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Models That Need Attention


Springheel

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1 is way too high for tracebump, 0.1 is more like it, unless the high poly and low poly objects are not very closely modeled, which they should be.

YOu only need aa at all if there are fine details, since it adds quite a bit of time to the render time.

 

You have to make sure both the high and low poly objects are tripled, the high poly object has no subpatches and the entire high poly object has the same single surface name.

If the surface name of your low poly objects is models/renderbump/wardrobe1, and every thing else is named as you have it there,  then the abve code should work.

I fear the models aren't modelled closeley enough. I just took a look at the high-poly model in blender and I think the shape differs too much from the lowpoly model, not sure though. I uploaded both, so maybe some who has more experience with models and normalmaps can take a look at it:

www.thedarkmod.de/darkmod_files/wardrobe1.rar

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hm? i could try getting you the normal of the front,so you could mix it with your ps one

 

edit: tried it out with a planar map on it and the normals worked fine...(except that the map wasnt too good;) ) so if it still not work than try sending me the skinned low poly

Edited by _Atti_
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ROFL, the two wardrobes are completely different sizes. One is like a matchbox comapred to a real wardrobe.

I resized the high poly to the correct size and put it on the FTP mopdels directory.

And you wamt to make the high poly object with rounded edges. No wooden object has razor sharp edges, and they don't work for the normal map. THe low pol object should have rounded edges as well. It doesn't cost many polys and it's worth it.

i.e.

 

box.jpg

Edited by oDDity

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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must have been the lwo exporter - I imported both models into blender and they had exactly the same size. the normalmap is ok at least the important parts turned out alright.

 

I think the edges aren't that important - and it's not correct that wooden furniture hasn't got sharp edges. at least in my room most of the furniture do have sharp edges especially at the top.

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Yes, but not infintely sharp like the right model above. If you look closely at even your sharpest furniture, there is some chamfer and worn quality there. It just looks better with normal and spec maps, and it smooths better.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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" THe low pol object should have rounded edges as well. It doesn't cost many polys and it's worth it."

 

i would rather use them up on more important things..just imagine if all wooden items would have soft edges..it a load of polys

 

edit:BT: Thats turned out good..

Edited by _Atti_
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Finger, it looks like the tub is finished in this shot: http://www.mindplaces.com/darkmod/tub2.jpg

 

How far from in-game ready is it?

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the normalmap is fine - there's only one issue:

http://www.thedarkmod.de/intern_screens/wardrobe_issue1.jpg

(obviously the texture isn't finished)

 

the 3d effect on the top doesn't turn out very good with the normalmap, I'm wondering wether it'd be better to spend some polys on that, so that it looks good.

 

it looks good, when the light comes directly from the front though:

http://www.thedarkmod.de/intern_screens/wardrobe_ingame.jpg

 

but looks strange, when it comes from the left or right (first shot) side:

http://www.thedarkmod.de/intern_screens/wardrobe_issue2.jpg

 

 

anyone an idea`? more polys or is it possible to fix that with the texture/normalmap?

Edited by BlackThief
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In the untextured highpoly model, it looks like those are 2 trenches on either side of the central wood section in that area, and the central section is supposed to stick out as much as the sections on either side of it, right?

 

It looks almost like the normal map, that was supposed to only define those trenches on either side, defined the "outside" edge of the trenches, but did not define the "inside" edge of the trenches in that area. So instead of the depressed area stopping at the trenches, it seems to go all the way in across that central section of wood.

 

I don't know how to describe that in a more clear way. The 3rd screenshot especially seems to indicate this, where the light reflects off the right "trench" as if it was just one edge and the whole central wood section is set back or depressed, instead of coming back out at the edge of the trench.

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the screenshot of the untextured model was taken from deep exploration, which renders normalmaps a bit different than Doom3. The middle should be lower - here's a screen of the high-poly model:

wardrobe_high.jpg

 

maybe that's too much depth to "fake" with a normalmap.

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I know that you can tweak the normals in PS, in fact I already did that at some places, but my problem is, how to make that part in the middle looking good/realistic.

 

maybe it'd be better to finish the whole texture and to do that at the end..

 

btw I'd also like some feedback - whether you like the style or not.

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yep, have to learn how those detail-textures work.

 

 

here's atti's servant-bed:

servant_bed01.jpg

rendered in deep-exploration without a normalmap (have to fix that first).

 

 

hmm, while looking at the screen I noticed, that I should really smoothen the blanket a bit more at the edges.

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Looks good, otherwise. Soon we'll be able to start putting some decent, furnished rooms together. :)

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