Models by MaNGusT (AR)
Re: Models by MaNGusT (AR)
removed some unnecessary smooth groups, rebaked NM texture. all textures are 512x512.
Last edited by MaNGusT on 07 Feb 2012, 16:22, edited 1 time in total.
Re: Models by MaNGusT (AR)
Uh... i thought that blender (and presumably any other authoring tool) would correctly calculate/interpolate normals and store them, if end format does support per-vertex normals. There is only obj format that is usable as-is for now. In fact, I've read somewhere (will find that link later) that one should use exactly same process for tangent calculations as in blender itself to get near perfect results from blender-baked normalmaps. I do understand why it's so, but can't see how to include other authoring tools into this chain, as they most likely are using their "TRU" methods...Jorzi wrote:I guess what is still needed is some way for the game to calculate proper vertex normals and interpolate them. Tangent space never works well with hard edges.
Re: Models by MaNGusT (AR)
Unfortunately blenders tangent-space implementation differs from the more common U-and-V-for-tangent-directions approach. However, there's a free program called xnormal, which should be able to bake things that way.
Oh, and the viper looks delicious with its slightly scratched spec map
Oh, and the viper looks delicious with its slightly scratched spec map


-insert deep philosophical statement here-
Re: Models by MaNGusT (AR)
I think any smaller details will simply not show up in the game, but maybe stencil on some random numbers?


-insert deep philosophical statement here-
Re: Models by MaNGusT (AR)
yes, but will be visible on such wallpapers.Jorzi wrote:I think any smaller details will simply not show up in the game
don't understand, show pls. like serial number?maybe stencil on some random numbers?
Re: Models by MaNGusT (AR)
Here is the link I've spoken of before. In fact I've found it somewhere on xNormal's forum in the first placeJorzi wrote:Unfortunately blenders tangent-space implementation differs from the more common U-and-V-for-tangent-directions approach. However, there's a free program called xnormal, which should be able to bake things that way.)
Given this quote from the page:
I dont see any differences between blender and xNormal in this case.The standard is used in Blender 2.57 and is also used by default in xNormal since version 3.17.5 in the form of a built-in tangent space plugin (binary and code).
It seems that most games/dev-arts teams select and uses some single standard for tangent-space implementation. And I'm just floating blind in that stuff
Which one will serve our artists better?
For now I'm thinking on scrapping current WMIT implementation and plug that blender-standard code.
Re: Models by MaNGusT (AR)
which will look better and work faster.i-NoD wrote:Which one will serve our artists better?
P.S. btw, I got some problem when baked AO textures. Since bodies are used both for tanks and for vtols, shadows from propulsion will be different, idk how to solve this problem. Making different diffuse textures will take a lot of space, on the other hand I could delete propulsion shadows from texture at all and save only self-shadows of a body model then it will not look that "real" but will fit all propulsion types especially if SSAO will be implemented.
Re: Models by MaNGusT (AR)
like this: http://vodnik.republika.pl/pages/Echelon/T35015-04.jpg
I always use simple shapes at a slight distance from the body to generate "generic" ao that fits all propulsions.
@I-NoD: Unfortunately mikktspace doesn't support uv mirroring and therefore has a serious drawback compared to what 3dsMax uses.
I always use simple shapes at a slight distance from the body to generate "generic" ao that fits all propulsions.
@I-NoD: Unfortunately mikktspace doesn't support uv mirroring and therefore has a serious drawback compared to what 3dsMax uses.


-insert deep philosophical statement here-
Re: Models by MaNGusT (AR)
and where should I place it?Jorzi wrote:like this: http://vodnik.republika.pl/pages/Echelon/T35015-04.jpg
Re: Models by MaNGusT (AR)
Current WMIT draft follows this WTFPL free stuff. There is a special clause "Handedness", from which you could tell that uv mirroring should work right now in WMIT. Unfortunately model mirroring is still borken in WMIT and until I fix it one could check current version by mirroring model/obj in some external editor and compare results.Jorzi wrote:Unfortunately mikktspace doesn't support uv mirroring and therefore has a serious drawback compared to what 3dsMax uses.
Re: Models by MaNGusT (AR)
Nice, but it would work best as if units would have individual numbers. 
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: Models by MaNGusT (AR)
Wikipedia wrote:52 (fifty-two) is the natural number following 51 and preceding 53.
Wikipedia knows everything.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO


