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3d models development

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Johnnybravo:

Well the best thing you might want to try is to play with lighting settings.
To me it looks as if the light direction was not vertically correct.

Now when we look at textures in original artwork it's pretty obvious the grain on most of the sprites out there are actually overdone bump-mapping used everywhere back in 90s. I don't think resolution will be high enough so we'd ever have to care about it, texture might be adjusted with some grain or noise, I think you understand better how to achieve that :d.


--- Quote ---Regarding specular stuff, I was initially thinking the metal armours were potentially a nightmare, but to be honest it doesn't look too frightening to me.

--- End quote ---
Well, Karpov already had something very nice for metal, problem is that there is apparently quite a lot of this on leather, fabric and skin in fallout - just like you can see on that metal armor. Finding correct intensity and masking correct parts of models, that's going to be really tricky. Not impossible though. And with all due respect, some guys already made plenty of mistakes when they were making skins for certain armors, so that they already contain most of shading and even reflections. Those will be perhaps useful for creating specular masks, but the skins themself are not going to appear correctly if they are not redone without shading (outside of details not present in model, for that is normal map that is not yet used).

I'd be worried about performance though. Used lighting model requires shaders (not sure if fonline runs without them though), and it's quite expensive compared to legacy methods and fixed pipeline rendering, But then again this is for 3D models running on 2D scenery, and performance of per-pixel tasks is obviously tied to pixels used on screen, which is fairly low.
If by any means there'd have to be lightweight version with legacy vertex lighting, we'd need another textures for models, because lighting done by engine might not appear correct.

I was also thinking a bit about pixelisation requested before. To be honest, possibly best solution for it is to actually ignore it.
As you might have noticed, 2D renderer does not scale sprites up, so in fact 2D is ALWAYS rendered 1:1 whenever not zoomed in. Zooming in is not any useful in 2D anyway, so that like only real problem is the usage of palette and aliasing on sprites (which is fairly well emulated by just doing nothing - turning AA off :d).

NastyKhan:

--- Quote from: Jotisz on May 10, 2012, 09:35:36 pm ---@NastyKhan
The repair on the face seems nice. The extra vertex were there probably due to the export importings. NastyKhan you are making serious progresses here.
--- End quote ---

Thank you :) So i'll remake all my skins and models to fit the new shape. I'm losing orientation so i suggest to begin naming models by author and version. What would you say for o name "Supermutant J3" ? (j for Jotisz and 3, because after my fixes it's total third version)

Luther Blissett:
Jotisz - the bluesuit is particularly plain - I'd imagine some of the others would need quite a bit more detail to work - but the process would be the same for other characters and armour models etc. If a greyscale texture can be made of each, colours can be layered in easily, then extra details added on another layer and so on.

Note that the Blender .x export itself seemed slightly garbled when I tested it, but the fbx one was perfect and easily converted. I'm still unable to import any of the existing rigs into Blender properly unfortunately, but will continue to try things every now and again. It would help a lot with speeding up the animation if our Blender specialists could access the existing animation work and rigs.

Johnnybravo - writing the lighting settings is one of the bits I'm really not very good with, so that's better left for someone else. I'm okay at positioning lights in a 3D program and adjusting in real time, but writing text, then loading to see what it's done is something I'm not familiar with. Alsol, the floor shadow appears correct - I assume this would move if we moved the lighting?

Grain / noise is probably right - it could be finer detail, but it's only really going to look like grain in game at 100% zoom (I tried a denim texture on some model, in game it was merely a slight grey noise). I suppose the question is whether we simply "apply noise" to the texture, or apply fine details which will ultimately only look like noise. I think I'd have to test both to see what the difference was visually.

I remember Karpov's test stuff on specular - and it worked pretty well. It would need some fine tuning to match sprites, but I think it's possible. I'm trying to think if there's some way to work out where / how it should be. The projection painted stuff gives us a bit of an indication, but otherwise it pretty much involves studying lots of sprites. Depends how perfect we want it. It might be as simple as a slightly tweaked greyscale version of the texture to be applied to the model, then brightened or darkened as a whole depending on the material it represents. Again, won't really know until it's tested. Regarding existing textures, eventually a lot of them will probably want redoing, depending on how sprite-accurate we want them to be. I know the ones I did certainly have a lot of painted on lighting, as the lighting effect we were using at the time was a lot further from accurate, and they needed a lot of this to look even slightly "in-game style". The lighting in game is better now, so a lot of that shadow is redundant.

Ultimately, my main thought is simply to keep colour, detail and shading elements on separate layers in layered source textures. We get them as close as we can by any means necessary. If / when we improve lighting /normal mapping etc, we alter the relevant layer. Should be easier to "mass adjust" rather than "mass redo" everything.

Nastykhan - You can name them however you like really, but they do need renaming specifically when they're put into game along with other models and textures. Your suggestion sounds a pretty good idea to keep track of things in progress though, but I'd suggest using 2 or 3 letters per person.

NastyKhan:

--- Quote from: Luther Blissett on May 11, 2012, 12:13:12 am ---Your suggestion sounds a pretty good idea to keep track of things in progress though, but I'd suggest using 2 or 3 letters per person.

--- End quote ---
That's really important when you make textures to note which model it's compatible with. Form of naming doesn't really matter for me though. I just want something shorter and more clear than "the least Jotisz's model with NastyKhan's face corrections". ;) "Supermutant Jot3" sounds good to me - let's wait for Jotisz's respond however.

Luther Blissett:
For the character models, all of the textures should be compatible with all the models initially - the UV maps are all aligned the same.

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