Model pimpage Thread

Modelling, Textures, Animating and other general engine asset topics.

Re: Model pimpage Thread

Postby kraid on Mon Jul 09, 2012 10:50 am

I thought Cryengine has a good landscape creating tool built in, why aren't you using this instead of modelling terrain?
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Re: Model pimpage Thread

Postby Habboi on Mon Jul 09, 2012 11:26 am

A while back I saw a post on polycount regarding terrain for Cryengine. http://www.polycount.com/forum/showthread.php?t=88933

Perhaps that's why he's not using the built in tools.
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Re: Model pimpage Thread

Postby skoften on Mon Jul 09, 2012 11:37 am

Yep, was following that exact tutorial. The workflow is far superior than using the sandbox tools.

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Re: Model pimpage Thread

Postby no00dylan on Tue Jul 10, 2012 12:23 pm

Okay. So. I've learned how to bake high poly detail onto my low poly model, but the problem is that when I make my cage big enough to catch all the detail of the high poly, the texture it renders out is all noisy/pixelly/wavy. Downright wrong in some places.
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Re: Model pimpage Thread

Postby Surfa on Tue Jul 10, 2012 1:08 pm

You need to make sure the cage is alot closer to the model.
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Re: Model pimpage Thread

Postby jangalomph on Wed Jul 11, 2012 1:31 am

Very nice terrain :D, I always loved messing with Cryengine
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Re: Model pimpage Thread

Postby marks on Wed Jul 11, 2012 7:35 am

Surfa wrote:You need to make sure the cage is alot closer to the model.


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Re: Model pimpage Thread

Postby no00dylan on Wed Jul 11, 2012 8:53 am

Right. But if I do, then it clips out some of the detail I want. I see that there are ways to select specific "polygons" of the cage, which would be incredibly handy if it meant I could move it, but when I click on a "polygon" the move tool goes gray.
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Re: Model pimpage Thread

Postby PaulH on Wed Jul 11, 2012 12:13 pm

Check this tutorial out:

http://poopinmymouth.com/tutorial/normal_workflow_2.htm

Bit old, but still relevant
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Re: Model pimpage Thread

Postby Surfa on Wed Jul 11, 2012 3:01 pm

no00dylan wrote:Right. But if I do, then it clips out some of the detail I want. I see that there are ways to select specific "polygons" of the cage, which would be incredibly handy if it meant I could move it, but when I click on a "polygon" the move tool goes gray.


You can export the cage to a separate object then modify it to fit your needs and then import it back as the cage. It should be under the cage section of the projection modifier.
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Re: Model pimpage Thread

Postby no00dylan on Thu Jul 12, 2012 12:05 am

Thanks for the help, guys. Everything looks okay now except there's some nasty aliasing going on in my texture. Any ideas?
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Re: Model pimpage Thread

Postby Black_Stormy on Thu Jul 12, 2012 4:25 am

Try rendering at twice or four times the resolution and scaling down in your image editing program. it should anti alias automatically as it scales. A shitty work around but it works.
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Re: Model pimpage Thread

Postby PaulH on Thu Jul 12, 2012 4:40 pm

You using 3DS Max Noodylan? I got a bit fed up of Max producing bad results when baking out maps, so I switched to a program called XNormal (http://www.xnormal.net/1.aspx), it's free and doesn't require any messing about with cages or anything. Just export the low poly and the high poly of your object as OBJ files and from there you can bake out normal maps, AO maps etc quite easily.

Make sure by the way the high and low poly have the same pivot point, it bakes from one to the other so they have to be in the same world space.
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Re: Model pimpage Thread

Postby Mr. Happy on Thu Jul 12, 2012 11:07 pm

Cages are so stupid! XSI didn't have any of that BS...BUT, that also means there wasn't any way to fix those types of artifacts. Oh well.

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Re: Model pimpage Thread

Postby PaulH on Fri Jul 13, 2012 12:04 pm

Good stuff Happy, looks a bit wobbly and wonky in places though...I know you've done level stuff before, is this one of your first models? If it's not I didn't mean that to sound insulting, just trying to get a judge of what level you're at so I don't post any feedback that comes across as patronising :)
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