Hmm, I wonder if a non-symmetrical ground texture image would work? For example, compress a DDS texture in one direction to give a, say, 256 x 1024 image. What I'm thinking is that, when oriented correctly, that could potentially be used to realistically texture the side of a steep cliff where it normally appears all stretched out. The image could then be rotated for texturing a cliff in a perpendicular direction. But I have no idea whether the group texturing would work with a non-square texture like that (even though the dimension is valid for a DDS file).
Nagual's forge
#76
Posté 04 octobre 2015 - 05:35
#77
Posté 04 octobre 2015 - 08:36
Never tried it for the stretching,but i think i would more go for cliff plc then.We could turn it to get another texture to keep something as the same direction but well i m often using already 6 texture on map.
On recent editor as unreal you have a lot of shader allowing you that kind of thing without bringing in more texture.As you can paint your texture so it stand always in the same direction,like if a mountain was a cylinder plc(very usefull for strate one).You can too use a heighmap as mask to blend two texture to have very cool effect (Sand or grass appear only in the big crack/depression between rock part).Well it could be done with photoshop or gimp too but again it s to create another texture,so one less to use on the tile.But i may give it a try to get a set of three texture.Rock/rock+sand/sand.
btw i have some artefact to get ride of on that current texture,then i will make another one more neutral (like cliff_02)and may be one very simple like cliff_01.
#78
Posté 05 octobre 2015 - 07:59
Finally i will let those artefact,you really need a close look to see them and my obj to work seamlessly was badly made from the start and remaking this after i put detail just make things goes worst,i better should o for a new one.
I ve put the cliff one and the dirt/sand one with existing name of vanilla one so you can have a quick look with overide.
Feel free to give your feeling about it.
released in 1024x1024
https://www.dropbox....esttext.7z?dl=0
#79
Posté 06 octobre 2015 - 01:59
Well tried the blend texture,could have been great but i have (had now) matter when blending the specular..
Edit almost fixed it..need to rethink how to do the mask in photoshop.Still have a few difference for the sand btw,depending where is the light and camera orientation.
texture are put 100% here.
#80
Posté 06 octobre 2015 - 04:08
Still quite a good idea using the height map as a mask for the blended textures. As for this rock, I think those striations look very good when oriented directly vertically, but diagonally or horizontally it looks unnatural to my eye.
#81
Posté 19 octobre 2015 - 02:08
#82
Posté 19 octobre 2015 - 03:20
In the corner, I assume? Looks nice.
#83
Posté 19 octobre 2015 - 03:25
Is that what is allowing the light ray to peek through along the ground?
#84
Posté 21 octobre 2015 - 12:40
#85
Posté 21 octobre 2015 - 03:41
Nice. I like the unique crenelations.
Some of your wall texturing appears to be showing a little variance in scale. But it's subtle so perhaps not a significant issue.
#86
Posté 05 novembre 2015 - 08:44
In fact i haven t made correctly the uv at the moment.Just used and option to project them fast.
I m not very happy about the render of the stone for the arch corner,i may go for a true plc than the 2 faced one..but it will increase a lot polycount.May be i could keep this for a LOD but i will need to better think the way i will do UV so it work too with transparency.
Just quickly made this btw for a pw where i mapped a bank long time ago.
Still need to see how much i can reduct texture size for the final plc.(wich is really small).256 is fine,you can still read things on it,will see for 128 later.
It s 6 quad,5without the down face.I used the normal map to smooth the corner without making bevel,and it s totally seamless
I m trying substance painter atm,that seem a great and unavoidable tool for next gen game.It was mostly what i needed to get nice specular.
The render with all map in it.
You can paint directly seamless texture on low poly object.Seems very powerfull and should divide a lot work time.
https://www.allegorithmic.com/downloaddemo version here.
- rjshae aime ceci
#87
Posté 05 novembre 2015 - 09:23
Those bars remind me of a CN/CE-aligned DM whose campaign I was in long ago. Deep in a dungeon we found this absolutely massive cube of gold and sliver. It was impossible to move, of course, never mind dragging it up to the surface and across miles of wilderness, so we had to settle for scrapping little bits off the edges. ![]()
#88
Posté 05 novembre 2015 - 09:39
lol,CE 95 % ;o.
I just falled on those video called Game breakdown,tought it could be shared here as it give a very nice idea on how pro game are build (for plc and texture mostly.)
This one about assassin creed 2 city that at the time it come out very impressed me.(all those house and npc and my video card was less hot than in nwn 2
)
#89
Posté 06 novembre 2015 - 01:10
The OM models in NWN2 do a lot of what is described for LoD textures in that video: they shrank down and packed many of the existing placeable texture files into just a couple of texture files. Presumably it avoids a lot of texture file swaps that way (and you can't see much detail with the OM anyway). I just followed suit and used the same method for most of my own OM placeables.
It probably wouldn't be too difficult to make more OM placeables by using the L2 (LoD 2) parts from the existing placeables, mapping them to the OM textures, and scaling them down as needed.
#90
Posté 09 novembre 2015 - 07:14
I don t know what is OM abreviation for Rjshae.
Just tested a quick animation walk,only 4 keyframe atm (for a total of 60 frame),so it need a lot more work to speed/slow some parts.(all frame are regulary automatically made between keyframe ,but it should be more sinusoïdal)
It may be a little bit slow too atm(and the dropbox media player slow it more,better to look with vlc after download),need to try it IG to make it go with the speed IG,hope i will go trough export without problem...
https://www.dropbox....1-91.avi?dl=0
Btw they are some thing disturbing me.
1: The skeleton i imported isn t symetrical,one bone seems missing on right arm even if i don t use it atm.
2: There is no bone for foot finger..and they are kinda usefull in animation...a foot isn t rigid.
3: I can t move up/down hip.It always end rotate full body,tried all hip bone i think with both move and rotate tool...as for finger foot,it s really usefull to have nice animation,not robocop one.
4: I didn t find a bone to adjust full body heigh,so i select them all to replace it.
4: They added articulation on the biceps,i don t know why :/
5: Some bone are put twice,on up leg and forarm,i don t know why too.
People tried to make animation on a recent version of 3ds,with self made skeleton and import it in older version to convert in gr2?Is it even possible?
Recent version have lot of improvement,like the fact a foot can t go under 0 if wanted,and many other.
PS anyone know a way to combine all head/body/boots/glove plc in one without losing the skin modifier?Kinda boring to select them all to hide them while i work on skeletton.
#91
Posté 09 novembre 2015 - 07:36
I don t know what is OM abreviation for Rjshae.
Sorry, I meant the overland map (OM).
#92
Posté 09 novembre 2015 - 08:19
People tried to make animation on a recent version of 3ds,with self made skeleton and import it in older version to convert in gr2?Is it even possible?
never tested such an exporting process, but 3ds8 supports an old and now defunct version of fbx. it should work with custom skeletons an animation if there's a fitting fbx exporter for the recent package you're using.
about your issues with bones: never encountered such problems. could you pls detail the importer,vers of 3ds and skeleton you're working with?
afaik you can't combine different models into one without losing the skin data because of vertex order. as a work around you could create a custom selection group or a custom layer. this way you only have to do the work once.
#93
Posté 09 novembre 2015 - 08:54
3ds max 2008,granny/expotron/mdb utilities.
Btw i checked i can t export GR2 file...i don t have them in the export file option.(i have mdb).
ps:,just tried to reinstall all file (without mdb utilities),granny2.dll in root folder,other in plugin,now i have error 127,failed to initialise the dle and dlo file.(wich are both in plugins)
I think i m close to be done with nwn2..
#94
Posté 09 novembre 2015 - 09:27
I Know exporton works with 3ds Max 7 and 8 I am sure it also works with 3ds max 6 but anything after 3ds Max 8 it doesn't work with. you can still use the mdb utilities by Tazpn for 3ds max 4.2, 5 ,6,7,8,9, 2008, 2009 32 bit and gmax 1.2 it is but cant do animations ![]()
#95
Posté 10 novembre 2015 - 07:06
#96
Posté 10 novembre 2015 - 04:38
Ok,thx.I don t have it,it s not anymore in student version,so it "resolve" the matter.
And now that i saw Unreal 4 is free and no more at location ..i will do most of my work here and bring what can easily be in nwn 2.





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