Tempust85 Posted July 20, 2015 Posted July 20, 2015 So how much more does rend2 need to be finished minus performance tweaks? I wouldn't mind starting to produce rend2 content.
Xycaleth Posted July 20, 2015 Posted July 20, 2015 At the moment I'm just going around and fixing minor things up. It's kind of disappointing that nobody (at least not that I've seen) has created any content for ioq3's rend2 so I'll take the leap of faith and say it's "usable" and that you can start producing rend2 content. I'm still not sure how backwards compatibility will work but we'll see Tempust85 and Archangel35757 like this
Circa Posted July 20, 2015 Posted July 20, 2015 Well DT and Ashura have been itching to create content for rend2, so I'm sure you'll get something within the week. Archangel35757 likes this
Archangel35757 Posted July 20, 2015 Posted July 20, 2015 ...and I hope to be ready for wrinkle maps within the next few months-- apologies for my lack of progress.
Scerendo Posted July 20, 2015 Posted July 20, 2015 Oh man super excited for this, everyone working on it is doing a great job. Just a quick question and apologies if its been posted already (its such a big topic I'v probably missed it : ( ) Was wondering if anyone has got an example for a shader that incorporates normal, specular and gloss maps, compiled?
Boothand Posted July 20, 2015 Posted July 20, 2015 Just out of curiosity, a lightmap is still required for these to work? As always, great watching more progress! Love it.
Xycaleth Posted July 20, 2015 Posted July 20, 2015 Here's an example of a shader which uses diffuse, normal, specular and gloss: textures/rend2/example { { stage diffuseMap map textures/rend2/example_d } { stage normalMap map textures/rend2/example_n } { stage specularMap map textures/rend2/example_s // This actually holds both specular and gloss (in the alpha channel) } }I can upload example textures as well when I get home. I really want to condense this down to something more concise though. Something like this perhaps: textures/rend2/example { diffuseMap textures/rend2/example_d normalMap textures/rend2/example_n specularMap textures/rend2/example_s } Scerendo likes this
Tempust85 Posted July 20, 2015 Posted July 20, 2015 Awesome news! I'll be doing the EP7 stormtrooper as my first piece. Just need those ghoul2 black spots removed though please.
minilogoguy18 Posted July 20, 2015 Posted July 20, 2015 @@AshuraDX I think set up a shader for the AT-ST so that it should use all the same maps came out of substance designer but I'm not 100% on that.
AshuraDX Posted July 20, 2015 Posted July 20, 2015 @@minilogoguy18 I have that somewhere, yeah - needs to be altered a little to use the gloss thoughwill get some test models packaged up and sent your way tomorrow evening @@Xycaleth Tempust85 likes this
minilogoguy18 Posted July 21, 2015 Posted July 21, 2015 Another thing, @@Psyk0Sith, do you have any displacement maps that you used to render Kain? If so I'd like to have them to see if any shader could be set up. I know, I know, I never released the model, I ran into some LOD and weight issues. Got lazy and didn't wanna release it until it was fixed but I swear once I have the time I'm gonna fix then release it lol.
Scerendo Posted July 21, 2015 Posted July 21, 2015 Here's an example of a shader which uses diffuse, normal, specular and gloss: textures/rend2/example { { stage diffuseMap map textures/rend2/example_d } { stage normalMap map textures/rend2/example_n } { stage specularMap map textures/rend2/example_s // This actually holds both specular and gloss (in the alpha channel) } }I can upload example textures as well when I get home. I really want to condense this down to something more concise though. Something like this perhaps: textures/rend2/example { diffuseMap textures/rend2/example_d normalMap textures/rend2/example_n specularMap textures/rend2/example_s } That's great thank you!
Psyk0Sith Posted July 21, 2015 Posted July 21, 2015 Another thing, @@Psyk0Sith, do you have any displacement maps that you used to render Kain? If so I'd like to have them to see if any shader could be set up. I know, I know, I never released the model, I ran into some LOD and weight issues. Got lazy and didn't wanna release it until it was fixed but I swear once I have the time I'm gonna fix then release it lol. Well no, since it was not baked from a high poly model, it could be faked with something like crazybump but doesn't always produce good results. Tempust85 likes this
AshuraDX Posted July 21, 2015 Posted July 21, 2015 @@Psyk0Sith instead of using crazy bump I'd trace the important features in substance painter - effectively "paint-sculpting" a normal map on the lowpoly mesh@@Xycaleth about the rend2 gloss maps - common setup ? white is glossy, black is dull ?
AshuraDX Posted July 21, 2015 Posted July 21, 2015 @@Xycaleth : here you go https://www.dropbox.com/s/fqz72sdesxej7ch/HUGEDL44.pk3?dl=0 as of now it's still uploading since the textures are all in 2k and uncompressed 24 bit TGAs did not get the at-st ready yet but I got the humansize DL44 done includes :DL44_rend2_d.tga - diffuse with Transparency in AlphaDL44_rend2_s.tga - Specular with Gloss in AlphaDL44_rend2_n.tga - Normal with height/displacement/Parallax in Alpha Raz0r, Xycaleth, Sovietskiy Partizan and 1 other like this
Psyk0Sith Posted July 21, 2015 Posted July 21, 2015 @@Psyk0Sith instead of using crazy bump I'd trace the important features in substance painter - effectively "paint-sculpting" a normal map on the lowpoly mesh@@Xycaleth about the rend2 gloss maps - common setup ? white is glossy, black is dull ? I usually prefer to do real sculpts instead. Painting is better suited for surface details.
AshuraDX Posted July 21, 2015 Posted July 21, 2015 I usually prefer to do real sculpts instead. Painting is better suited for surface details. usually - yes but in this case you allready have a textured lowpoly mesh and getting details to match between a new sculpt and that lowpoly is a pain in the ass
Xycaleth Posted July 21, 2015 Posted July 21, 2015 The DLL44 looks quite shiny. I expect it's not meant to be that shiny But soon after I toned the values down a bit (probably not correct to do this, but as a quick hack). I expect it's because Surface Designer (I think that's what @@AshuraDX used for the textures?) uses a different lighting model from rend2... So there are some extra changes I can make so it looks more correct, but it would make existing JKA assets look wrong. I need a way to make both work... Boothand, Smoo, minilogoguy18 and 1 other like this
AshuraDX Posted July 21, 2015 Posted July 21, 2015 this was textured using the Quixel DDO legacy version and should look like this I usually work in Allegorithmics substance suite nowadays EDIT : I also jsut remembered that the DL44 normal map has no parallax in Alpha Bek likes this
Tempust85 Posted July 21, 2015 Posted July 21, 2015 Parallax doesn't work on models anyways. When not using parallax, just add stage normalmap instead of stage normalparallaxmap to your shader.
Tempust85 Posted July 22, 2015 Posted July 22, 2015 @@Xycaleth Is there a way to have glow/self illum textures in the rend2 shader?
AshuraDX Posted July 22, 2015 Posted July 22, 2015 @@Xycaleth - @@DT85 just noticed that my spec texture did not contain the gloss map in alpha, aswell as the diffuse texture came without Transparency, saved my tgas wrong as I barely use them ^^Uhere are the fixed textures https://www.dropbox.com/s/igttcwkp8we5mo9/overwrite.zip?dl=0
Circa Posted July 22, 2015 Posted July 22, 2015 DT is a bit excited I see. Langerd, Bek and Tempust85 like this
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