Model pimpage Thread

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

Re: Model pimpage Thread

Postby kraid on Mon Jun 16, 2014 7:58 pm

If there's no normalmap on your model, you can have shadows calculated on a per vertex base.
Ofc. your model needs to have enough vertexes in these areas otherwise you might get strange results.
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Re: Model pimpage Thread

Postby plagueofburia on Sat Jun 21, 2014 9:34 pm

Cheers kraid once again for all the great advice, this model just for the sheer size was daunting prospect, though with help, it has made it possible to try and attempt this model, thanks :smt023. I am near the end of the modelling and texture process, well I hope, I hope it has turned out okay, though it has taken more than a month. In reality this should have been done last year oh well. : )

UV unwrapping on some parts of the model has be very difficult. Using one part of the mesh and duplicating it, then using the knife tool on the mesh was very helpful on the truss supports and the X type supports 2. The broken X supports 2 A/B proved very challenging. Copying part of the mesh then cutting and rotating the mesh did not work so well for me, the stretching of the texture doing it in this way was too much and looked terrible.

Perhaps if someone could have shown me how to really do this I might of been able to follow. Alas, in the end the texture for the broken supports 2 A/B had to be redone for those parts and in doing so has added 2 extra sheets I would have liked to have used just one texture sheet for the broken parts.I used project from view on the UVs and Support 2 A texture would not work very well for Support 2 B.

Creating all these textures and UV unwrapping for this model has made the creation of this bridge very long and tedious.

I think the total amount of texture sheets for this bridge will be about 5 texture sheets.

4 texture sheets at 1024x1024

1-trusses
1- X type Supports 2
1-Broken X supports 2 A
1-Broken X supports 2 B

Still to do
1 texture sheet for the end truss caps at 256x256.... maybe..... not sure.

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Broken X supports 2 A
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Broken X supports 2 B
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The end truss caps
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Re: Model pimpage Thread

Postby Black_Stormy on Tue Jun 24, 2014 4:54 am

Good work buria, as for the wierd shadows you were having, that is a blender smoothing group thing. You can have flat and smooth faces in your model with no problems at all. Select the faces you want to be flat and hit 'w', then find 'shade flat'. You'll also see 'shade smooth' there, you can select the faces you want smooth and then shade them smooth in the same way.

With the edge split modifier, blender puts a 'sharp edge' along any edges that have two faces that are at a greater angle than the angle set in the modifier. You can also tick 'sharp edges' and then go in manually and put sharp edges along where your shading errors are. I did a quick vid for you:



Also the texture on the supports underneath is so jarring because it's such a saturated red, in contrast with the darker red of the bridge above. I don't think it looks bad though, the contrast gives it more visual interest. If you are worried about the shadows on the supports you can bake the AO with the top part of the bridge in the scene and blender will consider it for the AO bake, but I wouldn't worry. If they are both staticprops and you compile with staticproppolys then source should make it all look sweet.
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Re: Model pimpage Thread

Postby plagueofburia on Wed Jun 25, 2014 8:57 pm

Hi,cheers, thanks Black_Stormy for the video and advice.

The issue with the jarring darker truss texture may be due to the smooth shading I had. I watched the video you created cool. Now have added a edge split modifier to all the meshes. I have not applied the edge split though. Do I need to apply this to the mesh before compiling?

I have really never used modifiers in Blender, I would like to be able to use them correctly in the future.

The edge split has fixed a few of the shadow problems, if it still is jarring then I guess the art direction of the trusses is at fault. I have found it difficult to get what I wanted. I originally had the idea these trusses would have green paint for some reason it ended up as red. I did boost the saturation of the texture to exceedingly high levels this may have had a negative effect.

The underside of the truss texture was intentionally created differently(added scratches)from the sides and top of the red truss .

Is this the problem you have with the texture? Should I lower the overall saturation of the red trusses?

I have also added, I am not sure of the technical term in architecture, possibly a gusset plate? I added a mesh that holds 2 separate trusses together a metal cap with bolts. Was the best attempt I could do, could be better was difficult to get this result. If any one wants to give an idea on how to make these gusset plates better let me know.I used a 256x256 sheet for 4 variations.

5 texture sheets:

1=Red Truss
2=X type support
3=X type broke support A
4=X type broken spport B
5= Gusset plates

bridge width 1720 units

These pictures have texture in the view port shading, this seems to have lit the mesh, it looks brighter.

Gusset plate texture 256x256
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lit underside view of texture
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lit
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lit
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lit top and underside view of texture
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non lit
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I don't have blender set up to export smd's since the 2013 update I have not exported anything just been making models, so I still need to do that. Still need to create a collision mesh still need to do that. Both the collision mesh and the exporting I probably need help/advice how to do this.

The textures and modelling process is finished or near finished.

The model was created in hammer first a year or so ago. In Blender it took about a month or so to create this model, a lot of time was spent numerous times redoing the UV layout.
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Re: Model pimpage Thread

Postby plagueofburia on Mon Jun 30, 2014 7:06 pm

Finishing the supports for the bridge. Cannot seem to set up Blender to export not made collision mesh for the supports, some supports are hollow not sure how to make collision meshes suitable for source through Blender. To be honest there is way too many models I need to do so I have gone straight to creating a new set of models.

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Is there any one that would like to help me on other models that need to be created? I am going to try and create the train tracks but I need handrails tailored for a building.

Image

I can make a thread dedicated to this Level, where can I do this at under construction forum? though seeing as a competition just happened I doubt anyone has any time to help me.
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I have started a set of models for trains. I have started to use modifiers. Though the polygon count is reaching very high levels. I probably need to delete a lot of edge loops but then it will not look how I want.

How should one attempt low polygon train tracks?

Clamps
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Hammer/Blender
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Train track
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Various tube pipes and holders and one train light
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Hammer train tracks Y splitter
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Re: Model pimpage Thread

Postby Black_Stormy on Mon Jun 30, 2014 7:47 pm

Doesn't half life 2 already have plenty of train stuff? Have a look at the levels that take place on train tracks - the opening level for one. I think of all things, train tracks are the last thing you'll need to make fresh.

You can also decompile maps to get them into hammer and have a closer look if you need.
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Re: Model pimpage Thread

Postby plagueofburia on Mon Jul 14, 2014 10:39 pm

I have recently been working on props for a train area, I hope they will all be modular and work together.

With the train tracks I created a wood type and a concrete type texture with 6 varations. I have tried to improve HL2 models Is the texture of good quality?

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Track wires
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Based on London Underground type of track wires.

What does one think on the direction of the texture/style/quality?
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Re: Model pimpage Thread

Postby Smurftyours on Tue Jul 15, 2014 12:17 am

did someone... say.. underground...
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jangalomph wrote:Wise words from a wise man. ^
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Re: Model pimpage Thread

Postby Black_Stormy on Tue Jul 15, 2014 4:22 am

Oh snap you still have that?
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Re: Model pimpage Thread

Postby Smurftyours on Tue Jul 15, 2014 6:29 am

Yes.
jangalomph wrote:Wise words from a wise man. ^
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Re: Model pimpage Thread

Postby plagueofburia on Thu Jul 17, 2014 9:27 pm

Awesome smurftyours, that is great, I like the details done on the underground carriage.

Mixed with these wires and tracks one would be able to get some kind of train underground scene going.

Found a train track light picture, then modelled a basic light. It is about 36 units wide, I hope it is a good size to fit in any game world. 512x512 texture size
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Track clamps wood
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Track clamps concrete
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A set of 3 different wires for trains/outside wires are 512 units in length, the seams are not good.
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Broken holder using same texture from one of the 3 wires. The texture used is a texture already created. I messed with UVs and it is missing shadows and details. It seems okay though as a low basic prop.
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I was wondering would one create a specular map on the wire part of the texture? If I can create a specular map not done one yet. To have that shine plastic look or is this okay as is?
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Any thoughts/criticism on any of these wires/lights/tracks.
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Re: Model pimpage Thread

Postby Black_Stormy on Sun Jul 20, 2014 7:57 pm

I think those cables are pretty old and grubby so if you are worried about texture memory limits you can just leave the specularity map out of it. However, if they are going to be used in a low light area (night time, underground) then they might benefit from a little rimlighting, in which case you might as well give them some specularity with a low exponent term (?) so that they pop a little more.

https://developer.valvesoftware.com/wiki/$rimlight

On a side note, it's obvious you come from a 2d background, that light texture is sexy as hell.

EDIT: for the lower detail cables you really should be using 6 vert circles. If you want to lower the vert count without destroying your UV maps, select the edgeloop by holding alt and clicking on the edge (blender will select the appropriate edgeloop) and then hit x and select "delete edgeloop". It should maintain the same UV co-ords.
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Re: Model pimpage Thread

Postby Kanine01 on Wed Jul 23, 2014 2:45 am

Image

robutte wip

Inspired by the art of [url="http://mrjakeparker.com/"]Jake Parker[/url].
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Re: Model pimpage Thread

Postby shadowmancer471 on Tue Jul 29, 2014 5:52 pm

I couldn't get the hero shader to work in blender, so excuse the ingame shots
Made a set for Gyrocopter in Dota 2

Image
Image

Collection here: http://steamcommunity.com/sharedfiles/f ... =292917625
I want to get off Mr.Bones Wild Ride
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Re: Model pimpage Thread

Postby Kanine01 on Tue Jul 29, 2014 7:58 pm

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flaregun wip
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