Textures by cnceo

Postby Jorzi » 08 Dec 2013, 09:52

Good stuff :)
AO render looks good. However, when baking the normal map, you will get problems.
Alpha93 also had this problem in the beginning. Because you have abolutely sharp edges, the baking projection will show no change in normals at all for most of the corners and crevices. It simply can't "catch" 90 degree angles. One of the solutions is to apply suitably wide bevels on all important edges.
Also check out this article for more info about the technicalities of baking.
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Re: Models & Textures by cnceo

Postby cnceo » 11 Dec 2013, 14:25

http://warzone.1oooo.de/blresch4.zip

Okay, so here is the low poly together with the baked textures and normals. Polycount is 1600, most of which are used for the pipes, which seems to me like a lot of wasted triangles, but I'm not totally sure how to improve that. For some reason I get these orange reflections when I use the model ingame. Not sure what to do about that.

It is also appearent how much space on the texture map is wasted because there is no support for tangent space normal maps. Every pipe, wall and addon in principle shares the same texture and normals. Just because everything has to be rendered in object space, every single triangle needs a separate part of the texpage. So I'm not fully satisfied, for this reason I will try something simpler first. There are also some broken textures at the corners, which I will fix later.

I think I started with something too complicated for the beginning. I guess I will try something more simple and come back to this later. But I want to release it even in this state, just to prevent it from being wasted time and I'd still welcome every feedback you can give. License is GPLv2 inherited from the original.
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Re: Models & Textures by cnceo

Postby Alpha93 » 11 Dec 2013, 15:17

I'll give a look at it.
Did you get rid of all the degenerate geometry, though?
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Re: Models & Textures by cnceo

Postby cnceo » 11 Dec 2013, 15:34

Alpha93 wrote:I'll give a look at it.
Did you get rid of all the degenerate geometry, though?


Thx. I did the low-poly from scratch and didn't bother further about the high-poly. Didn't see anything wrong with the low-poly, so I think its okay.

For completness here is the baked AO layer: http://warzone.1oooo.de/research-aomap.png
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Re: Models & Textures by cnceo

Postby Jorzi » 12 Dec 2013, 16:58

Some normalmap weirdness, looks like you got smoothing in the wrong places. Otherwise no crits.
If you really want to take it to the next level, you can model in the seams on the roof paneling ;)
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Re: Models & Textures by cnceo

Postby cnceo » 12 Dec 2013, 17:18

Strange. Maybe I'm still doing something wrong during the normal baking. I guess I have to ask you a couple of things on IRC to see what's happening there...
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Re: Models & Textures by cnceo

Postby cnceo » 14 Dec 2013, 12:23

Thanks to Alpha and especially Jorzi for helping to get the research center into the game. Probably not even bad for my very first model :P

Get the files here:
http://warzone.1oooo.de/blresch.zip

and use them with AR or wait until they may be commited :P
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