AshuraDX Posted May 20, 2016 Share Posted May 20, 2016 @@Xycaleth the grid I'm seeing there reminds me of mudbox, @@Sovietskiy Partizan I guess you loaded the model into mudbox and started painting in the bump channel and let mudbox export that as a normal map? Link to comment
Sovietskiy Partizan Posted May 20, 2016 Share Posted May 20, 2016 Are you using Rend2? Did you set cl_renderer to rend2?Yes, ofc. @@Xycaleth the grid I'm seeing there reminds me of mudbox, @@Sovietskiy Partizan I guess you loaded the model into mudbox and started painting in the bump channel and let mudbox export that as a normal map?Yes its exported in Max and then made in Mudbox. Bump map then made in photoshop through nvidia plug in. You use .shader for the vanilla renderer and .mtr for the rend2 renderer. Bascially, it's to make sure your model can be used with both renderers without errors.I see, I'll try it later. Link to comment
AshuraDX Posted May 20, 2016 Share Posted May 20, 2016 @@Sovietskiy Partizan let me see the bump and the converted normal map - maybe they can be improved Link to comment
Sovietskiy Partizan Posted May 23, 2016 Share Posted May 23, 2016 Revan reskin v4 It works, but still kinda flat. Link to comment
Xycaleth Posted May 23, 2016 Author Share Posted May 23, 2016 I think it's the lack of lighting variation that's the problem. If you set r_cubeMapping 1, you'll get a wider ranger of lighting/reflections which will make the normal map more pronounced: P.S. your specular map is completely wrong Tempust85 and Sentra like this Link to comment
Sovietskiy Partizan Posted May 23, 2016 Share Posted May 23, 2016 I think it's the lack of lighting variation that's the problem. If you set r_cubeMapping 1, you'll get a wider ranger of lighting/reflections which will make the normal map more pronounced: https://dl.dropboxusercontent.com/u/874909/jka/shot2016-05-23_19-20-21.jpg P.S. your specular map is completely wrong I see. Yes it looks much better this way :] I don't know what other good options rend 2 have. Specular is from original. I noticed AshuraDX's texture scheme https://jkhub.org/images/BfZjGlt.png , but I didn't figured out how Specular from mudbox should connect yet. Link to comment
AshuraDX Posted May 24, 2016 Share Posted May 24, 2016 I see. Yes it looks much better this way :] I don't know what other good options rend 2 have.Specular is from original. I noticed AshuraDX's texture scheme https://jkhub.org/images/BfZjGlt.png , but I didn't figured out how Specular from mudbox should connect yet.should just have used Girs spec map isntead of making a new one Link to comment
Sovietskiy Partizan Posted May 25, 2016 Share Posted May 25, 2016 should just have used Girs spec map isntead of making a new oneI've updated archive with it https://mega.nz/#!dAZWxJDB!vtFCzAEP28OqFPR4CQ7HqfP-H2xqzJ8kosMB-dqjol4 , but now it looks like metal object. Needs more work. Also I've tried to make real normal map for model, but something is wrong with this exact model : Normal map out is bad because of UVs or other problems(like subdivision) with malak model - https://soundcloud.com/sovietskiy-partizan/malaks-laugh Link to comment
Xycaleth Posted May 25, 2016 Author Share Posted May 25, 2016 The specular map still doesn't look right! And it looks more like plastic now than it did before Link to comment
Xycaleth Posted May 25, 2016 Author Share Posted May 25, 2016 @@AshuraDX Would you mind sending me textures for your clone trooper created with a metallic workflow? I want to test something out AshuraDX, Tempust85, Archangel35757 and 1 other like this Link to comment
Xycaleth Posted May 28, 2016 Author Share Posted May 28, 2016 Accidentally made everything have a polished surface: Lancelot, Scerendo, Boothand and 2 others like this Link to comment
Futuza Posted May 29, 2016 Share Posted May 29, 2016 Such shiny furniture polish. Lol. Link to comment
Xycaleth Posted June 15, 2016 Author Share Posted June 15, 2016 I'll just leave this here... Futuza, minilogoguy18 and SomaZ like this Link to comment
SomaZ Posted June 15, 2016 Share Posted June 15, 2016 Now everyone's wondering what this means. That's kind of evil. I like that. Very good progress. Looking forward to some in game results. The suspense is killing me. Hahaha. Tempust85 likes this Link to comment
Archangel35757 Posted June 15, 2016 Share Posted June 15, 2016 It's a lightmap for a box room or sun rays cast into a swimming pool... Link to comment
minilogoguy18 Posted June 15, 2016 Share Posted June 15, 2016 All I need is the satisfaction knowing that @@Xycaleth is chiseling away at this project. Archangel35757 likes this Link to comment
Futuza Posted June 16, 2016 Share Posted June 16, 2016 It's a lightmap for a box room or sun rays cast into a swimming pool...No no, that's clearly a death star trench. SomaZ likes this Link to comment
Tempust85 Posted June 16, 2016 Share Posted June 16, 2016 Guys, I know what it is! It's test.hdr Archangel35757 and SomaZ like this Link to comment
ensiform Posted June 16, 2016 Share Posted June 16, 2016 Actually it's a map lit with the new light mapping tool. Link to comment
Xycaleth Posted June 16, 2016 Author Share Posted June 16, 2016 Slightly better quality: Futuza, Raz0r, Stoiss and 3 others like this Link to comment
Xycaleth Posted June 23, 2016 Author Share Posted June 23, 2016 Lighting intensifies: I'll explain what I'm up to I suppose I'm hoping to write a faster lightmap generator, as a Q3Map2 light stage replacement. It's something that I've wanted to do for a long time now, and it lets me stretch my knowledge a bit further into areas I've not really looked at before. But you ask, how does this fit into rend2? Well the issue is that Q3Map2 bakes the direct lighting into the lightmap - this is a problem with rend2 because it means you'll get inconsistencies where extra shadows or lighting are added as you'll clearly see what's lightmap and what's not. This new lightmap generator will optionally output only indirect lighting (light contributions which have bounced off a map surface at least once), as well as produce the conventional lightmaps that BSP stores internally. With an indirect lighting only lightmap, adding the real time lighting/shadows will look natural. It's a sideways step to completing rend2, but it's something I've really been wanting to try and do. It won't be able to work with maps where you don't have .map file, but I can imagine something where you can specify light locations and it can make use of these as light sources. Boothand, Tempust85, Archangel35757 and 2 others like this Link to comment
SomaZ Posted June 23, 2016 Share Posted June 23, 2016 It's a sideways step to completing rend2, but it's something I've really been wanting to try and do. It won't be able to work with maps where you don't have .map file, but I can imagine something where you can specify light locations and it can make use of these as light sources. As far as I remember you can decompile a bsp into a map and DT mentioned in the old rend2 thread that it still stores the light positions. Well, we should check that again. Then it wouldn't be any problem to make new indirect light maps for the original jka maps and enhance their appearence even more in rend2. Anyways. This looks very promising. Good job, very good job. Link to comment
Ramikad Posted June 23, 2016 Share Posted June 23, 2016 As far as I remember you can decompile a bsp into a map and DT mentioned in the old rend2 thread that it still stores the light positions. You sure? To my knowledge, decompiling a .bsp into a .map obliterates light entities. Grab likes this Link to comment
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