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So, what are you working on right now?


Springheel

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If you just want to do the full process allowed you could also make low meshes for LOD. Wouldn't be much more than removing the bevels from each stone and maybe make the bars simple cubes. Though not necessary imo.

 

I can also give you a hand with def files and whatnot to set them up if you go that route.

 

Nice model and variation though, i can see them being very useful.

Dark is the sway that mows like a harvest

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Well if they can get compiled fine I am good with giving them to the community since that was my prime purpose for them anyway.

 

@Baddcog I could whip up some LODs for those easy since XSI has a poly reduction tool built in. Would it be alright if I friended you on Steam so I could PM you the details and questions on them?

Modeler galore & co-authors literally everything

 

 

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Well, I started these a long time ago. They need to be finished. Got the bases in game now.

 

Pretty much had them done and the normals baked. But I had to make size versions. I also want to make a few separate pieces so they can be broken/falling down. Now that I made 4 sizes that's a bit of work to do :(

Probably a base/a top/a middle section and an 'end' section. ugghhh.

Also need to export the high and possibly a lower poly versions for LOD... see why I gave up? lol.

 

was also working on a fancy scroll top but wasn't getting good bake for that so...

 

Also needs skins. this is just a normal texture that can be used simply by replacing the normal of any stone texture (that is square) for a new skin.

 

The materials could also be used on patches for custom sizes (the middle is one texture, the top and bottom are on another)

 

==edit==

lol, i was bored so i did more tonight. Set up the segments for the huge pillar.

Huge pillar back left, pillar bottom and top with a patch on the right, 4 pieces in the front (bottom, top, end and middle [end and middle have difference in normals])

post-1981-0-15052600-1361842730_thumb.jpg

post-1981-0-58938400-1361848444_thumb.jpg

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Dark is the sway that mows like a harvest

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Neat. Some 'breakage' could do the flat surfaces some good -- too smooth to look natural.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Very cool, really liked that ruined one... In terms of texturing, I dont know what would be better, to have some spots and marks scattered so that you could rotate them around to avoid the repetitive look in a long row of them, or a very bland texture that would give you the same effect.

 

Melan does have a point about the polish, maybe you could work the normal and specular to create a dry, sanded look and an opposite one with polidhed surface, instead of an in between one.

Edited by RPGista
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I was planning on making one piece that was broken off somewhat and probably one broke into 3 shards. I figure that would be enough for authors to mix it up. (remember each piece has to have 4 sizes - and that's not if I do higher and lower poly LOD's- then we're talking 8-12 models each piece). Of course the high poly models can just use the base textures normals because the model I used to bake the shape will be in game. So these are basically the medium res (I suppose most people will see) or at a distance for high end players.

 

And any texture can be used as a skin. The issue with normals is that the normals are baked for the carving. If the normals also have cracks and whatnot from each texture then they need overlayed/combined and that is more normal textures to be combined... That might be more of a possibility for one or two skins that look best, but a lot of bloat for 10-20 possible skins.

 

The spec is just from the base diffuse too so that can help break up the surface depending.

----------

But the repetitiveness also depends on texture. This first skin is just the grey sandstone. Not a lot of texture/color variation to it. But each 'segment' of the pillar is rotated on the texture, so a texture with more depth to it will break up each segment more, and there won't be obvious tiling top to bottom. That will also look better rotated because each pillar will then appear to have been made from different rocks.

 

The middle section can also be skinned a different rock/.texture from the end caps.

Dark is the sway that mows like a harvest

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OK, so messing with the high poly a bit and not really getting what I want.

 

far right is the high poly model with the stone normals (no rib normals). Shading on a plain model is pretty bad. if i beveled all the edges more it might look pretty decent but would double and already hi poly count.

 

Second from right is LOD version. using the high WITH normals.

 

third is the high WITH normals. Having the geometry and the normals baked from it makes pretty strong shadows, and they have a noticeable pop even at a long distance with the LOD.

 

------

I guess an option is having a toned down normal for the highest poly. At half strength i imagine it would match the low with normals fairly well.

 

hmm...test...

 

But that complicates blending stone normals with these normals for stone even more complex and bloated.

post-1981-0-75759900-1361926447_thumb.jpg

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Dark is the sway that mows like a harvest

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Well yeah, all the models on the left and on the ground are normal map bumps only (One is even same tex on a patch). maybe a little flat up close but still really not that bad.

 

But we have an LOD system and the high polys (with a normal) up close look pretty damn good (still using the low polys shadow mesh). But I had to tone down the normals for that one so the LOD 'pop' wasn't as noticeable. I think it always will be to a degree but that's LOD for ya.

Authors can still choose a static model so that doesn't happen.

 

Hate to include too many normal maps because of bloat, with normals still uncompressed they have a huge file size.

Dark is the sway that mows like a harvest

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Ah now I know why you bring up the "LOD-theme" :D

I find them really cool and I want to build a map with them in it plus some of these atlantis fish men from Thief DS :)

 

I don't know if the LOD is really needed for a object with a cylindric shape, because you never really see the plastic details because of this shape. Maybe LOD would be something more useful for asymetric / more complex objects? I don't know - just a proposal.. :mellow:

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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You can definitely see the indentations up close on the high poly models. The round ones look a bit flat. it's really not a huge thing. But now with an i5 processor and TDM running so smoothly I would like to see the best details possible. But I don't want lower end users to suffer either, that doesn't help TDM. And since we have a system that works best for both users I think we need to use it.

Dark is the sway that mows like a harvest

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That last image! :wub:

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Very nice indeed Moonbo, but may I make a suggestion.

 

On the first image, moon light would only shine through one set of windows. And to be honest we need moonlight version of that window, as I am helping you already would you like me to make moonlight version of do you want to have a go at it yourself.

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But is it moonlight or maybe streetlight, which would come from different directions? :P

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Haha, Melan, I guess I need to take more dark screenshots.

 

Yeah, it's supposed to be moonlight in the first and second pic (darn...would it destroy the symmetry of that scene if only one set of windows has light?). I'm not much of a graphic artist so yes I'd be great if you could make a moonlit version of that texture :-)...we'll see I might just keep it the way it is.

Edited by Moonbo

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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I think it looks good as it is. It's a game, f*** realism. :smile:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Haha, Melan, I guess I need to take more dark screenshots.

I am easy to please. :)

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I think it looks good as it is. It's a game, f*** realism. :smile:

 

Realism isnt the enemy here, if its a moonlit space, symmetry can still be preserved because as you might notice other objects and the atmosphere dome reflects light back and windows on both sides would get lit, just not yellow light and so strongly projected, probably a subtle dark blue would also work quite well in that scene. You dont really need moon beams on one side as the windows are at the floor level.

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anyone else tired of pillars? I am.

 

Started over on the pillars to try and get the dialed in good. Decided to go with sharp edges for the normals, makes it much easier to swap and get a consistant look then the soft edges. Also looks better i think.

 

Only have the huge pillar redone, think I'll stick to 3 sizes not 4.

 

This pic shows (right to left) High pillar (normal map is stone textures normals) up close, 350 units, then 750 units. Swap at 750 to the mid detail (normal map version - lower shadow and coll, 16 sided), then at 1250 the lowest res swaps in (8 sided)

 

High is 2040 tris 9shadow coll included)

mid is 568 tris plus normal map

low is 282 tris and normal.

-------

Setting the lod detail to highest forces the high detail to never change. But lowest SHOULD make at least the mid show and never the high, but they are swapping at the distances set still. hmm :(

post-1981-0-47126700-1362196294_thumb.jpg

Dark is the sway that mows like a harvest

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