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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Bifordus Maximus
MissoCorp
11
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Posted - 2013.05.17 17:51:00 -
[331] - Quote
I don't know if anyone has still been having problems with cubemaps and making them look proper but with some decent camera manipulation I have managed to make it look pretty decent. There are no stars since I have no idea how but I think the background looks at lest 90% of how it should. |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
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Posted - 2013.05.17 18:32:00 -
[332] - Quote
Bifordus Maximus wrote:I don't know if anyone has still been having problems with cubemaps and making them look proper but with some decent camera manipulation I have managed to make it look pretty decent. There are no stars since I have no idea how but I think the background looks at lest 90% of how it should.
what software are you using? and how did you apply the cubemap?
cause if you extracted every side of it and applied it to a cube that is the simple solution.
i use max 2013 and added the cubemap to the environment slot while blending the star field into it.
still need to sort out how i can get rid of the seams but its a start |
Bifordus Maximus
MissoCorp
11
|
Posted - 2013.05.17 23:10:00 -
[333] - Quote
AzAkiR NaLDa wrote:
what software are you using? and how did you apply the cubemap?
cause if you extracted every side of it and applied it to a cube that is the simple solution.
i use max 2013 and added the cubemap to the environment slot while blending the star field into it.
still need to sort out how i can get rid of the seams but its a start
Sorry about the lack of detail. I'm still new at this. I used 3dsmax 2010 (I dont have the money to get a newer version) to import the cubemaps. I used The ATI CubeMapGen and converted the cubemap into the separate PNG files (not sure which the best format is).
The files look something like this
The next part took some trial and error with 3dsmax but I renamed everything to this (it is always the same) You don't have to rename them but you have to remember to rotate the Up image (02) and Down image (03) 180 degrees. That step is a must.
In the 3dsmax I open the environment and effects menu (#8) and select reflect/refract for the environment map.
Then I open the materials editor and drag the reflect/refract to it. In the parameters I choose the source 'from file' then I drag and drop the files in the appropriate slots like this.
Leaving it just like that makes it look crappy. I then create a camera and use that as a view. I change the FOV to 100. For some reason the view port just renders the background horrible. Camera does it better. I may have explained this horribly but it seems to be a lot easier (for me). |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.18 09:34:00 -
[334] - Quote
Ahh okay. Yeah the reflect/refract doesn't work with gray so that makes it a bit nasty. But the fov on the camera might help. I'll try it out later. |
Gaylen Pellaz
Dark Fusion Industries Limitless Inc.
0
|
Posted - 2013.05.18 23:10:00 -
[335] - Quote
I am new to the forums and have been tinkering with eve models for a while now but never made use of the red/black files.
Now that I want to start getting serious about skinning the models as close to in-game as possible I am unable to open the black files.
I am running windows 7 in a bootcamp environment on a MacBook Pro. The issue I am running in to is the Black2Json app keeps telling me I need .Net 4.0 to install. I have the .Net 4.0 installed and it is just not recognizing it.
I have also tried to import the black files in blender 2.66 and 2.67 and get a whole slew of errors.
Any advice (other than dump the Mac) would be appreciated. |
Harvister
Red Federation RvB - RED Federation
5
|
Posted - 2013.05.19 03:08:00 -
[336] - Quote
having a hard time getting the normal to work on a tile UV in Softimage.Screenshot
what ever i do i always end up with 1 side working with the normal map but the other side simply blacks out.
if some one already been dealing with this issue in Softimage please share your htoughts in dealing with UVs issues.
cheers o/
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AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
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Posted - 2013.05.19 09:38:00 -
[337] - Quote
Harvister wrote:having a hard time getting the normal to work on a tile UV in Softimage. Screenshotwhat ever i do i always end up with 1 side working with the normal map but the other side simply blacks out. if some one already been dealing with this issue in Softimage please share your htoughts in dealing with UVs issues. cheers o/
Check your gamma and LUT settings if you can disable them do it. If not lower the gamma to 1.0 instead of 2.2. That should fix it.
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AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
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Posted - 2013.05.19 09:57:00 -
[338] - Quote
Gaylen Pellaz wrote:I am new to the forums and have been tinkering with eve models for a while now but never made use of the red/black files.
Now that I want to start getting serious about skinning the models as close to in-game as possible I am unable to open the black files.
I am running windows 7 in a bootcamp environment on a MacBook Pro. The issue I am running in to is the Black2Json app keeps telling me I need .Net 4.0 to install. I have the .Net 4.0 installed and it is just not recognizing it.
I have also tried to import the black files in blender 2.66 and 2.67 and get a whole slew of errors.
Any advice (other than dump the Mac) would be appreciated.
I really wanted to say dump the mac, but not gonna do it. But as far as I know black2json requires a full blown windows environment cause of some essential parts that it requires. Instead of trying to convert them you could try to use a binary reader.
You cannot load the black riles in blender because of the fact that it is a binary model information file. Black2json makes it readable for us in a easy way. The way around it which is a bit harder but it can be done.
Redid my lighting and tried to fix the seam in my cube. But with the sun added into the scene it immediately looks alot better.
http://citadel-consortium.com/downloads/venture_05.jpg |
Harvister
Red Federation RvB - RED Federation
5
|
Posted - 2013.05.19 12:08:00 -
[339] - Quote
Quote: Check your gamma and LUT settings if you can disable them do it. If not lower the gamma to 1.0 instead of 2.2. That should fix it.
the problem is the Normal map node is unable to read the other side because of the UV coordinate. i don't think the gamma has anything to do with it. if i disconnect the xsi normal map node the other side will show up in the camera view, but that is not the issue the problem is the normal map cant see beyond the 0 to 1 UV, the other side of the ship's UV is in 1 to 2 uv.
Wtih normal map // Without normal map |
Harvister
Red Federation RvB - RED Federation
5
|
Posted - 2013.05.19 17:00:00 -
[340] - Quote
i figured it out and Its working finally, the problem was with the XSI Normal Map node it was using an unsupported texture projection, so i created a polymesh unique UVs projection that allows the normal map node to read the UV set of the ship. |
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AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
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Posted - 2013.05.19 17:24:00 -
[341] - Quote
The problem you have or had here is the same issue max users have. As soon as you export the model with triexporter the small flaws of mirrored geometry become visible. The issue you will find if you dig into the UV layout is that the other half is facing inwards. This is an issue that shows up as a dark and bright half of the ship. Theo Samaritan and myself fooled around for hours trying to find the issue. And the gamma lut setting fixed this. The flipped geometry and normal aren't much of a problem cause the normal tangents are always facing out on the models but bad gamma and lighting causes the issues. |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.19 17:26:00 -
[342] - Quote
AzAkiR NaLDa wrote:with some help of Theo Samaritan we fixed a nasty issue with the normal maps and inverted tangents in 3ds max 2013 :) as you can see in the screenshot of the Astarte above the colors aren't showing correctly even though everything reflects the Shader files. And if you look really close you can see a small seam running along the middle of the ship hull. now here is a screenshot of the tangent issue if you haven't noticed it yet : http://imageshack.us/a/img841/1144/guardianseam.jpgThe nasty light seam in running through the entire model is caused by the mirrored geometry and the UV's of the brighter side of the screenshot are inverted. after alot of fooling around and trying to find a fix Theo found it. It is pretty simple. in 3ds max go to customize > Preferences > Gamma and LUT settings and disable it by removing the tick from the check box once that is done you get this as a result: http://img577.imageshack.us/img577/2995/astartelayers02.jpgThis is the same Astarte from the max file i gave the link to. so try it out. so big thanks to Theo Samaritan for finding this fix
Just to show the issue: this is found on page 15 |
Gaylen Pellaz
Dark Fusion Industries Limitless Inc.
0
|
Posted - 2013.05.19 18:15:00 -
[343] - Quote
AzAkiR NaLDa wrote:I really wanted to say dump the mac, but not gonna do it. But as far as I know black2json requires a full blown windows environment cause of some essential parts that it requires. Instead of trying to convert them you could try to use a binary reader. You cannot load the black riles in blender because of the fact that it is a binary model information file. Black2json makes it readable for us in a easy way. The way around it which is a bit harder but it can be done. Redid my lighting and tried to fix the seam in my cube. But with the sun added into the scene it immediately looks alot better. http://citadel-consortium.com/downloads/venture_05.jpg
Thanks for the assistance, I guess I will go and drop the cash for a cheap windows laptop to read the black files. Turns out a corp-mate wants me to make some models for a recruitment video he is doing.
I kind of figured it was an issue with the non-native windows environment. Even though it is a full windows installation, it isn't running in its native space. Always love to see your work, keep it up. It inspires us fledgeling folks. |
Harvister
Red Federation RvB - RED Federation
5
|
Posted - 2013.05.19 18:34:00 -
[344] - Quote
Here is what i have so far, instead of decomposing the rgb to map the texture uv i used the render tree to extract the layers i needed directly from the DDS file in softimage, the GPU/CPU is having a hard time but i think i can fix it if i optimize the render tree a little bit, Current progress
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AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
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Posted - 2013.05.20 09:58:00 -
[345] - Quote
Harvister that looks good. But from what I can see in the screenshot it seems like you are missing the engine material | this isn't really important to have in still front or sideways views I guess | but I also do not see the mask and submasking layers. Each of these have their own reflection levels and colors. So if it is in there would you care to demonstrate how you did it?.
In max I blend 4 different materials together to get the layering done. I use the base material, then copy it for the mask and submask and adjust it where needed while using the masks from the pgs green and red channels to hide the parts that don't need the adjustments. And then a 4th light material is used to create the ship lights and have them emit light into the scene. |
Gaylen Pellaz
Dark Fusion Industries Limitless Inc.
0
|
Posted - 2013.05.21 04:51:00 -
[346] - Quote
Well here is what I have...
Things that I see wrong/still left to do:
Too dark. (I used minimal lighting on this render to see how much light was coming from the HDRI background) Diffuse color is not quite right even though I am using values from the black file. (Will continue tweaking this) Glow/Luminance not applied yet. I think I may have the fresnel affecting the wrong value or set too strong. Only working on the hull material at the moment
Please feel free to add input/critique
https://www.dropbox.com/s/fnwixbrmcr0ljnz/rifter_wip.png |
cerbus
www.caldariprimeponyclub.com
82
|
Posted - 2013.05.22 10:56:00 -
[347] - Quote
so much love for this thread.
amidoingitrite? http://i.imgur.com/CjRH6h.jpg
:| |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.22 11:37:00 -
[348] - Quote
i love mr smiley :)
what software are you using? and how did you get the decals on it?
nice work in any way |
cerbus
www.caldariprimeponyclub.com
82
|
Posted - 2013.05.22 13:10:00 -
[349] - Quote
AzAkiR NaLDa wrote:i love mr smiley :) what software are you using? and how did you get the decals on it? nice work in any way
3dsmax
Some more, using a dx shader (good for rapid previz):
http://dl.eve-files.com/media/corp/Tamber/aperture_oracle_previsualisation2.png http://dl.eve-files.com/media/corp/Tamber/white_apocolypse.png :| |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.22 14:09:00 -
[350] - Quote
a custom dx shader or the default shaders from max? |
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Gaylen Pellaz
Dark Fusion Industries Limitless Inc.
0
|
Posted - 2013.05.22 21:02:00 -
[351] - Quote
Gaylen Pellaz wrote:Well here is what I have... Things that I see wrong/still left to do: Too dark. (I used minimal lighting on this render to see how much light was coming from the HDRI background) Diffuse color is not quite right even though I am using values from the black file. (Will continue tweaking this) Glow/Luminance not applied yet. I think I may have the fresnel affecting the wrong value or set too strong. Only working on the hull material at the moment Please feel free to add input/critique https://www.dropbox.com/s/fnwixbrmcr0ljnz/rifter_wip.png Well, I revisited the nodes setup and did some tweaks of the maps in Gimp and this is the result...
I am much happier with the colors now, but the spec is still not quite right.
https://www.dropbox.com/s/vvccmu51w09apdh/rifter_wip1.jpg |
Lupus Hekki
Full Steam Space Machine
8
|
Posted - 2013.05.23 15:51:00 -
[352] - Quote
I managed to figure out how the masks work out. wip
How CCP manages it's specularity is a mystery to me. So far I discovered that PGS -> (R) Mask, (G) Specularity, (B) SubMask, (A) Glow The Color values from the .black files usually are from 0 to 1.
Messing around a bit I made this, some have terrible specularity, some have none. It's all done in blender, the masks are set to overlay and RGB to Intensity with the color from the .black file. Also from the black files, you'll see FresnelFactors, which made me believe that the diffuser is fresnel. |
Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.25 22:04:00 -
[353] - Quote
Could someone please help me with the colours? I`m getting a bit desperate here...
Using 3dsmax 2013 I come up to this: http://www.rigolettostraat.nl/patrick/images/everenders/venture001.jpg but it`s supposed to be yellow |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.26 12:52:00 -
[354] - Quote
try the following:
when you want to add the bitmap, add a color correction in the slot first. Then in the color correction map you can select the texture itself.
Then in the color correction map scroll down and tick the advanced box. Then RGB value's will be come visible that you can adjust.
From the black files take the rgb decimals and multiply them by 100
so for instance for the maller blackfile :
Quote:{ "__i": 6, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [ 0.6980392, 0.6588235, 0.6196079, 1 ]
becomes :
Quote:{ "__i": 6, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [ 69.80392, 65.88235, 61.96079, 1 ]
also make sure that the mask files are layered out in the correct way. |
Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.26 22:13:00 -
[355] - Quote
AzAkiR NaLDa wrote: try the following: ...... also make sure that the mask files are layered out in the correct way.
Tnx so much for the info. I`m getting a bit closer now, but I think I`m not reading the files right. Also I don`t get the right mask files, where do I get them from? http://www.rigolettostraat.nl/patrick/images/everenders/venture002.jpg
in the black file I found:
{ "__i": 6, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [ 0.2666667, 0.2666667, 0.2666667, 1 ] },
but thos numbers don`t add up to the yellow. |
Sarmatiko
1153
|
Posted - 2013.05.27 00:35:00 -
[356] - Quote
AzAkiR NaLDa wrote: From the black files take the rgb decimals and multiply them by 100
255, not 100. And overbright values must be divided first for the max value and then multiplied for 255. Max value will be equal to 255.
Mardante Soliest wrote:[quote=AzAkiR NaLDa] in the black file I found:
{ "__i": 6, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [ 0.2666667, 0.2666667, 0.2666667, 1 ] },
but thos numbers don`t add up to the yellow.
That's because Venture's yellow color made with masks. Base material color is gray (and your fist picture was kinda correct, just without masks) It would be easier for you if someone's with 3dmax experience just share with you example .3ds -¥ |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
22
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Posted - 2013.05.27 07:53:00 -
[357] - Quote
Mardante Soliest wrote:AzAkiR NaLDa wrote: try the following: ...... also make sure that the mask files are layered out in the correct way.
Tnx so much for the info. I`m getting a bit closer now, but I think I`m not reading the files right. Also I don`t get the right mask files, where do I get them from? http://www.rigolettostraat.nl/patrick/images/everenders/venture002.jpgin the black file I found: { "__i": 6, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [ 0.2666667, 0.2666667, 0.2666667, 1 ] }, but thos numbers don`t add up to the yellow.
You get the mask files can be retrieved from the pgs files. Red is the mask and green is the submask. I'll create a venture in max with the complete layout and materials done. I will also share the renders I get with the setup. For the setup I'll use mental ray instead of vray so you can see it. |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
23
|
Posted - 2013.05.27 10:08:00 -
[358] - Quote
Sarmatiko wrote:AzAkiR NaLDa wrote: From the black files take the rgb decimals and multiply them by 100
255, not 100. And overbright values must be divided first for the max value and then multiplied for 255. Max value will be equal to 255. Mardante Soliest wrote:[quote=AzAkiR NaLDa] in the black file I found:
{ "__i": 6, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [ 0.2666667, 0.2666667, 0.2666667, 1 ] },
but thos numbers don`t add up to the yellow. That's because Venture's yellow color made with masks. Base material color is gray (and your fist picture was kinda correct, just without masks) It would be easier for you if someone's with 3dmax experience just share with you example .3ds
The 3ds max color correction map uses percentages. |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
23
|
Posted - 2013.05.27 18:48:00 -
[359] - Quote
and as promised, here is the zip file containing the following:
- venture gr2. model - venture .obj model - Split out textures for - - Normal map - - Diffuse texture - - Mask texture - - Submask Texture - - Specular Texture - - Glow Texture - Converted black file - Max file completly with layed out material.
here is the result with MR
http://citadel-consortium.com/downloads/venture_MR.jpg
and here is the zip file.
http://citadel-consortium.com/downloads/venture.zip
hope this helps |
Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.28 08:18:00 -
[360] - Quote
Tnx for the troubles and time.. just.. the link is broken |
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