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A little gift for the community. (M4 beta 2 now on pg. 5)

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Olli.
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Olli. » 14.02.2012, 15:48

yeah im pretty sure thats the problem
causes stuff like this: Image
http://www.TriangulateMesh.com
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Radcliff » 16.02.2012, 01:20

Let me see if I understand you correctly:

We're supposed to have lots of 90-degree angles in our model because provided we apply our smoothing groups correctly, the normals map will make everything appear rounded off. And we're supposed to model everything so that it looks like a single object - not a bunch of primitives jumbled together?

So basically, the way I understand, this would be what we're after. (Sorry, it looks like a mess right now because there's no smoothing groups applied.)
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Mr. Kidnapper
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Mr. Kidnapper » 16.02.2012, 01:36

He'll just tell you to use only one smoothing group anyways.
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Olli. » 16.02.2012, 05:19

well actually what i do is UV map the model completely, splitting the UV map at each sharp corner (usually around 90* or higher), but thats not a rule of thumb. the main point is to make your UV layout make sense, to use all the UV area you have at your disposal, and to make sure your UV layout will work well together with the texture you paint on it. Like for example if you have text or some intricate detail somewhere, you cant really put a seam there.

after the UV map is finished, assign each UV island a smoothing group using the "Smoothing Groups from UV shells" tool in the tex-tools plugin. This basically just assigns each UV island a smoothing group, making sure two adjacent UV islands dont have the same SG. its a really handy plugin.

Ive seen people just make the whole model in to one smoothing group but thats not a very good idea. It may work for less complicated models but with stuff like guns, it usually makes the normal surface of the model very "bumpy" if you will, and the normal map you bake will have a hard time coping with that, especially when mip mapped.
In any case, you cant make the whole model in to one UV island, so you might as well split the SG's as well seeing as its so easy with the plugin.

Now as for your model, you're on the right track. Its not necessary to model everything as one object, its just important that you dont have intersecting geometry. Its ok to have seperate pieces in your model, as long as theyre not trying to occupy the same space... and its not really THAT strict, just if you do have some small intersecting bits somewhere try to keep the seams of those bits out of sight, since the seam is usually pretty ugly (like if you look at the shell deflector on my M4 with the normals applied). Also keep in mind that you're going to be animating, so obviously moving bits like the trigger, charging handle, mag and whatever else you want to move around are seperate objects.

Also you really need to take a look at those useless edges you have everywhere.. you could probably split the polycount in half if you optimized the edges properly.
http://www.TriangulateMesh.com
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Radcliff » 27.02.2012, 16:27

Well I found a tutorial on how to make plastic materials right in 3ds max, though I've adjusted the specularity to match my texture referrence more closely. I was wondering what you guys think.

The tutorial can be found here: http://forums.cgsociety.org/archive/index.php/t-12299.html
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Olli.
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Olli. » 27.02.2012, 20:28

I highly suggest you use a viewport renderer.. Xoliul 2 is good, and so is 3pointshader.

both give very good results with pretty much no tweaking at all. The best part though is obviously that they are realtime, meaning you dont have to render to see the changes you make to the texture.. both also automatically update the material when you update your texture file.

http://www.polycount.com/forum/showthread.php?t=88289
http://www.3pointstudios.com/

also in case you dont have it set up, i recommend you set up a way to quick-save in photoshop which will let you save your texture frequently so you can keep checking it in max using the viewport shader to see how it looks on the model (very important).
you can do this either by actions in photoshop or you can use a neat plugin which lets you save all maps with just one hotkey press. racer445 explains it in his tutorial: http://www.nextgenhardsurface.com/index ... d=racer445
http://www.TriangulateMesh.com
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Radcliff » 27.02.2012, 20:44

I got both Marmoset Toolbag and Xoliul 2. :)

I find Marmoset to be a bit easier to get a good render from. I'll post more shots when I'm done with the metal.
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Radcliff » 12.03.2012, 16:15

I'm still working on this folks. I'm having issues with the new SDK though, something with an RC-related console variable or something like that. I'm attaching an image of this error to see if anyone with coding experience can tell me what to do, because it looks to me like some naughty boy from Crytek has left an obsolete console variable activated (tsk tsk! :P :D)

Here's a teaser from Marmoset anyways. I'm still playing around with the texture though.
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby ultranew_b » 12.03.2012, 16:27

You could just use the RC from the last build to compile, then just copy the model over to the new build?
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Radcliff » 14.03.2012, 00:45

Okay, seems there's no need to worry because the weapon still exports fine. I'll post shots once I finish tweaking the texture & positioning. I also noticed a small normal mapping error that needs fixed.
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Olli. » 14.03.2012, 11:33

still seeing a lot of weird stuff on that model
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http://www.TriangulateMesh.com
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Minoza » 14.03.2012, 16:02

Since we're sharing crits, damn, your handwriting is a pain to read. :P

Other than that, that "big-ass" artifact might be artist freedom, some sort of lock-part, doesn't really matter, looks cool to me. Most of the errors seem to be bake related, I usually try to get perfectly clean bake before I even start texturing. I think most of these can be fixed in PS, smoothing/blurring and cloning normal map parts until it's clean. It's usually faster then re-baking although not as clean.

Oh and plastic material looks great now IMO, give it a bit of variation in specular and it's good to go.
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Radcliff » 14.03.2012, 16:15

I can read most of it. The stuff I can't read I just look to where he's pointing.
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Olli.
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Olli. » 14.03.2012, 17:07

i dunno somehow the whole normal thing overall looks.. different, for lack of a better word. what format are you saving the normal map as? it looks sort of like the color pallette is too suppressed
http://www.TriangulateMesh.com
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Re: A little gift for the community. (M4 beta 2 now on pg.

Postby Radcliff » 14.03.2012, 19:45

See that's the thing - I know nothing of the different formats. I know it saves as a 3dc (for DirectX 10 compatibility), but maybe this will help?

Also, I think it relevant to add that I'm saving from a 4096^2 tga image. (Have to for the sake of Marmoset support.)
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CryTiff Save Settings.jpg


 
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