Nupol Posted June 14, 2017 Posted June 14, 2017 Hello, a close friend of mine, known under the name SomaZ, told me about this project.I like to create 3D models in my spare time and i would like to contribute to this project in the form of asset creation.Some of my older work can be found here: https://sketchfab.com/lennartsolikPrimaly i use Blender for modeling and Substance Painter / Photoshop for texture creation.I am able to create small animations using constraints and bones (simple).I try to help as good as i can in the form of small assets and other things that might be needed. I am looking forward to hear from you. Sincerely Nupol SomaZ, Smoo, Liam and 1 other like this
Tempust85 Posted June 14, 2017 Posted June 14, 2017 Hi, thanks for applying. Your work looks pretty decent. Do you have any experience with baking details to low poly models? This game engine has a very low limit, compared to today's games. Most small objects would be 1,000 tris or under.
Nupol Posted June 14, 2017 Author Posted June 14, 2017 Thank you. No problem with baking details from Highpoly to Lowpoly. And good to know on how many tris you aim to.Do you plan to use LODs? If yes how many and what is you triangle count for each level approximately?
SomaZ Posted June 14, 2017 Posted June 14, 2017 @@DT85 Just look at the top of his no name soda can. Tempust85 likes this
Tempust85 Posted June 14, 2017 Posted June 14, 2017 Depends on how the object is used. LODs do not work if the model becomes part of the map, i.e. Brushwork. If it's loaded by the renderer, then LODs apply. Would have to be case-by-case, whether a map object needs LODs.
Nupol Posted June 14, 2017 Author Posted June 14, 2017 with level i meant per LOD level, LOD1 0-1.000, LOD2 1.000-5000, LOD3 5.000-10.000 for example.
Tempust85 Posted June 14, 2017 Posted June 14, 2017 I usually do minus 25% for each LOD: LOD0LOD1 - minus 25% of LOD0LOD2 - minus 25% of LOD1LOD3 - minus 25% of LOD2
minilogoguy18 Posted June 14, 2017 Posted June 14, 2017 If a mesh is large enough it can be sub divided to go around the 1k limit, you can have up to 32 meshes making up 1 model. Still though, the general goal is squeeze out as much detail from as little as possible, I'm sure we can also go over the models and optimize the low poly mesh.
AshuraDX Posted June 15, 2017 Posted June 15, 2017 If a mesh is large enough it can be sub divided to go around the 1k limit, you can have up to 32 meshes making up 1 model. Still though, the general goal is squeeze out as much detail from as little as possible, I'm sure we can also go over the models and optimize the low poly mesh.That optimization should be done before baking normal maps. SomaZ likes this
Archangel35757 Posted June 15, 2017 Posted June 15, 2017 MD3's only have 3 levels of LODs: LOD0 (highest detail)LOD1LOD2 MD3View displays these as LOD1, LOD2, LOD3.
Tempust85 Posted June 16, 2017 Posted June 16, 2017 @@Nupol I like your work, and we can always use help so welcome aboard! @@Circa, can you please give Nupol access to the DF2 forums? SomaZ and Liam like this
Tempust85 Posted November 9, 2017 Posted November 9, 2017 @@Circa can you please double check that @@Nupol has dev access to the forums?
Psyk0Sith Posted November 10, 2017 Posted November 10, 2017 That optimization should be done before baking normal maps. It can be done after the bake too, using handplane and a local "XYZ" normal map, handplane will output the matching tangent normal map based on the optimized model.
AshuraDX Posted November 10, 2017 Posted November 10, 2017 It can be done after the bake too, using handplane and a local "XYZ" normal map, handplane will output the matching tangent normal map based on the optimized model.I figure you mean a world/objectspace normalmap. I usually bake using a skewmesh and then generate a new tangentspace nm for the lowpoly mesh by using the Wolrdspace normal. While I do this in Substance it can also be done with Xnormal and appearently Handbrake.
Circa Posted November 10, 2017 Posted November 10, 2017 @@Circa can you please double check that @@Nupol has dev access to the forums?He should, from what I can see.
Psyk0Sith Posted November 11, 2017 Posted November 11, 2017 I figure you mean a world/objectspace normalmap.I usually bake using a skewmesh and then generate a new tangentspace nm for the lowpoly mesh by using the Wolrdspace normal. While I do this in Substance it can also be done with Xnormal and appearently Handbrake. Yup, max calls it local XYZ or object space if you prefer.
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