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Author Topic: General - WIP  (Read 5312 times)

arathalion

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General - WIP
« on: 2007-11-05, 02:42:03 »

figured we could use a thread where people could post where they are.

painting normals. 30% ish

Quote
One last thing: One way we could keep track of our progress on each area of the game we're taking care of (a character model or a piece of code) would be to include it in our signatures.  Characters, for example, would hit 25% when their mesh is completed, 50% for their texture, 75% for rigging and 100% for full implementation in Source.

EDIT: is that some colour? 38%

EDIT: ok, head is done ish. needs a new bump map, then ill have to render of normals again. 45%ish

http://arathalion-5.deviantart.com/art/WIP-Ecaterina-the-wise-69061777

(yes that is the same link, i changed it)
« Last Edit: 2007-11-18, 00:09:06 by arathalion »
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WIP - ecaterina - 30%

Azraelthe7th

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Re: General - WIP
« Reply #1 on: 2007-12-05, 17:54:35 »

Christof Romuald so far:


This brings up an interesting dilemma: If we want to use Parallax Mapping (Normal bumps on Steroids), which the Steam engine does support, we'd have to disable HDR as (for the time being) using both is a bit buggy.  I presume that will be patched up soon enough, or has already been taken care of, as the article had been written quite some time ago.  Guess the only way to test it is to try.
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Azraelthe7th

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Re: General - WIP
« Reply #2 on: 2007-12-15, 22:07:38 »

Small update on Christof: I did a test in 3DS Max with the cape.  Hopefully, this'll be the one we'll use in the mod.  Total poly count so far is slightly over 7k with the shash/cloth included, and I'll be redoing his scabbard.  I'm not expecting him to go over 8k, but I wouldn't be surprised if I went slightly over that number.
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Javokis

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Re: General - WIP
« Reply #3 on: 2007-12-17, 20:02:53 »

So I take it we're going to have Physics to his cape?
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Azraelthe7th

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Re: General - WIP
« Reply #4 on: 2007-12-18, 13:08:09 »

Oh definitely.  Anything we can add physics to, I think we should, so long as it doesn't become too processor hungry.  Good thing that less than half the characters have capes and long hair.
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arathalion

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Re: General - WIP
« Reply #5 on: 2007-12-20, 03:08:10 »

well this is a pain. sculpting likes to deform every layer, and so when you bake a disp map from the sculpting program it uses the deformed mesh, not the one that you want to use. didnt think about the fact that this is making my ears look funny. ah well

i was having uv problems anyway so ill see what i can do to fix stuff.
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WIP - ecaterina - 30%

ORI

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Re: General - WIP
« Reply #6 on: 2007-12-20, 10:09:52 »

Not that im an expert but I recommend doing the UVs in Blender(using the seam unwarp method), not sure if it helps your specific problem though.


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arathalion

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Re: General - WIP
« Reply #7 on: 2007-12-20, 17:35:29 »

my uv unwrap is fine (if a bit messy, so from a techinacal point of view.)




the first is a hightmap, the second is a test diffuse. the problem is that several traingles want to not be there. any ideas? i at lease need some kind of word to search for, cause atm im having no luck finding an answer to this problem.
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WIP - ecaterina - 30%

Azraelthe7th

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Re: General - WIP
« Reply #8 on: 2007-12-20, 18:33:11 »

well this is a pain. sculpting likes to deform every layer, and so when you bake a disp map from the sculpting program it uses the deformed mesh, not the one that you want to use. didnt think about the fact that this is making my ears look funny. ah well

i was having uv problems anyway so ill see what i can do to fix stuff.
If you're sculpting in Mudbox, import the original .obj file as a layer, it'll thicken the subdivided mesh and help for the normal and displacement maps.

For the UVs, Blender and Softimage's UV tools are apparently excellent, but if you can get your hands on Unwrap 3D, it's great too (and helps you find any errors in your mesh too).
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arathalion

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Re: General - WIP
« Reply #9 on: 2007-12-20, 18:40:41 »

mmm, ive been thinking about trying that, problem is that im using zbrush there... may/may not work. we will see.

chaces are ill have to make mudbox work again though (trial ran out)

that or find my maya linux disk and start a beowulf cluster.
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Azraelthe7th

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Re: General - WIP
« Reply #10 on: 2007-12-21, 08:03:09 »

Zbrush works kind of the same way.  Simply re-import the original .obj file on the tool's first level, and it'll reconfigure itself to match the original's size.
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arathalion

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Re: General - WIP
« Reply #11 on: 2007-12-21, 08:56:50 »

does it? i know that you can append to tools, but your sure that will work? if it is thats good, but it still doesnt explain the missing faces.
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WIP - ecaterina - 30%

Azraelthe7th

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Re: General - WIP
« Reply #12 on: 2007-12-21, 18:31:48 »

It should (if I remember it well).  It would also update your UVs if you've changed them.
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Azraelthe7th

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Re: General - WIP
« Reply #13 on: 2008-03-25, 16:01:00 »

Bit of an update on Christof:

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