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Rapture's Random Models - Printable Version

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RE: Rapture's Random Models - OriginalUsername - 05-30-2013

(05-30-2013, 04:49 PM)Traggey Wrote: *facepalm* Because CoD is known for the amazing graphics..

Wut r u tlaking about? CoD is the best game evuhr. Ur jeluz cuz yu cant play tht game.

Okay, I'm sorry, I'm going to kill myself.


RE: Rapture's Random Models - Acies - 05-30-2013

(04-20-2013, 10:07 PM)Rapture Wrote:
Spoiler below!
Couple of notes...



(1) For the tree, I used a 2048x2048 texture because at 1024x1024, it looked like crap on the tree and I didn't like it at all.



I tried to use the UV space as best I could, the main body of the tree was my priority and I used as much space as I could and fitted the rest of the tree's UV in order of importance.

But even at 1024x1024 the texture didn't look good at all. I don't know if I'm missing anything, but any tips would be great.



(2) I like sculpting details in models (Example is the WIP Hollow Log), and the normals work great. But once I apply a texture on, the normals are barely noticeable. I try flipping the normals on and off to see the change but all I can tell is just a shift of shadows.

I'm using a wood bark texture from cgtextures because I don't know how to make my own that looks realistic.



Am I doing something wrong?



(3) No ETA's on release of these models, I can never follow up with ETA's. So just know what you can come to expect, sometime in the near future.



@Venomz - I can do something like that later, add some basic fluff props for the kitchens and stuff.
Looking at your rock and tree there seems to be some texture stretching/something odd going on.

1) http://www.uvlayout.com/index.php?option=com_wrapper&Itemid=72

This thing is gold for any "organic" UV mapping, or objects which are harder to UV. 2048 is a format you mainly use for "center-pieces"; characters, important objects etc. But ultimately everything is a judgement call, if it clearly looks better in 2048 go for that - trying to make the normal or spec smaller can be recommended (for example 1024).

2) The normal map is basically shadowing depending on at what angle you look at it. It can give the illusion that an object is smoother/higher poly (from certain angles). If your diffuse texture also has heavy shadowing that might "override" the normal map at certain places (I think?). Texturing wood is superhard - but a good high poly gives a very good boost. Bake out AO and displacement from the Highpoly and use that in the creation of your diffuse. I'm not very good at creating wood - but I could try to share what I know - probably in video format if that would be interesting for you.

I like the hollow log. Good job!


RE: Rapture's Random Models - VeNoMzTeamHysterical - 06-07-2013

(05-30-2013, 04:49 PM)Traggey Wrote: *facepalm* Because CoD is known for the amazing graphics..

CoD never had good graphics lol.
Only the first 4 were for that time good graphics.
It was a tweaked quake engine you know.

After CoD 4 it became to suck.


RE: Rapture's Random Models - Traggey - 06-07-2013

(06-07-2013, 02:23 PM)VeNoMzTeamHysterical Wrote:
(05-30-2013, 04:49 PM)Traggey Wrote: *facepalm* Because CoD is known for the amazing graphics..

CoD never had good graphics lol.
Only the first 4 were for that time good graphics.
It was a tweaked quake engine you know.

After CoD 4 it became to suck.

Yeah no I was merely making a joke.


RE: Rapture's Random Models - VeNoMzTeamHysterical - 06-07-2013

(06-07-2013, 02:59 PM)Traggey Wrote:
(06-07-2013, 02:23 PM)VeNoMzTeamHysterical Wrote:
(05-30-2013, 04:49 PM)Traggey Wrote: *facepalm* Because CoD is known for the amazing graphics..

CoD never had good graphics lol.
Only the first 4 were for that time good graphics.
It was a tweaked quake engine you know.

After CoD 4 it became to suck.

Yeah no I was merely making a joke.
I know Wink