Popular Post LDAsh Posted September 2, 2022 Popular Post Report Share Posted September 2, 2022 (edited) https://www.violationentertainment.com/temp/threedeescanseisbarosab1_prev.jpg I'm back again with another statue, as a thanks to the entire TDM team and community. Originally from here:- https://threedscans.com/vienna/eisbaer_und_seehund/ This involved putting into practice some new methods using primarily Blender and MeshLab, remeshing and getting an actual neat and curated UV unwrap (a lost art), useable geometry and even some new methods for getting decent LOD stages. Amazingly, I managed to get the LOD spanning from 22K down to under 500 triangles, which is a crazy threshold for this kind of process. It's all thanks to the UV map, I think, being able to keep UV islands in relative comfort while lowering the polycount. The geometry is still very "matrixy", in my opinion, but it's 1000X better than older remeshing methods I'd tried before. Just almost good enough for game development. Almost. Anyway, it is still a much nicer result than in my previous bake and I learned a lot. I spent about 7 hours cleaning out all of the little fleas (geometric artifacts from the original 3D scanning) from the normalmap, followed by some loving texture-painting and other manual adjustments. All textures are 4K but I expect those to be mostly downsampled, and I apologise for not making this engine-compatible out-of-box, but I doubt many of you will struggle. It already contains ASE and DDS files. All it really needs is MTR file, as far as I remember. Once again, all textures (mixed with the bake from the original 3-million triangle source) come from:- www.goodtextures.com License remains CC0 and hoping some of you find it useful:- https://www.violationentertainment.com/temp/threedeescanseisbarosab1.zip Cheers! Edited September 2, 2022 by LDAsh 5 2 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted September 2, 2022 Report Share Posted September 2, 2022 THANK YOU!!!! Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
Obsttorte Posted September 2, 2022 Report Share Posted September 2, 2022 Nice. I was so free to setup everything for it to be used as a LOD model in TDM. Two notes, though: The lod distance values are set erratic. They probably need tweaking. But this is something mission authors should do anyway. The models don't seem to have a dedicated shadow mesh. That could make them unneccessarely performance houngry. Someone with model expertise would have to take a look at this. https://www.mediafire.com/file/nwdnwtriio5d0co/tdm_statue_sealandbear.pk4/file Quote 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 Link to comment Share on other sites More sharing options...
HMart Posted September 19, 2022 Report Share Posted September 19, 2022 (edited) On 9/2/2022 at 8:38 AM, Obsttorte said: Nice. I was so free to setup everything for it to be used as a LOD model in TDM. Two notes, though: The lod distance values are set erratic. They probably need tweaking. But this is something mission authors should do anyway. The models don't seem to have a dedicated shadow mesh. That could make them unneccessarely performance houngry. Someone with model expertise would have to take a look at this. https://www.mediafire.com/file/nwdnwtriio5d0co/tdm_statue_sealandbear.pk4/file In this case for a shadow and physics mesh imo is very easy, just make two extra copies of the lowest LOD, slap the shadow material in one and the collision material on the other and make sure both occupy the same space and are on the same item mesh/layer has the main model. In blender (or any other 3D Tool) you don't need to import any TDM material or texture, you just make a basic material for the shadow and collision mesh and make sure to give each the name of the shadow and collision material respectively (not the .mtr file name the full material name, inside the file), is that easy! bear_statue_example.7z ps- here is a fast example of what I said, sorry for not making it plug&play to TDM. I add too mess with the model because I use Modo and it doesn't open ase files, I add to convert to obj using another tool and also rotate it in Modo to be able to work with it, so now is not a, one to one, to the original model and so shouldn't be used with the LOD's that were provided, this because I assume they will not match, but I didn't tested, plus the material name for the main mesh is not the correct, only for the shadow and collision mesh's are correct (follows doom 3 convention). This should be seen just as a model for anyone to know how a shadow and a collision model should be setup. (for those that don't know) I also used the second LOD counting from the last because the lowest LOD seems to not follow the main model silhouette perfectly, it could very well work at the distance but not for a shadow and collision mesh. Edited September 19, 2022 by HMart 1 Quote Link to comment Share on other sites More sharing options...
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