Offering my services - Modeler/Texturer

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Postby Flying Steel » Fri Sep 25, 2009 2:41 pm

You are correct Oblivion, the carni and armored carni models have digitigrade legs.


toneddu2000 wrote:PS:But, why use bump and normal maps with same pattern? It wouldn't better to use a bump map with scratchies, bullet holes, signs that prove the oldness of that material, and normal to add detail to geometry(beveling, fine detailed circuits, etc, just like you did)? It's just a question, not a critic? :D


If I may answer this, you don't actually use the bump map on the model once you have baked its details into the normal map (well, except maybe with parrallax mapping, but that's another story). The thing is it isn't really humanly possible to draw a normal map by hand, so you draw details you want to hand draw into a grayscale bump map and then have software convert it into a normal map for you.

So the the bump map goes into creating the normal map, along with any details baked into the normal map going from a high poly model to the lower poly in-game model.
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Postby Taiyo.uk » Fri Sep 25, 2009 2:53 pm

ihsan wrote:Good modeling technique but those horse hind legs won't match the standard skeleton :(

Neither does Carni, but he has a different skeleton/anim set to compensate for this.
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Postby toneddu2000 » Fri Sep 25, 2009 3:10 pm

thanks Flying Steel for your reply, but I meant another thing
If I may answer this, you don't actually use the bump map on the model once you have baked its details into the normal map (well, except maybe with parrallax mapping, but that's another story).

this was my point
The thing is it isn't really humanly possible to draw a normal map by hand, so you draw details you want to hand draw into a grayscale bump map and then have software convert it into a normal map for you.

yes, of course, maybe I've structured wrong the question. I try to re-define it! :D
There's two ways to generate a normal map, baking an high poly model to a low poly model(maybe using internal renderer or the fantastic Dernormgen by Dragengine, or using a grey scale image converted by a plug in for the major 2d apps. My question was: once we have our nice normal map created with one of the two method above, why don't use a grey scale bump map to add scratches, imperfections, oldness signs, and so on ? I've seen this tecnique in Doom 3, it's not my idea! :D
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Postby Flying Steel » Fri Sep 25, 2009 3:27 pm

toneddu2000 wrote:yes, of course, maybe I've structured wrong the question. I try to re-define it! :D
There's two ways to generate a normal map, baking an high poly model to a low poly model(maybe using internal renderer or the fantastic Dernormgen by Dragengine, or using a grey scale image converted by a plug in for the major 2d apps. My question was: once we have our nice normal map created with one of the two method above,


One thing- you don't have to use just one of the two methods, you can combine them both into one normal map. So the bump map, like the high poly model, you just use to create the normal map but it isn't used in game because it isn't needed (its information is now in the normal map).

I don't think Oblivion meant you should use the bump map in-game, if player model normal maps are supported in Nexuiz (which I'm sure they are or would be if someone made some of them).

But don't throw away the high poly model or bump map of course, they are your source files and you or anyone else could really use them some day if you/they want to make future adjustments to the textures.

why don't use a grey scale bump map to add scratches, imperfections, oldness signs, and so on ? I've seen this tecnique in Doom 3, it's not my idea! :D


I think Doom 3 might have been using parallax mapping, which combines a gray scale bump map with a normal map to create a supposedly more 3D look, where the bumps are warped to create a perspective effect. I don't know if darkplaces supports this technique, at the moment, but IMO it isn't that great looking anyway and I have heard it uses alot of resources.
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Postby toneddu2000 » Fri Sep 25, 2009 4:29 pm

I don't think Oblivion meant you should use the bump map in-game, if player model normal maps are supported in Nexuiz (which I'm sure they are or would be if someone made some of them).

ok, understood, thanks!
I think Doom 3 might have been using parallax mapping, which combines a gray scale bump map with a normal map to create a supposedly more 3D look, where the bumps are warped to create a perspective effect. I don't know if darkplaces supports this technique, at the moment, but IMO it isn't that great looking anyway and I have heard it uses alot of resources.

I don't know if this effect is cpu/gpu-consuming, but, trust me, it's a very good visual effect! Because you've the normal, with polished fine details and then you use a bump map almost black/grey for subtle details (like a stain) in a bright grey, only to emphasize that detail!
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Postby The mysterious Mr. 4m » Sat Sep 26, 2009 10:29 am

Sweet! Awesome model! And the texturing is great!
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Postby Oblivion » Sat Sep 26, 2009 1:31 pm

Ok finished! :D

Someone please grab the files and save them where they won't disappear. Releasing this under GPL blah blah blah, so do whatever you guys want to do with it. :)

Meshfiles (max, obj, and 3ds):
http://www.mediafire.com/?zzxcjtmlnbb

Materials (masterfiles and flattened maps, all in PSD as I do not know what format Nexuiz supports, anyway, you guys can convert them as necessary easily enough. Have a look at the included PSD masterfile so you guys can have a little idea of what goes on in making textures):

http://www.mediafire.com/?wxegeozlziw

Renders (with mock shirt/pants paintover):

Image
Image
Image

P.S. @ tonnedu, yes you can merge your baked normals with handmade normals, you don't need to use them separately. There are tutorials in the net for the that, but it's unnecessary in my case since I'm using purely handmade bump to normals anyway as Flying Steel said.

And yes, our art director does it sometimes for making dents and some scratches, but it's minor stuff. If you make your metal too full of pits it will look organic which is not what you want anyway. And in the end, he also merges them together into one normal map. The handmade bump map is not used ingame (unless it's the only thing supported).

P.P.S. for lighting I use max so the method is different. But I usually set up a skylight, turn on Final Gather and Global Illumination and add a directional light or two somewhere (such as the Sunlight I added here)

P.P.P.S. I've always referred to Digitigrade legs as Ornithoid. :P LOL
Last edited by Oblivion on Sat Sep 26, 2009 1:58 pm, edited 1 time in total.
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Postby Dokujisan » Sat Sep 26, 2009 1:57 pm

Impressive!!

Here's another link
http://omploader.org/vMmZjZQ/UBot-Meshfiles.7z
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Postby ai » Sat Sep 26, 2009 2:43 pm

Impressive indeed, and I also downloaded and put them on my web host and they will always be available there, forever and ever.

Browse link: http://ai.kurotorobert.com
Direct link: http://ai.kurotorobert.com/nexuiz/model ... lFiles.zip

Browse over to: nexuiz/models/Oblivion
Unfortunately I had to create a .zip file for the mesh files and shove the .7z into the zip to include everything and still keep a small file size. If I had the Maps separated as a zip it would take 58 mb.
The reason why I use zip is that the php browser I'm using isn't able to display .7z files making it impossible to know they are there.

In the future I will change this if possible. This is very unfriendly, cannot even display .odt files (OpenOffice.org) and much much more.
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Postby toneddu2000 » Sat Sep 26, 2009 2:55 pm

Thanks, Oblivion for the lighting reply, I'll try your method! And, again.. Great model!! :D

If I've time, in next week, I'll rig it
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