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User avatar   24/7 Modder 24/7 ModderMember since: 16.12.2007, 16:07Posts: 4713Location: Finland Likes: 12
 

 Post Topic: My Stuff [Detail map magic]
PostPosted 14.03.2012, 16:58 
I have a crapload of stuff to post, and making a seperate thread for every single asset would take up an inconsiderate amount of forum space, so ill just post everything in this thread instead. I'll keep the ce3 fp arms asset seperate from this thread since thats sort of an as-is community asset, but everything else i'll post here from now on.


Detail map magic:
Image

Tiles:
Image

Pillars:
Image

Date palm in ce3:
Image

92FS is done now
Image



Quote:
To start this off, ill just dump some random stuff i have lying around. Please note that like 90% of this stuff is old, and i probably didnt have any idea what i was doing at the time i made them. Anyways. lets go.

92FS:
http://dl.dropbox.com/u/15275414/dbd/et ... der_HQ.jpg
http://dl.dropbox.com/u/15275414/dbd/et ... exture.jpg
http://dl.dropbox.com/u/15275414/dbd/concept.jpg

MP5
http://dl.dropbox.com/u/15275414/dbd/mp5.PNG

AA-12
http://dl.dropbox.com/u/15275414/dbd/2222.PNG
http://dl.dropbox.com/u/15275414/dbd/aa-12.png

USP:
[img]http://dl.dropbox.com/u/15275414/dbd/usp.PNG

some desert assets:
http://dl.dropbox.com/u/15275414/dbd/house_update.jpg
http://dl.dropbox.com/u/15275414/dbd/shrubs.png
http://dl.dropbox.com/u/15275414/dbd/palm.png
http://dl.dropbox.com/u/15275414/dbd/eternal/sand2.jpg
http://dl.dropbox.com/u/15275414/dbd/et ... _pom_t.jpg
http://dl.dropbox.com/u/15275414/dbd/eternal/fence2.jpg
http://dl.dropbox.com/u/15275414/dbd/eternal/fence.jpg
pom footsteps :D!
http://dl.dropbox.com/u/15275414/dbd/et ... tsteps.jpg

mountain:
http://dl.dropbox.com/u/15275414/dbd/et ... _after.jpg
http://dl.dropbox.com/u/15275414/dbd/et ... alley2.jpg
http://dl.dropbox.com/u/15275414/dbd/et ... alley1.jpg

ugly-ass-arms:
http://dl.dropbox.com/u/15275414/dbd/eternal/arms_2.jpg

BFK (thats an acronym):
http://dl.dropbox.com/u/15275414/dbd/knife1.jpg
http://dl.dropbox.com/u/15275414/dbd/knife_ingame.jpg
and a bit smaller
http://dl.dropbox.com/u/15275414/dbd/knife.png
http://dl.dropbox.com/u/15275414/dbd/knife.jpg

birches dont know 'bout my pictures (and some grass too!):
http://dl.dropbox.com/u/15275414/dbd/Sieppaa.PNG

I think thats about it.. I probably have more assets but cbf taking new pictures (all these are old pics).


http://www.TriangulateMesh.com
Quote:
(10:36:53 PM) puppy: crymono?
(10:37:00 PM) puppy: is that some sort of illness


Last edited by Olli. on 01.09.2012, 23:51, edited 11 times in total.

User avatar   Skilled Modder Skilled ModderMember since: 17.08.2011, 16:25Posts: 746Location: Genova, Italy Likes: 3
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 14.03.2012, 17:11 
I want the huge knife ! O.O

Everything looks cool though and i can see some real progress through all of them and your newer work, how long have you been working on modding ? I guess literally years !


Image
User avatar   Hardcore Modder Hardcore ModderMember since: 23.09.2009, 19:59Posts: 999 Likes: 29
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 14.03.2012, 19:08 
great collection!

i suppose the workflow for the valley is: google earth -> sketchup -> 3ds max -> import as 3d oject to cryengine?

and the other thing: i noticed the attachment menu on the 92 fs: i was wondering whether u could help me (much later) with attachments, maybe animations for my custom m4a1?

cheers and keep up the work.

btw: did u quite ur game project, where u storm a villa in northern europe?

edit: i also noticed that ur normal map bakes are extreamly well done. would u mind telling me more about ur workflow?


User avatar   Experienced Modder Experienced ModderMember since: 21.10.2009, 19:52Posts: 545Location: Slovakia, EU Likes: 6
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 14.03.2012, 19:23 
Some very nice stuff there! Any chance to release those arms?


Image
C++ || C# || 3D Artist || 2D Artist || UI Artist || Animator
User avatar   24/7 Modder 24/7 ModderMember since: 16.12.2007, 16:07Posts: 4713Location: Finland Likes: 12
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 14.03.2012, 20:52 
i started modding when crysis 1 was released. just played around in the editor making stuff. It was cool but the vanilla set of assets and objects eventually got boring, so i started to model my own stuff. Since then ive gradually modeled/textured/animated more and played inside the editor less. Its been a while since i did anything other in ce2/3 than checking how my models/animations look.

that game project i had where you were going to storm the villa was actually merged with project INK, and since then project INK was shut down so yeah its pretty much gone. I might start it up again sometime.. i still have the assets and everything. You never know what the future holds :P

I've learnt my normal workflow from racer 445. he had (still has?) a tutorial where he bakes a pair of binoculars.. its really extensive and i learnt much from it. If you have any specific questions, ask away, id be happy to help.

theres some stuff here that i would like to release, but currently its all just a jumbled mess and even if i did sort it out, the quality would be far under par, and i wouldnt want to release bad assets just for the sake of releasing stuff. That said, I'm alreadying working on bringing some of my assets up to date. The M4 I posted here recently is quite an old model (over 2 years i beleive) and i just recently started reworking it. Basically I just go over the model fixing everything i was unhappy with when i finished the first time, and also using some of my new knowledge on modeling to improve it further.

Today i started working on my 92FS model. gave it an attachment rail and a strap to hang from the bottom which will give a nice touch to the animations when it swings around. Also optimized the mesh, laid out the UV's properly considering texel density and some other tweaks as well.

Heres a comparison of the new and old UV layout. as you can see the i've emphasized the large bulky and most visible parts of the model to give them more texture space, and scaled down the not-so-visible parts like the inside of the barrel, mag, etc.
Image

and heres a picture of the bake:
Image
the strap is still wip.


http://www.TriangulateMesh.com
Quote:
(10:36:53 PM) puppy: crymono?
(10:37:00 PM) puppy: is that some sort of illness
User avatar   Hardcore Modder Hardcore ModderMember since: 23.09.2009, 19:59Posts: 999 Likes: 29
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 14.03.2012, 21:18 
alright so a few questions that pop of my head:

which resolution is your normal map?
how high is your edge padding value?
do u use smoothing groups? and if yes how do u overcome the seems?
do u put everything in one normal map? or do u have extra maps for mag, sights, attachments?

i think thats it for now, tho there might come more ^^


User avatar   24/7 Modder 24/7 ModderMember since: 16.12.2007, 16:07Posts: 4713Location: Finland Likes: 12
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 14.03.2012, 23:16 
which resolution is your normal map?

the normal map for this weapon in particular is 2048x2048 (as are all the other maps as well)
My personal rule of thumb is to bake everything 2x the size i want it to be in the end (im aiming for 1024x1024 maps for the 92fs) so when i downsize it, i get a nice AA effect.


how high is your edge padding value?

edge padding? wat
edit: polycount wiki has told me what edge padding is. I would assume my edge padding is at default values, since i havent touched it. I usually do my own edge padding inside photoshop once my textures are finished.
oh and another thing mildly related to this subject; i suggest you disable mip mapping when exporting your first person weapon textures. First person weapons are always near the camera, so mip mapping wont save any resources, and in personal experience ive found mip mapped textures blur annoyingly when viewing your models surface at an angle (and it destroys all the precious detail)


do u use smoothing groups? and if yes how do u overcome the seems?

yes i use smoothing groups. My workflow is to first create the UV map, then use the textools script to create SG from UV shells (i used to do it by hand but the script does it in 1 click so its awesome). It also has other awesome tools like the shift overlap feature which is awesome when you have mirrored mesh on your model sharing the same UV coordinates.

There are 3 rules to seam placing. The first one is easy: split at 90* angles. I usually split at a bit less just for good measure.
the second rule is almost as easy. As you probably know, your model is 3 dimensional. Uv maps are 2 dimensional. When you try to unwrap a 3 dimensional surface on to a 2 dimensional plane, you will get stretching and warping. the amount of stretching and warping that i allow on a surface depends on how visible the surface is and what i intend to texture on it. If i want to have some text or a recognizable pattern there, i dont want any stretching on the UV. If the part will be covered by just a base texture, some stretching is fine. So basically you will have to figure out a way to split your UV's so you dont get too much stretching.

alright, then theres rule 3. This one is a bit more complicated.
Ill start by explaining how normals work. lets take an example: 2 square planes joined at a 40 degree angle and sharing a single smoothing group. The smoothing group will make the surface look round, even though in reality it is 2 flat surfaces. from now on i will refer to this as the unmodified normal surface. When you place a normal map on top of this unmodified normal surface, the normal map will try to "fix" it with the values stored in each pixel of the map. So basically, each pixel in the map will grab the unmodified surface normal of its spot, and modify it with the RGB value the pixel holds (the RGB value is converted to a normal vector but i wont go in to that too much) Basically this whole thing works sort of like the blending modes in photoshop. It takes the underlying layer (unmodified normal surface) and adds to it the values from the overlaid layer (normal map). If you wanted to make the surface flat again, without splitting the smoothing groups, the normal map would have to have the same round surface as the unmodified normals except mirrored, so when the two are combined, they would cancel each other out.
If you understand that, congratulations.
When you're placing your smoothing groups, keep an eye on the unmodified surface normals. They should be smooth. The smoother they are, the better your normal maps will be able to cope with them. If there are sharp edges in your unmodified surface normals, the pixel density of your normal map will not be enough to smooth it out, and you will get artifacts in your end product.
heres one last example:
the object is quite simple. the angle of the edges is very blunt, and it could easily be mapped to a single SG/UVshell without any stretching.
Image
but as you can see, if you place a single SG on the whole object, the unmodified surface normals become very sharp. This is due to the abnormal topology.

The fix is very easy. you just split the smoothing group, and voilá
Image
this example is a bit exaggerated, but it demonstrates the point nicely.

thats rule 3.


do u put everything in one normal map? or do u have extra maps for mag, sights, attachments?

It depends. I usually map objects that are unique to the current weapon in the same texture sheet. This means that if the magazine is unique to the weapon, and wont be used by any other weapon, it can share the normal map. Sights on the other hand are usually shared between weapons (atleast in crysis) so its worth having a seperate texture sheet for them.

Depending on the quality of the asset, i sometimes split my models in to seperate sub-materials by surface type. This lets me tweak the shader settings on a per-surfacetype basis. I always have a seperate texture sheet for each sub-material unless there is a very good reason to share the texture sheet between submats..


http://www.TriangulateMesh.com
Quote:
(10:36:53 PM) puppy: crymono?
(10:37:00 PM) puppy: is that some sort of illness
User avatar   Hardcore Modder Hardcore ModderMember since: 23.09.2009, 19:59Posts: 999 Likes: 29
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 15.03.2012, 00:04 
thanks olli. for the extensive explanation. it helped a bit, but somehow there is always that 20 percent of the process that will leave u in the dark and u dont know how the normal will turn out.
modeling and texturing is a straight thing, baking and uvw mapping can be a vague thing to do.

cheers


User avatar   24/7 Modder 24/7 ModderMember since: 16.12.2007, 16:07Posts: 4713Location: Finland Likes: 12
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 15.03.2012, 00:06 
well if your normal doesnt turn out the way you want, you can always bake again :D its not like i get a perfect bake on the first try all the time.


http://www.TriangulateMesh.com
Quote:
(10:36:53 PM) puppy: crymono?
(10:37:00 PM) puppy: is that some sort of illness
User avatar   Skilled Modder Skilled ModderMember since: 15.05.2008, 14:56Posts: 625Location: The Netherlands Likes: 3
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 15.03.2012, 00:23 
Your guns really could use some AO. Because it looks like you didn't use AO. It would make the details "pop" more.


User avatar   Beginner BeginnerMember since: 06.02.2012, 17:37Posts: 19Location: Germany Likes: 0
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 15.03.2012, 18:01 
You should really check the 92fs high poly used for your normal map bake. The edges seem to be way too hard for baking purposes as the edges of the low poly are still razor sharp.

Here's a quick demonstration of what I want to say:

Image


Image
User avatar   24/7 Modder 24/7 ModderMember since: 16.12.2007, 16:07Posts: 4713Location: Finland Likes: 12
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 16.03.2012, 00:56 
although thats a good thing to do usually, sometimes the edges on your model should be hard. like in this ref: Image
as you can see the edges on the slide are really hard. I know sharp edges generally dont bake well but i dont think my results varied too much from the real thing.


http://www.TriangulateMesh.com
Quote:
(10:36:53 PM) puppy: crymono?
(10:37:00 PM) puppy: is that some sort of illness
User avatar   Uber Modder Uber ModderMember since: 26.11.2007, 02:03Posts: 2853Location: USA Likes: 134
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 16.03.2012, 01:15 
I find guns very boring, however yours are fairly nice. Reminds me of Mongoose when he was around. Which is a really good thing :)

I love all your other stuff, and the arms dong look too bad mate, they just arent the sharpest of your texturing work.

Overall a very nice portfolio, even if it is old ;)
User avatar   Beginner BeginnerMember since: 06.02.2012, 17:37Posts: 19Location: Germany Likes: 0
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 16.03.2012, 16:29 
Quote by Olli.:
as you can see the edges on the slide are really hard. I know sharp edges generally dont bake well but i dont think my results varied too much from the real thing.


Of course you're right considering how hard the edges are in real life. But why do you want to spend a lot of time doing a high poly model and setting up the bake if it's gonna be hardly visible ingame. I'm not a modeler at all, but I do have some experience with baking normal maps.

I highly recommend to read this post on polycount by Racer445. He's a VERY experienced 3D artist.

http://www.polycount.com/forum/showpost ... stcount=28

Wanna underline the message of his famous picture here again.

Image


Image
User avatar   Has no life Has no lifeMember since: 02.02.2007, 07:25Posts: 5204 Likes: 253
 

 Post Topic: Re: My Stuff [art dump]
PostPosted 16.03.2012, 16:53 
nice assets! :D


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