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Curving sharp edges - Table cloth project


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#1
PJ156

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Despite my not wanting to spend too much time on cc I cannot help myself :)

 

BG2 has a lot of table cloths and I feel that these define the character of some area so I set myself the task of creating a table cloth that I can fit to just about any table.

 

I have achieved something that I am pleased with. I did it by re-texturing the merchant symbol crate (reduces the stretching over on of the square crates). The crate can be re sized to create the size, drop and colour required.

 

What I want to do is to bevel the edges of the cloth. So far I have done this is the texture (I need to make the colour changes less obvious) but the result is not good. 

 

Does anyone have any tips for this. I think this is one I would like to get right, it would be a useful addition to the cornucopia.

 

Efforts so far 

 

Tablecloths_zps7d4385ce.jpg

 

PJ

 

 


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#2
Tchos

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Okay, I'll repeat what I posted in the other thread so that both inquiries have the same response:

Do you remember this image?  (Better yet, here's a detail cropped to the relevant part.)  Focusing on the pile of stone blocks near the middle of the image to the right of the player character, you can see that those blocks have irregular, rounded-off edges, while in fact the geometry of those blocks are plain cubes without any rounded edges at all.  The effect is primarily in the diffuse texture, with just a little help from the normal map.  The diffuse map is painted as if the edges are a short distance away from the actual edge, and are made to match up with the other side.  The normal map simply gradates from up to down toward the edge.  It's easier to visually comprehend if you convert the normal to a height map, where you can see that it goes from white to black along the edges -- the same black to match up with the other side, creating an illusion of an indentation along the edge.



#3
PJ156

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Thanks, I was just going to copy paste it here. Hopefully someone searching will be able to find this.

 

I think I see what you are saying and I "think" that is what I am trying to do at the moment. I am going to play some more though. How different should the shade that defines the edge be from the bulk colour of the texture do you think? Is it a very marked difference or a subtle one?

 

Reviewing my first post the beveling looks better in the image than it does in the game. Even here though there is a quite striking change in colour, but then that is the case for your stone block example.

 

PJ



#4
Tchos

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I would start with overexaggeration, and tone it down if necessary, rather than starting subtle and pushing it from there.



#5
PJ156

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Perhaps you're right, I need to practice with changing and setting the colour as part of this. My texturing skills are in their infancy :)

 

I will post some progress picks in the morning.

 

PJ



#6
rjshae

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Table cloths are something I've been thinking about recently. I think the hard part (for a straight table) is modelling the curved corners where the hanging cloth bends and folds quite a bit; that will result in a high poly count. In some respects it's easier just to use a shorter table cloth that doesn't quite reach the ends. But you could always model a pleated table cloth.



#7
PJ156

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I think I am on round 1 on this. The texture/model I am using has only two sides so I am limited in what I can do.

 

Later I would like a model that has a texture for all of the faces. then I think the wrinkles/folds can be drawn into the texture for no extra overhead. This is how the banners and tapestries are done I think. I have not found such a model yet, perhaps a kindly modelling expert might create one  ;), I am guessing it is a simple task?

 

For now, if I can get right it will suit the feel of the areas I am building as it will be a nod to the BG areas I am trying to create.

 

PJ

 

So much for being a consumer ...



#8
Tchos

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Here is a new cube with unique UVs for the top, bottom, and two of the sides.  Is that enough?  So there are unique texture spaces for top, bottom, left-right, and front-back.  I also made each of those sides separately tintable.  The cube can of course be resized to tablecloth shape or any other rectangular shape.  You or anyone else can use MDB Cloner to rename it to whatever you need.

 

Model and texture templates

Screenshot



#9
PJ156

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That's Great Tchos, Once I get my head round this issue I will use that to look at the drop part of the cloth. It's likely I will start to use it now though as it will be an improvement on the crate model/texture I am using now.  

 

Not having much luck yet but I think it is due to the limitations of Paint. Tomorrow evening I shall try to do this with Gimp. 

 

Can I be cheeky Tchos and ask for a box that is twice as long as it is wide as well. I ask this because, for rectangular tables, it will distort the top/long side textures less on a rectangular box. Once I get the hang of this I can then do a square and rectangular cloth. I guess a cylinder completes the set but that getting ahead of myself. 

 

PJ



#10
Tchos

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Well, I thought you'd be able to do that with the textures alone.  By changing the diffuse map to a 128x256 instead of 256x256 (or any multiple thereof, if you want it bigger), you can squash it to half size and only two of the sides will be distorted.  You can then compensate for that distortion by stretching out the texture on that section only.  You can see here that I resized it to 1, 0.5, 0.5 in the toolset, and applied this alternate texture map.  The top and bottom and sides 1 and 3 are not distorted, while sides 2 and 4 are.  So by stretching the texture area for side 2/4 to double width, you'll have a normal-looking box.

 

Rectangular diffuse

 

If that's too cumbersome, I can of course make one presquashed with that one UV section changed to compensate.


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#11
Eguintir Eligard

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If you want real table cloths with ripples, let me know. They are going into my campaign soon enough

 

 

like thisfinal24.jpg


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#12
PJ156

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Well, I thought you'd be able to do that with the textures alone.  By changing the diffuse map to a 128x256 instead of 256x256 (or any multiple thereof, if you want it bigger), you can squash it to half size and only two of the sides will be distorted.  You can then compensate for that distortion by stretching out the texture on that section only.  You can see here that I resized it to 1, 0.5, 0.5 in the toolset, and applied this alternate texture map.  The top and bottom and sides 1 and 3 are not distorted, while sides 2 and 4 are.  So by stretching the texture area for side 2/4 to double width, you'll have a normal-looking box.

 

Rectangular diffuse

 

If that's too cumbersome, I can of course make one presquashed with that one UV section changed to compensate.

 

Of course you are right I had not thought it through. I will play with this idea this evening.

 

PJ

 

 

If you want real table cloths with ripples, let me know. They are going into my campaign soon enough

 

 

 

That's an amazing looking model. Do you have square cloths as well as round? I would like to use them but if it is to be for SOAR, which is what I am building for, I need to be careful about provenance. Drechner has been quite specific about using models that will not give anyone cause to shout foul when SOAR is released. It comes from the whole fan mod/remake discussion had about BG prior to it's release I believe.

 

A model like that is going to be recognized I guess so the provenance/permissions are important :)

 

I, on the other hand, have fewer principles provided permission has been given somewhere along the line and I would love to have the models/models. Are they tintable?

 

PJ



#13
Eguintir Eligard

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Pj Pj pj... that was a sample. I can make any number of shapes of clothes with full on ripples in short order. Myself.

Why would I shout foul about my works? See the permissions on my fatty project on the vault?

 

 

They will not be low poly mind you... but I supposed we could attempt a high poly bake for a normal map. But it wouldn't really work because you would lose the uneven edges at the bottom that give it its flow. I bet it can be done in a mediumish poly, let me try one and I will get back to you here.


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#14
PJ156

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Pj Pj pj... that was a sample. I can make any number of shapes of clothes with full on ripples in short order. Myself.

Why would I shout foul about my works? See the permissions on my fatty project on the vault?

 

 

They will not be low poly mind you... but I supposed we could attempt a high poly bake for a normal map. But it wouldn't really work because you would lose the uneven edges at the bottom that give it its flow. I bet it can be done in a mediumish poly, let me try one and I will get back to you here.

 

Then please bring it on EE :)

 

For my use less ripples is better, I think the cloths are stiffer than the one you have portrayed, that should make it lower poly? It would be okay to have something gently sinusoidal I think and that would be more forgiving if I have to stretch the model to fit any reshaped table I do?

 

Does that make sense?

 

I have another idea for my model that may help but aside from that, if you can offer up some time I will wait for you :)

 

PJ



#15
Eguintir Eligard

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So this 37k poly monstrosity would be overkill?

 

Tablecloth

 

What should change? besides poly count

 

I can set the modifier to burlap instead of cloth?

 

Hows this sample. It 1.9k, burlap, and I can reduce it to about half that manually.

 

But I want to make sure its good

 

burlap



#16
Eguintir Eligard

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Send me an email where I can send this bad boy. Even has a bevel, although I don't know why thats such a big deal.

 

It has 3 models LOD (<1k, 600ish and 350ish), texture, normal, tint.

 

All you have to do is the 2da crap and so on.

 

 

Here



#17
PJ156

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The bevel is something I needed so my model did not look so crap, I a sending you a PM now :)

 

Burlap would have been my choice No 1 so this is very cool indeed. The model is far better than the original renderings in 2D but not so fussy as the earlier ones which are very detailed and great to look at but would stand out in the areas I am doing an look out of place.

 

Can I send you a module with four tables in it. That would be the four common sizes I am using. I can then rinse and repeat with the tinted table cloths?

 

PJ



#18
Eguintir Eligard

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Well here is a new sample more in your terms:

 

table_cloths.jpg

 

you can tint G or B for stains... or leave it in primo condition as per the weapon table.

 

I actually did the 2da etc, but I have to convert these maps to DDS somehow before I forget.

 

Sure send the module


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#19
PJ156

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Stains are a good idea, presumably they are in the tint map so they could be moved? I have pm'd contact details.

 

Can I put these into the cornucopia?

 

I need to build the 2da anyways. I have a range allocated in the SOAR 2da which I need to stick to anyways so I will add them there.

 

PJ



#20
Eguintir Eligard

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I'll end up adding these to my badly in need of repairs placeables in the cornucopia.

I'll make all my ambient models one pack probably so of course they can take space in the cornucopia first.

 

I modified the cloth to allow you to tint a "ring" around it about halfway down the overhanging part.

Or keep it solid. And then stain options still.

 

Problem I have now is I am using DDS converter, and while I click MIPMAPS options, does anyone know how to specify 7 or is it 9? and its DXT 5 format I want right?