and i took a better pic of sculpt i did some time ago
quick lyquify to see what it should have bin, always good too notice where you went wrong, guess i totaly messedup the shoulder area at that time.
ok i brought him into the U3, but somehow it fucks up the normals, so is this just a thing of a wrong chosen shader or is it a UT3 problem like those fucked up normals on mirrored seams?
ok played around with the UT Editor and the problem appears ev erytime I add a normalmap, no matter if that normalmap is just 128,128,255 or my right normalmap, the meshnormals get screwed up. When i'm not attaching a normal to the shader, the shading is fine.
Oh forgot to mention, those are of yourse the uv seams. played around in max with different shaders and it only happens when the greenchannel is flipped in some shaders.
but this can't be because the seams also appear with clear normalmaps
sekkneox, i think that that is a bitangents issue ,i dont know how unreal handles it, but isnt there an inbuilt normal map generator in ued3 ? i might be tottally wrong ! awesome work man , your stuff always inspires me
and yes i thought of that too, but i loaded a plain 128,128,255 and a 127,127,255 Normalmap onto the model and the seams stay.
So i took a UT3 Model and applied the same shader.
yeah sekneox , i know what you mean, but even if you load that type of normal map the seams will still be there, since its a break on vertex im afraid , im not very good explaining what i think , but i guess someone can explain too since its a subject i dont understand much about tangent /bitangents.
( i also get that alot in max , even with flat normal map , so i guess it depends on the engine sorry i cant help more )
WoW Vahl, that character looks really nice. I think you did a really good job of making her look soft, you don't often see that done well. Great job with the cloth forms and the texturing on the skin.
@johny: of course it's because of the uv splits i made, but i can't unwrap without having splits somewhere. And normally that shouldn't be needed, i mean it should be normal, i worked with engines 2 years back with way less features but no such issues with normalmaps.
Even the maxshaders bei Ben Cloward can handle it and they are no industry standard.
I'm really disappointe4d about having to change the design becaus of such simple stuff, shouldn't happen in modern engines.
So i guess i'm going to add straps and stuff over the seams and do it like the UT3 guys did with the hair, just do it almost black (which was planned, so no problem) and a little spec, so i hope the seams won't be too visible.
Rens: Very nice traditional work. I like the early forms/volume on your latest sculpt.
Another head study. Not totally happy with how it turned out, but I find with these type of studies it's better to just move on to your next one instead of tweaking your current piece obsessively.
What settings are you selecting when you import normals? Your compression has to be set to normal map on import. otherwise the unpack values get screwed and the only way to fix that is to manually edit them. Re-importing the same texture wont fix it.
One way to check it is if your normal map appears purple in the browser but dark blue in the shader. If not your unpack values are borked.
[ QUOTE ]
Neox, it looks like your unpack settings are bad.
What settings are you selecting when you import normals? Your compression has to be set to normal map on import. otherwise the unpack values get screwed and the only way to fix that is to manually edit them. Re-importing the same texture wont fix it.
One way to check it is if your normal map appears purple in the browser but dark blue in the shader. If not your unpack values are borked.
[/ QUOTE ]
THANK YOU!
I didn't know that, phew, i already unwrapped him new and was ready to rebake all the maps.
There are still seams, but they won't be visible from a decent distance
thank you so much!
Another question for the UE3 is, is it possible to change the FOV of the camera in the modelviewer window? or do i have to place the character into a set?
@hawken: i really like the style, totally fits into a kids game!
I made a quick Bender model for Unreal Tournament 3. Modeled, textured, and imported into UT3 in the time it took to watch Benders Big Score (2 hours). Theres a couple issues with the character but it was done quickly to see what limitations there are for importing custom characters into UT3. (Right click the picture to download)
haha
awesome
wondering if benders eyes should give off light a bit? they dont in the cartoon but thats understandable. Just wondering if that'd look good or not tbh
Hi-poly Tech-Nouveau floor tile. Not totally finished and my render res seems to have not picked up the finer details like screws and stuff. Still prefer Blenders AO pass though, and I've always liked the graininess of lower quality AO
[ QUOTE ]
Martin, I assume you're modeling from an Airsoft gun? If you want it to look like a real Remington 870, lose the magazine.
[/ QUOTE ]
The pic i used as ref is indeed an airsoft gun, doesnt really matter to me tho as its just a practice piece to learn normalmap workflow and such. Its not going to be used for anything else really.
[ QUOTE ]
haha
awesome
wondering if benders eyes should give off light a bit? they dont in the cartoon but thats understandable. Just wondering if that'd look good or not tbh
Hi-poly Tech-Nouveau floor tile. Not totally finished and my render res seems to have not picked up the finer details like screws and stuff. Still prefer Blenders AO pass though, and I've always liked the graininess of lower quality AO
[/ QUOTE ]I doubt you will be able to unless you're rendering above 1024 becasue you've not got enough pixel space to use for those sorts of teeny tiny details given how normals work. Good results with Blenders AO there.
Ok worked a bit on the face texture, have to remove the eye shadows more, they make him older then he should be.
And i have to read me into UT3 materials, want to get a more toon style shading, not soooo smooth and 3d as it is right now.
Is there a Ressource (tutorials or premade) for UT3 shaders anywhere?
does the mermaid have a penguin in a headlock? and why is she pinching herself. i'd ditch the line down her tail as well, makes her look like mermaid barbie with legs in a sack.
i actually really like the image, though. charming little divers - especially the right-most
Replies
seeing the end of the tunnel not much left to bake, hopefully i can start texturing soon.
[ QUOTE ]
Yep.. No lit-transparencies in UE3. Anything you want to be lit has to be alpha-test 1 bit alpha. Sucks, eh?
[/ QUOTE ]
But having a transparent shader that takes the transparency from the shader settings and not from any alpha would work?
also
and i took a better pic of sculpt i did some time ago
quick lyquify to see what it should have bin, always good too notice where you went wrong, guess i totaly messedup the shoulder area at that time.
unfinished, wip pose, blah blah blah
ok i brought him into the U3, but somehow it fucks up the normals, so is this just a thing of a wrong chosen shader or is it a UT3 problem like those fucked up normals on mirrored seams?
ok played around with the UT Editor and the problem appears ev erytime I add a normalmap, no matter if that normalmap is just 128,128,255 or my right normalmap, the meshnormals get screwed up. When i'm not attaching a normal to the shader, the shading is fine.
Oh forgot to mention, those are of yourse the uv seams. played around in max with different shaders and it only happens when the greenchannel is flipped in some shaders.
but this can't be because the seams also appear with clear normalmaps
I made myself a medal.
SAPPIN' MAH SENTRY
and yes i thought of that too, but i loaded a plain 128,128,255 and a 127,127,255 Normalmap onto the model and the seams stay.
So i took a UT3 Model and applied the same shader.
http://polyphobia.de/nonpublic/airborn/normalseam.jpg
So can someone aprove this? Is this really an issue? and do thay really just fake around to get rid of it?
sorry, i can´t help but there are some ued3 users here.. this something i´m interestet in too
like the kid.. even if i think its a bit too cute and nice
( i also get that alot in max , even with flat normal map , so i guess it depends on the engine sorry i cant help more )
Even the maxshaders bei Ben Cloward can handle it and they are no industry standard.
I'm really disappointe4d about having to change the design becaus of such simple stuff, shouldn't happen in modern engines.
So i guess i'm going to add straps and stuff over the seams and do it like the UT3 guys did with the hair, just do it almost black (which was planned, so no problem) and a little spec, so i hope the seams won't be too visible.
Rens: Awesome oldschool sculpting.
Another head study. Not totally happy with how it turned out, but I find with these type of studies it's better to just move on to your next one instead of tweaking your current piece obsessively.
What settings are you selecting when you import normals? Your compression has to be set to normal map on import. otherwise the unpack values get screwed and the only way to fix that is to manually edit them. Re-importing the same texture wont fix it.
One way to check it is if your normal map appears purple in the browser but dark blue in the shader. If not your unpack values are borked.
unfinished, wip pose, blah blah blah
[/ QUOTE ]
Her face looks just like Amy Smart... Did you mean it too?
He's got a cape now
Neox, it looks like your unpack settings are bad.
What settings are you selecting when you import normals? Your compression has to be set to normal map on import. otherwise the unpack values get screwed and the only way to fix that is to manually edit them. Re-importing the same texture wont fix it.
One way to check it is if your normal map appears purple in the browser but dark blue in the shader. If not your unpack values are borked.
[/ QUOTE ]
THANK YOU!
I didn't know that, phew, i already unwrapped him new and was ready to rebake all the maps.
There are still seams, but they won't be visible from a decent distance
thank you so much!
Another question for the UE3 is, is it possible to change the FOV of the camera in the modelviewer window? or do i have to place the character into a set?
@hawken: i really like the style, totally fits into a kids game!
last wip, ill make a 360.gif when its done and dry.
One way to check it is if your normal map appears purple in the browser but dark blue in the shader. If not your unpack values are borked.
[/ QUOTE ]
Just thought you should know this helped me as well
cheers, good advice
...stoned...this head!
Info on how to install in the archive.
awesome
wondering if benders eyes should give off light a bit? they dont in the cartoon but thats understandable. Just wondering if that'd look good or not tbh
Hi-poly Tech-Nouveau floor tile. Not totally finished and my render res seems to have not picked up the finer details like screws and stuff. Still prefer Blenders AO pass though, and I've always liked the graininess of lower quality AO
@rens: really nice work, should be doing more classical stuff too
worked on the color layout
normal/speccmap assignment for school.
Martin, I assume you're modeling from an Airsoft gun? If you want it to look like a real Remington 870, lose the magazine.
[/ QUOTE ]
The pic i used as ref is indeed an airsoft gun, doesnt really matter to me tho as its just a practice piece to learn normalmap workflow and such. Its not going to be used for anything else really.
http://www.airsoftatlanta.com/images/new_shotgun_1a_jpg.jpg
the ref.
should have shirts of this and a few others for sale on bountee soon, if the site stops crapping out on me.
haha
awesome
wondering if benders eyes should give off light a bit? they dont in the cartoon but thats understandable. Just wondering if that'd look good or not tbh
Hi-poly Tech-Nouveau floor tile. Not totally finished and my render res seems to have not picked up the finer details like screws and stuff. Still prefer Blenders AO pass though, and I've always liked the graininess of lower quality AO
[/ QUOTE ]I doubt you will be able to unless you're rendering above 1024 becasue you've not got enough pixel space to use for those sorts of teeny tiny details given how normals work. Good results with Blenders AO there.
And i have to read me into UT3 materials, want to get a more toon style shading, not soooo smooth and 3d as it is right now.
Is there a Ressource (tutorials or premade) for UT3 shaders anywhere?
been working on this for a while. got it in unreal3 engine too
i actually really like the image, though. charming little divers - especially the right-most
I dont want to make all these cannons, i just cant decide where to put a cannon.
@ Neox
Great colors
here is something about CelShadeing in UE3: http://www.hourences.com/book/tutorialsue3mated3.htm
@ Ruz
Looking very good
what are this yellow pixels at his vest?
Nice work.
(that was a lame first post I know.. )
Amazing work