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  Uber Modder Uber ModderMember since: 20.07.2011, 21:46Posts: 1426 Likes: 108
 

 Post Topic: Re: Warhead 2
PostPosted 06.07.2012, 17:03 
Quote by The Vulture:
The detail bump scale is way too strong on the first pic. Looks really noisy.


?( On the truck, nanosuit, or the SCAR?

Could you help me understand you? ?(


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User avatar   News Posters News PostersMember since: 30.07.2008, 00:36Posts: 3935Location: Sthlm, Sweden Likes: 44
 

 Post Topic: Re: Warhead 2
PostPosted 06.07.2012, 17:50 
Well, all three. Is that metal he's standing on? Thought it was concrete. That's because of the normals in that pic are really exaggerated. The detail bumpmap is really strong giving it a noisy and unpleasant effect. Metals are never that noisy on manufactured items. Look at this weapon for instance.

It doesn't look Hi Res or High Definition, it just looks out of place and unrealistic.

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Edit: I think you should read and watch racer's texturing tutorials. Links below.

Racer's Texturing Tutorial.

How to Hand Paint Convincing Metal Textures.


- Aspiring Level / 3D Artist -
Portfolio | CryDev | Art Blog


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  Uber Modder Uber ModderMember since: 20.07.2011, 21:46Posts: 1426 Likes: 108
 

 Post Topic: Re: Warhead 2
PostPosted 06.07.2012, 18:06 
One more question...

Does the metal on the Scar look old and rusty? That was my goal.

Or do you still think i should tone down the detail bump map?


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User avatar   Trained Modder Trained ModderMember since: 29.10.2011, 22:11Posts: 327 Likes: 20
 

 Post Topic: Re: Warhead 2
PostPosted 06.07.2012, 18:20 
Quote by USSR_GRAND:
One more question...

Does the metal on the Scar look old and rusty? That was my goal.

Or do you still think i should tone down the detail bump map?


Tone it down a bit, it looks too noisy right now.


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  Uber Modder Uber ModderMember since: 20.07.2011, 21:46Posts: 1426 Likes: 108
 

 Post Topic: Re: Warhead 2
PostPosted 06.07.2012, 18:44 
Better?

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User avatar   News Posters News PostersMember since: 30.07.2008, 00:36Posts: 3935Location: Sthlm, Sweden Likes: 44
 

 Post Topic: Re: Warhead 2
PostPosted 06.07.2012, 18:48 
Yeah, do it. I don't see any rust. Rust doesn't look like that. Contrasts are too high as well.

Use real life references when you do all your texturing. At least as a base so it looks believable.

Edit: Yeah, lots. Ground's normal are still too strong though. ^^


- Aspiring Level / 3D Artist -
Portfolio | CryDev | Art Blog


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  Uber Modder Uber ModderMember since: 20.07.2011, 21:46Posts: 1426 Likes: 108
 

 Post Topic: Re: Warhead 2
PostPosted 08.07.2012, 22:58 
Will some give a quick comment on how i can edit the proxy on these vehicles.

Have you ever driven one of the vehicle in Crysis 2 and tried to drive over a small rock or a curb? Well this is why it doesn't work;

These blocks are invisible barriers. Without them the vehicle would fall right through the level. The object would have no physical depth. But the problem is, the proxy for the vehicles in Crysis 2 weren't shaped correctly. Below you will see the the proxy of the HMMWV from the freeSDK. This is correctly shaped. But the Crysis 2 proxy has extra "stuff" blocking the vehicle.

This has always been an problem in Crysis 2, so I want to fix it now.

CORRECT
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INCORRECT
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User avatar   Experienced Modder Experienced ModderMember since: 06.06.2010, 22:27Posts: 529Location: Turku, Finland Likes: 2
 

 Post Topic: Re: Warhead 2
PostPosted 08.07.2012, 23:25 
Quote by USSR_GRAND:
INCORRECT
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8o Oh wow, I never realised it was that bad. To fix it I don't think there's any other way than to edit the proxy in some modelling program.
  Uber Modder Uber ModderMember since: 18.01.2010, 23:11Posts: 1730 Likes: 1
 

 Post Topic: Re: Warhead 2
PostPosted 08.07.2012, 23:28 
AHah yeah the Physical proxy for the Crysis2 ltv are just a epic fail xD

I noticed that when i was testing the explosion physic for C mod xD
  Uber Modder Uber ModderMember since: 20.07.2011, 21:46Posts: 1426 Likes: 108
 

 Post Topic: Re: Warhead 2
PostPosted 09.07.2012, 01:12 
Quote by JMLfin:
Quote by USSR_GRAND:
INCORRECT
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8o Oh wow, I never realised it was that bad. To fix it I don't think there's any other way than to edit the proxy in some modelling program.


I tried to open it with 3dsmax, but it wont open. Any ideas anyone ?(

I really want to fix this problem and release it for everyone.


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User avatar   News Posters News PostersMember since: 30.07.2008, 00:36Posts: 3935Location: Sthlm, Sweden Likes: 44
 

 Post Topic: Re: Warhead 2
PostPosted 09.07.2012, 01:23 
How did you try to open it?


- Aspiring Level / 3D Artist -
Portfolio | CryDev | Art Blog


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  Uber Modder Uber ModderMember since: 18.01.2010, 23:11Posts: 1730 Likes: 1
 

 Post Topic: Re: Warhead 2
PostPosted 09.07.2012, 02:07 
*\Crysis 2\Mods\Example_Assets\GameCrysis2\Objects\vehicles\armouredcar\armouredcar.max

I dont get why you cant open it in Max since they gave the source file ^^
  Uber Modder Uber ModderMember since: 20.07.2011, 21:46Posts: 1426 Likes: 108
 

 Post Topic: Re: Warhead 2
PostPosted 09.07.2012, 02:13 
Well im about to look really ignorant but, well here it goes.... I figured maybe I could do it with a cgf.file. :baby:

I was desperately looking for a MAX file. but there isn't one. What should I do to accomplish my goal?


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User avatar   News Posters News PostersMember since: 30.07.2008, 00:36Posts: 3935Location: Sthlm, Sweden Likes: 44
 

 Post Topic: Re: Warhead 2
PostPosted 09.07.2012, 02:38 
Well if there's no Max file then just export to .obj. File -> Export to .OBJ.
  Uber Modder Uber ModderMember since: 20.07.2011, 21:46Posts: 1426 Likes: 108
 

 Post Topic: Re: Warhead 2
PostPosted 09.07.2012, 04:51 
You mean by simply renaming it, then importing into max? If so, i tried that too

?( Do i have a reason to be discouraged, or is this an easy task?

Oh ... wootwoots i never saw your comment. I will try that, hope it works


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