are you sure you arent baking those hard lines into your normal maps by mistake? if youre working in maya then you need to click smooth normals before you take your highpoly and lowpoly into xnormal for instance (at least thats what solved it for me)
Well i use blender for this purpose. Will turning on smooth shading help with the final result ?
You should always have smooth shading on, if you want an edge sharp, you should mark edges as so (with the desired edge selected, 'Ctrl+E' > 'Mark Sharp') and use the 'Edge split modifier' with 'Edge Angle' unchecked and 'Sharp Edges' checked instead.
When subdividing the base model into the highpoly, use 'Shift+E' (Edge Crease) on an edge to define how round/sharp it will be.
Never do the edge splitting on a model after baking, as normals almost always go wonky.
Finished up my gyro set! Submitted and all, but it seems like the pic uploader for the workshop is bugged and won't take any in-game or marketing pics.
I've embedded the pics in the descriptions if yall wanna take a closer look for now.
Ha - that bug is a bummer ... hope it will get fixed soon.
Besides that, I like how you created a scrollable gallery like that. Very cool stuff, it makes it very easy for the viewer !
Could someone enlighten me as to why this happens....?
As you can see in the middle wire frame, I am just baking directly onto the high poly (Left) without and angles. Yet I get some jagged angles in the bake. The entire face baked weird, the rest is fine. :poly127:
Could someone enlighten me as to why this happens....?
As you can see in the middle wire frame, I am just baking directly onto the high poly (Left) without and angles. Yet I get some jagged angles in the bake. The entire face baked weird, the rest is fine. :poly127:
[/URL]
Can you post your UV's ? See if creating a triangle out of that face fixes it (Just cut corner to corner
i dont like this bookwyrms face.. but everything other is rly amazing work. the animations.. there is so much love inside and the flying courier update standing on the floating book -> epic.
I have a small suggestion for the flying version; if you were to center the minion on the ground below the flying device (0,0,0 basically), he wouldn't arc/slide around when you turn the courier in-game. Then again, it might look a little structured having him directly under it!
It has been a little while since I have worked on an item with a 128x256 texture size.
Can I still make a 1024x1024 texture and the engine will auto scale it, or is there a better way to go about it?
It has been a little while since I have worked on an item with a 128x256 texture size.
Can I still make a 1024x1024 texture and the engine will auto scale it, or is there a better way to go about it?
If its 128x256 your working size should be 512x1024. The importer will down sample the texture, but it won't be nearly as crisp as doing it yourself
It has been a little while since I have worked on an item with a 128x256 texture size.
Can I still make a 1024x1024 texture and the engine will auto scale it, or is there a better way to go about it?
No it won't downscale it. It'll just give you an error on import saying that your texture files are the wrong aspect ratio. Do what Kite suggests and either work on a 512x1024 file, or work on a 1024x1024 file and scale it to 512x1024 yourself. The importer won't let you in otherwise.
@motenai Nice work on that set, looks pretty good.
@Kite212 & Snowstorm: Thanks a lot.
That being said, what about uv placement? If I remember correctly, they are placed in the normal square configuration or do I need to fit them to the textures aspect ratio? Sorry it's been a while...
Finally, i just finished and published this set on the Workshop
OBSIDIAN ARSENAL MASTER set for Legion Commander. Link on the first image.
I was waiting for this set on workshop :P I watched your videos on youtube, good music playlist this set and especially that "promo" img is so sick! seriously, awesome+!
That's a great courier you've got there Mop and spacemonkey - TOTALLY jealous of your animation skills!
And another great courier from you katzeimsack. I love those little guys - they're bursting with character!
Finished off the high poly versions of these two and have blocked in the colours with a quick PolyPaint pass. I'll go in and tighten and tidy everything up once I'm at the texturing stage.
This image has been resized. Click this bar to view the full image. The original image is sized 1559x868.
This image has been resized. Click this bar to view the full image. The original image is sized 1559x868.
@motenai Nice work on that set, looks pretty good.
@Kite212 & Snowstorm: Thanks a lot.
That being said, what about uv placement? If I remember correctly, they are placed in the normal square configuration or do I need to fit them to the textures aspect ratio? Sorry it's been a while...
Yup you place them in the normal square configuration, just stretched out.
Also, great work motenai and spacemonkey! Spacemonkey, your courier animations look epic, love the book concept.
@motenai Nice work on that set, looks pretty good.
@Kite212 & Snowstorm: Thanks a lot.
That being said, what about uv placement? If I remember correctly, they are placed in the normal square configuration or do I need to fit them to the textures aspect ratio? Sorry it's been a while...
It will depend on your application. most 3d packages do not keep the aspect ratio, I will use Max as an example as I have done this many times in Max. What I do is unwrap at 1024x1024 the size of 2 UV spaces, so I fill the default block, and the block next to it. I then change the size of the unwrap to fit the texture size, so 512x1024. After this you just need to scale the uv back horizontally. Doing it this way will give you the right size in the right aspect ratio.
Edit: Just wanted to point out this is not necessary, but makes texturing way easier being in the correct aspect ratio. Just unwrapping in 512x1024 with the incorrect aspect ratio will work just fine.
Replies
Well i use blender for this purpose. Will turning on smooth shading help with the final result ?
Done !!! It called Tueur Silencieux
I have never used blender so Im not sure, so hopefully someone else can guide you on that. It wouldnt hurt to just try it out tho
You should always have smooth shading on, if you want an edge sharp, you should mark edges as so (with the desired edge selected, 'Ctrl+E' > 'Mark Sharp') and use the 'Edge split modifier' with 'Edge Angle' unchecked and 'Sharp Edges' checked instead.
When subdividing the base model into the highpoly, use 'Shift+E' (Edge Crease) on an edge to define how round/sharp it will be.
Never do the edge splitting on a model after baking, as normals almost always go wonky.
A nice and simple article about the basics of edge sharpening: http://cgcookie.com/blender/2013/06/21/tips-creating-sharp-edges-modeling/
Hope it helps.
Smoothing groups ... exist in blender!
Thanks alot!
I've embedded the pics in the descriptions if yall wanna take a closer look for now.
Missile
Rocket Launchers
Propeller
Wings
Hat
Besides that, I like how you created a scrollable gallery like that. Very cool stuff, it makes it very easy for the viewer !
As you can see in the middle wire frame, I am just baking directly onto the high poly (Left) without and angles. Yet I get some jagged angles in the bake. The entire face baked weird, the rest is fine. :poly127:
[/URL]
Can you post your UV's ? See if creating a triangle out of that face fixes it (Just cut corner to corner
collab with Gunslinger
check out some more screens here if you'd like
http://steamcommunity.com/profiles/76561197964102247/screenshots/?appid=570
also, my first doodle turned into this:
Looks good on dragon knight ? should i make it ?
So crisp, awesome shapes too, nice job you two
This ward was done with help from my main man csoconnor, and it' in partnership with the CEVO dota2 league!! (woot)
Spawn, idle and death - still WIP so feedback more than welcome
[ame="http://www.youtube.com/watch?v=dZ-CbKJ7mV4"]Ward Test Anims[/ame]
Once again collaborated with Mop on this, this guy also survived my hard drive failure, a retrieval and me having a baby!
Let me introduce Grimoire, the Book Wyrm
New courier
great stuff!
This has to be my favourite courier so far! Great concept and execution, well done!
[ame="http://youtube.com/watch?v=dnu2W2ZvhYk"]Magnetic Obelisk[/ame]
[ame="http://youtube.com/watch?v=dnu2W2ZvhYk"][/ame]
Feel free to tear it apart; I'll probably be posting future WIPs here to hopefully negate future suckishness.
In other news, the workshop bug seems to have been resolved. Gyro collection is up now:
http://steamcommunity.com/sharedfiles/filedetails/?id=229459924
Send me a msg or post it in my concept thread if you are interested.
Steam Profile
Concept Thread
http://steamcommunity.com/sharedfiles/filedetails/?id=229461322
[ame="http://www.youtube.com/watch?v=USmLU6DCUUY"]SNIVELING SNOTLINGS - YouTube[/ame]
@paul+tim: awesome, bad timing for me to release with a new dreamteam courier
I have a small suggestion for the flying version; if you were to center the minion on the ground below the flying device (0,0,0 basically), he wouldn't arc/slide around when you turn the courier in-game. Then again, it might look a little structured having him directly under it!
Fun courier, love it!
OBSIDIAN ARSENAL MASTER set for Legion Commander. Link on the first image.
It has been a little while since I have worked on an item with a 128x256 texture size.
Can I still make a 1024x1024 texture and the engine will auto scale it, or is there a better way to go about it?
If its 128x256 your working size should be 512x1024. The importer will down sample the texture, but it won't be nearly as crisp as doing it yourself
No it won't downscale it. It'll just give you an error on import saying that your texture files are the wrong aspect ratio. Do what Kite suggests and either work on a 512x1024 file, or work on a 1024x1024 file and scale it to 512x1024 yourself. The importer won't let you in otherwise.
@Kite212 & Snowstorm: Thanks a lot.
That being said, what about uv placement? If I remember correctly, they are placed in the normal square configuration or do I need to fit them to the textures aspect ratio? Sorry it's been a while...
I was waiting for this set on workshop :P I watched your videos on youtube, good music playlist this set and especially that "promo" img is so sick! seriously, awesome+!
based on MagnoHussein´s Concept
And another great courier from you katzeimsack. I love those little guys - they're bursting with character!
Finished off the high poly versions of these two and have blocked in the colours with a quick PolyPaint pass. I'll go in and tighten and tidy everything up once I'm at the texturing stage.
This image has been resized. Click this bar to view the full image. The original image is sized 1559x868.
This image has been resized. Click this bar to view the full image. The original image is sized 1559x868.
Onto the lowpoly now!
Yup you place them in the normal square configuration, just stretched out.
Also, great work motenai and spacemonkey! Spacemonkey, your courier animations look epic, love the book concept.
That I would buy! Great job, I like it a lot more than the more human like couriers..
It will depend on your application. most 3d packages do not keep the aspect ratio, I will use Max as an example as I have done this many times in Max. What I do is unwrap at 1024x1024 the size of 2 UV spaces, so I fill the default block, and the block next to it. I then change the size of the unwrap to fit the texture size, so 512x1024. After this you just need to scale the uv back horizontally. Doing it this way will give you the right size in the right aspect ratio.
Edit: Just wanted to point out this is not necessary, but makes texturing way easier being in the correct aspect ratio. Just unwrapping in 512x1024 with the incorrect aspect ratio will work just fine.