Models by MaNGusT (AR)

Improving the artwork in Warzone2100 - not for mod discussions
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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

removed some unnecessary smooth groups, rebaked NM texture. all textures are 512x512.
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Last edited by MaNGusT on 07 Feb 2012, 16:22, edited 1 time in total.
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Re: Models by MaNGusT (AR)

Post by i-NoD »

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.
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...
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Re: Models by MaNGusT (AR)

Post by Jorzi »

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 8)
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

idk what to add else. :hmm: some bolts?
added some colors and "noise" to diffuse texture
added some colors and "noise" to diffuse texture
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Re: Models by MaNGusT (AR)

Post by Jorzi »

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

Post by MaNGusT »

Jorzi wrote:I think any smaller details will simply not show up in the game
yes, but will be visible on such wallpapers. :wink:
maybe stencil on some random numbers?
don't understand, show pls. like serial number?
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Re: Models by MaNGusT (AR)

Post by i-NoD »

Jorzi 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.)
Here is the link I've spoken of before. In fact I've found it somewhere on xNormal's forum in the first place :roll:

Given this quote from the page:
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).
I dont see any differences between blender and xNormal in this case.

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.
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

i-NoD wrote:Which one will serve our artists better?
which will look better and work faster. :wink:

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. :)
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Re: Models by MaNGusT (AR)

Post by Jorzi »

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.
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Re: Models by MaNGusT (AR)

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and where should I place it?
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Re: Models by MaNGusT (AR)

Post by i-NoD »

Jorzi wrote:Unfortunately mikktspace doesn't support uv mirroring and therefore has a serious drawback compared to what 3dsMax uses.
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.
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

all my models have mirrored coords, and viper too ;)
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Re: Models by MaNGusT (AR)

Post by Jorzi »

I did a quick paintover :P
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Re: Models by MaNGusT (AR)

Post by Emdek »

Nice, but it would work best as if units would have individual numbers. ;-)
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Re: Models by MaNGusT (AR)

Post by aubergine »

Wikipedia wrote:52 (fifty-two) is the natural number following 51 and preceding 53.
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