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calculating Pi by hand

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Uncheck "Load UI"

http://www.katsbits.com/images/tutorials/blender-2.5-layout/de-select-load-ui.jpg



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calculating Pi by hand

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Working on a set of trees:

 

Render

foliage_trees__renderd4rl2.jpg

 

 

Wireframe

foliage_trees__render0zpaz.jpg

 

 

Texture Maps

foliage_trees__rendery0pjp.jpg



-- Edited by mAlkAv!An on Saturday 5th of January 2013 03:27:10 PM

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mAlkAv!An wrote:

Uncheck "Load UI"

http://www.katsbits.com/images/tutorials/blender-2.5-layout/de-select-load-ui.jpg


 Thanks.  So simple and I have never noticed that area.  I know it gives you extra options when doing many things in Blender.  Now I just need to remember to always look there. smile



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I think I am about done with refreshing my memory on all of the things the ASE exporter can support.  I tested vertex colors and while I understand the concept, I am a bit confused on the material setup.

vertex_paint_01.JPG

This is my test mesh (plane).  I set all of the mesh to be green, then I painted in the red and blue.

vertex_paint_02.JPG

Here is my material setup.  In this configuration it works perfectly and that's fine.  But why do I have to use the "vertex color channel" in theis particular setup? 



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calculating Pi by hand

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I'm not sure if I understand your question correctly so I just post some random notes.

Lerps only work with a grey scale alpha input within 0-1 range, that's why you need to use single vertex color channels.
You can skip one Lerp in your material (the lower one for the blue color).
If you just want vertex colors to show on your mesh, plug in the vertex color node directly to the diffuse channel.
It's often a good idea to paint the mesh all over black first of all. By default the vertex color is just white, which means you need to delete RGB colors to make the blending work.

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calculating Pi by hand

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Odedge wrote:
To state my question clearer...

In my screnshot why is the "green" Parm texture being applied to the green vertex color on the mesh... how does it know to apply the green vertex colors on the mesh?  I presume the Vertex Color node is basically saying that the second Parm texture node will be displayed where the red vertex colors are on the mesh.

I don't understand what's happening if I changed that first Vertex Color node from red to green, I get funky results.  I can easily post screen shots later to illustrate my question.

The first texture is some kind of a base texture. On each following Lerp you choose one vertex color channel for the blend. Where this vertex color is nonexistant (=black), your base texture (or another preceding texture) is being preserved.

You might have already seen it, but I posted this as an example in MCampagnini's thread:

http://forums.epicgames.com/threads/776986-Blender-2-57-ASE-export?p=30560546&viewfull=1#post30560546

 

I presume you would plug the black output on the Vertex Color node into the diffuse?  Though I can't see why this would be helpful, it's good to understand it.  It's because the black node is sending all Red, Green, and Blue color info into the Diffuse...?

It's only helpful for quick testing and would work for your material setup. Vertex color is not different from any texture node. 3 separate greyscale channels, put together it's colored.

 

That makes sense.  There is a quick way to do this.  Select your color, then go to the "Paint" menu, then select "Set Vertex Color".  I did this on my mesh to paint it all green.  I presume this is the same thing if you are using the 3 main vertex colors.

I presume you can use black as the base color and add the 3 main vertex colors to add detail?

Exactly. Thanks for the advice, Shift+K is now added to my head library.


 

Odedge wrote:
Regarding your tree... I still hate you and yes, that's still a compliment! biggrin

Looking very nice. I presume the truck and main branches are 1 continous mesh? It seems the smaller brancehes (with the leaves) are seperate sub-objects?

Each branch + trunk is a separate element. Basically, multiple modified cylinders put together.

How did you get a texture of a branch like that? CGtextures or taking the picture yourself?

Lot's of work in PS. This is my source picture for all of the leaves: cgtextures. These are the branches: texturelib1 texturelib2




-- Edited by mAlkAv!An on Saturday 5th of January 2013 10:23:20 PM

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Nice work!

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Checkmate mate.

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Yeah it looks good once more (:

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mAlkAv!An wrote:

I'm not sure if I understand your question correctly so I just post some random notes.

Lerps only work with a grey scale alpha input within 0-1 range, that's why you need to use single vertex color channels.

I understand how the Lerp's alpha input works with normal texture blending.  I also know the basics on the Vertex Color Node.

To state my question clearer...

In my screnshot why is the "green" Parm texture being applied to the green vertex color on the mesh... how does it know to apply the green vertex colors on the mesh?  I presume the Vertex Color node is basically saying that the second Parm texture node will be displayed where the red vertex colors are on the mesh.

I don't understand what's happening if I changed that first Vertex Color node from red to green, I get funky results.  I can easily post screen shots later to illustrate my question.

You can skip one Lerp in your material (the lower one for the blue color).

This makes more sense.  Looking closer, I can just connect the "blue" Parm texure node into the last Lerp and use the Vertex Color node with the blue connector to say I want this to be displayed on the blue certe colors.  Thanks for clearing this up as it to my confusion.

If you just want vertex colors to show on your mesh, plug in the vertex color node directly to the diffuse channel.

I presume you would plug the black output on the Vertex Color node into the diffuse?  Though I can't see why this would be helpful, it's good to understand it.  It's because the black node is sending all Red, Green, and Blue color info into the Diffuse...?

It's often a good idea to paint the mesh all over black first of all. By default the vertex color is just white, which means you need to delete RGB colors to make the blending work.

That makes sense.  There is a quick way to do this.  Select your color, then go to the "Paint" menu, then select "Set Vertex Color".  I did this on my mesh to paint it all green.  I presume this is the same thing if you are using the 3 main vertex colors.

I presume you can use black as the base color and add the 3 main vertex colors to add detail? 


 Reply in blue.

Regarding your tree... I still hate you and yes, that's still a compliment! biggrin

Looking very nice. I presume the truck and main branches are 1 continous mesh?  It seems the smaller brancehes (with the leaves) are seperate sub-objects?

How did you get a texture of a branch like that?  CGtextures or taking the picture yourself?

Blend on.... smile



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calculating Pi by hand

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Both can do it, the trick is to use colors between R,G and B - yellow, cyan, magenta. But the material will be complex and it won't allow smooth blending. So in the end it's better to use multiple materials instead. Or to combine vertex colors with a texture mask if you want 7-8 textures to blend nicely.

http://oliverm-h.blogspot.de/2012/07/ue3-performance-analysis-material-ids.html

http://oliverm-h.blogspot.de/2012/07/texture-mask-vs-vertex-colors-vs.html

 

 

Edit:

I had a try on a quick turntable video of those trees (~5MB):

http://www.abload.de/img/foliage_trees_rendert2eqos.gif

 

60 frame animation rendered with Blender(Cycles), converted to .gif with photoshop.



-- Edited by mAlkAv!An on Sunday 6th of January 2013 12:56:24 PM

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Good stuff on the trees Malk!

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Thanks for the help Malk....

vertex_color_01.JPGvertex_color_02.JPG

I can do a basic and a slightly more advanced vertex painting, which is all I think I will need (I took better notes this time).  I recall you stating that either the UT 3 or UDK can do soemthing like 8, but I think 4 textures is enough! biggrin



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mAlkAv!An wrote:

...

 

 

Edit:

I had a try on a quick turntable video of those trees (~5MB):

http://www.abload.de/img/foliage_trees_rendert2eqos.gif

 

60 frame animation rendered with Blender(Cycles), converted to .gif with photoshop.

 


 WOW!....very nice



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+1!
There's enough variation as well to rotate trees to make it appear like they're all random when using a bunch of'em!

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Malk... I am trying to continue the fire hydrant project and I have ran into a proverbial wall.

I am in the baking normals phase and I have a basic bake completed, but it doesn't look good. In the tutorial, he is adding edge loops to the low poly mesh to help with the baking process, then he removes them.

After he places one and slides it, in the "operator panel", there are options for the Edge Slide, but I don't see them. If I press F6, I see them, but can't change anything. There is an option to "Correct UV's", which will be useful.

Any ideas?

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calculating Pi by hand

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I do edge slides by CTRL+E, it's in the end of the list, next to edge loop and edge ring.

Removing edge loops after baking can be a really bad idea sometimes. In fact this does change the shading the normal map was actually made for.
Can you post a pic of your basic normal map and one of the model with that normal map applied?

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Hey Achernar... are you in a position to have a Blender build off? If not, no worries.

I think this fire hydrant test is above my blender pay grade and I probably messed up the high poly so much that it's going to cause more problems. Maybe I need to create some wood planks like Malk did a month or so ago and start a bit simpler, but still something I haven't done before (besides making a basic shaped wood plank).

Question: Is there a way to change the color of a mesh in Blender when you are looking at it in wire frame mode?  I know on the Object tab, in the Display section, there is an "Object Color", but it doesn't seem to do anything.



-- Edited by Odedge on Tuesday 8th of January 2013 05:06:54 AM

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Really nice work on those trees.

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mAlkAv!An wrote:

I do edge slides by CTRL+E, it's in the end of the list, next to edge loop and edge ring.

Removing edge loops after baking can be a really bad idea sometimes. In fact this does change the shading the normal map was actually made for.
Can you post a pic of your basic normal map and one of the model with that normal map applied?


 ARRRRRRRRRRRRRRRRRRRRRRRRRRRRRGH!  This learning exercise is not helping.  It's odd that I can bake a crappy looking normal map.  Today I can't! WTF!?!?!?!?!



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Lord_PorkSword wrote:

Damn thaey just keep getting better and better bro!


 .....+1... & the grass is looking very "natural".... thumb.gif

 



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Howdy Ode,

Sure, I have a few simple ideas I'm working on, nothing too complex. Perhaps give me say a week or so to finalise submissions. Do you have an aim for the number or complexity of meshes?

I'm sorry to hear that. Perhaps you can query Johnathan Williamson (i assume that's the author) seems a real shame that you paid for that tuition only to find yourself falling back down. I can only wonder why he chose to make this hurdle. Sounds like something one would try and avoid. Is there a better work around that he knows of? I'm not too familar with the issue but is another software to render the normal map better, perhaps xNormal. I can't vouch for it so it just an off the cuff idea.

I think so. Go to user prefs > Themes > 3dview > change: Edge select colour and Face select colour ? if you want it to match.

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calculating Pi by hand

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I think wireframe colors on a per object basis have been asked for often but so far I haven't seen an easy solution. In 3dsmax e.g. each new objects automatically comes with a different wireframe color.

Do you get an error message when trying to bake that normal map again?

xNormal is better in fact but the difference is not that huge that blender would create a complete mess whilst xnormals result looks excellent. It can fix minor issues though. Espacially if the low poly model has only few supporting edges which requires the normal map to correct the shading a lot.

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@ Achernar
I want to do something a bit more complex than a standard box, but not as complex as a fire hydrant. Some sort of environmental model would be cool. What ever it is, I would like to do the exact same model based on the same guidelines and hopefully the same texture sources.

I am not mad about the money (it was only 10 dollars) and I will get my money's worth. He used an earlier version of Blender and thus you can run into issues. I am mad at the inconsistency of it all and not understanding why it's not working.

I wanted to make certain meshes a different color as they are not the "original" meshes I am working on, just duplicated for "spacing" and such. I limited their display to a wire frame, so all I have to do is look in the perspective mode (which is always set to display meshes as solids or textured). Again, I don't understand what that one setting does, which adds fuel to my "anger".

@ Malk
I get this message... "No objects or images to bake to". I have a texture in the image editor and both the HP and LP meshes are selected (HP first, then the LP last). I also messed around with the distance and bias, but no luck.

I am not concern with the quality right now... just that it worked before and now it doesn't....



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calculating Pi by hand

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After selection go to edit mode, select all of your LP model and reassign a texture in UV image editor.

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calculating Pi by hand

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I just worked on some more foliage.

(Click image for full res png)

foliage_treesgrass__r62ppd.jpg

 

 

For creating the grass textures I modeled several high poly grass blades, arranged them nicely and made a render from an orthographic side view.

foliage_grass_blenderdnp6n.jpg



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Damn thaey just keep getting better and better bro!

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calculating Pi by hand

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Thx

 

Here's another wireframe shot + UDK screenie

 

foliage_grasstrees_bl1kd6k.jpg

 

foliage_grass_udk_00188e7j.jpg



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@Ode
Cool. time to get started.

I'm not sure I'm following what you mean by repeat the same model with same guidelines/ textures. (this is the blender cookie guidelines)?

I sure understand the frustration. My only other thought about all that was to put the spacer models onto a separate layer (Obj mode: m) Its not perfect but help break the scene up.

@Malk

Very good work on the grass, the lp blends quite seamlessly. I figure its easier to render out a mask by creating the hp first.





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mAlkAv!An wrote:

After selection go to edit mode, select all of your LP model and reassign a texture in UV image editor.


 I feel a little stupid, but more relieved.  Thanks for the reminder.  The image I originally assigned didn't get packed with the blend file??? I presumed it was still there.  I am back in business!  Thanks again.

Regarding your grass... I understand that you created an image from a rendering, which is really cool (both the looks and the application of it).  In the first screen shot (with the trees and grass), I presume the grass image is on multiple planes? 

After reading the next page, I see that they are.  While that's a lot of polys for grass?.... it does look really cool!

@ Achernar

For our "blender build off", I don't want to do the blender cookie tutorial (as it's a paid tutorial) and might be a bit more than we can handle.

I would like for us to agree on a model to make with maybe some guidelines (low poly must be a certain number of faces).  Also, to use the same base textures (maybe some textures from CGtextures.com.  We would also need to create the same "elements" as well.  Let me give you an example:

  • We are going to create an old fashion wood barrel with metail rings on it.  We will have the same reference image so we are modeling the same thing.
  • We will use the same 2 textures (one for the wood, one for the metal), but we can "PS/Gimp" them as needed.
  • We will create a high poly and low poly mesh.  The low poly must be less than a 500 polys.
  • We will create a normal map from the high poly version.
  • We will create a ambient occlusion from the high poly version.
  • We will create a collision box for the mesh.
  • We will create a lightmap UV layout.
  • We will take screen shots of our model in blender (wireframe, shaded and textured) and also in UT 3 (to show off the final material and lightmapping).

This is the "best" way to learn as if you did something that I couldn't or you did it better, I can ask you.  Since we are using the same "tools" and "assets", it comes down to our knowledge/skills with Blender (and maybe PS/GIMP), which is what we are trying to get better at. biggrin



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Thanks to Malk's simple suggestion...

hydrant_normal_frist_try.jpg

Here is the first bake.  There seems to be a lot of funky bluish colors, especially in the middle of the pic.  I added a lot more edge loops and got this...

hydrant_normal_second_try.jpg

A much better looking normal map.  It looks like there is some issue left, but given how "funky" my high poly mesh is constructed, I don't think there is much I can do at this point.

I will call this stage done.  I need to learn this on simpler meshes and work my way up.

Next step will be ambient occlusion.



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Arh now I get it. 

Damn and here I'm thinking I can using my secret weapon...

Well I have to admit a bit of never done a hight to low model before, so I guess you've got me under the hammer on this one.

A barrel sounds fine - just need to agree on the textures. 



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Glad to see you made it over that hurdle.


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Achernar wrote:

Arh now I get it. 

Damn and here I'm thinking I can using my secret weapon...

Well I have to admit a bit of never done a hight to low model before, so I guess you've got me under the hammer on this one.

A barrel sounds fine - just need to agree on the textures. 


 Glad we are on the same page now, but now I am wondering what is your secret weapon?

Keep in mind, this isn't a competition as much as a shared learning project.  We need to feel free to ask each other "how did you do that", if we can't figure it out.  Agreed?

I did a quick search and this might work.

I think the source image shows enough detail (top and sides).  Of course, we need to model it as if it belongs in a game.

If we want to go with the simpler route, we can choose the Textures A folder, which are some of Hourences UT2004 textures.  This way the focus is more on Blender and less on GIMP/PS.

If we want the extra challenge, we can pick the Texures B and learn how to do some graphics editing.  Either way, I think we should have 1 texture for the diffuse?

Of course, if you have your own suggestions for a source image and/or textures, let me know.



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Well that would be telling. Suffice to say it ain't it doesn't involve modeling a barrel, oh and it's not really a weapon.

Well that is a good sentiment. I agree. It's really just an extension of what were doing anyway with a few bounds in place.

Game only, I can't think in any other way!

With respect to textures I feel some wood pieces need abit more depth so I've chosen a selection.  My bias is towards 00801_3 and 0051_1 but I'm open. I figure if your going to devote any reall effort then it may as well be worth something you'll hang onto and use. After all texturing does take up a fair slice of the time in my experience.  The pic for inspiration is fine.

I agree just a limit of 1 texture for the diffuse. 



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mAlkAv!An wrote:

Working on a set of trees:

Render

foliage_trees__renderd4rl2.jpg

 

 

Wireframe

foliage_trees__render0zpaz.jpg

 Texture Maps

foliage_trees__rendery0pjp.jpg


 

I wish I had some ideas to build a natural theme map to use all your latest awesome assets !!! biggrin



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Achernar wrote:

Well that would be telling. Suffice to say it ain't it doesn't involve modeling a barrel, oh and it's not really a weapon.

Well that is a good sentiment. I agree. It's really just an extension of what were doing anyway with a few bounds in place.

Exactly and it will help us focus our learning.

Game only, I can't think in any other way!

With respect to textures I feel some wood pieces need abit more depth so I've chosen a selection.  My bias is towards 00801_3 and 0051_1 but I'm open. I figure if your going to devote any reall effort then it may as well be worth something you'll hang onto and use. After all texturing does take up a fair slice of the time in my experience.  The pic for inspiration is fine.

Do you mean textures "WoodPlanksBare0081_3_L" and "MetalBare0054_1_L"?  If so, then let's meet half way.  We can use "Rust0178_M' from my Textures B folder as it matches better with the rust in the source image and "WoodPlanksBare0081_3_L" as it matches the pic and dos have more depth, which would be good for the normal map.

Agreed?

I agree just a limit of 1 texture for the diffuse. 

Good to hear as this is what we need to learn.  On the subject of the diffuse texture, I presume we can't manipulate in a way that would change their visuals.  Meaning, run them through filters, change the color hue, white balance, etc.  I think we should only be able to crop and scale so our model look more similar than different.

Agreed?


 See comments in blue.  Looking forward to starting the process, once we agree on the last points. 

Do you want to update this post with major steps or sort of wait and release your "info" (screenshots and such) at one time?



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Ok agreed, "WoodPlanksBare0081_3_L" and "Rust0178_M"

Well I do like to try and enhance a texture if I can but for this exercise I will leave as is for better comparison of modeling.

I don't think it necessary to make update on the post, just get busy and start modeling. I will aim to be back within the week with something worthy of showing.

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Achernar wrote:

Ok agreed, "WoodPlanksBare0081_3_L" and "Rust0178_M"

Well I do like to try and enhance a texture if I can but for this exercise I will leave as is for better comparison of modeling.

I don't think it necessary to make update on the post, just get busy and start modeling. I will aim to be back within the week with something worthy of showing.


 Sounds good.  Blend on... biggrin



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Have fun with barrels

 

 

Odedge wrote:
Regarding your grass... I understand that you created an image from a rendering, which is really cool (both the looks and the application of it).  In the first screen shot (with the trees and grass), I presume the grass image is on multiple planes? 

After reading the next page, I see that they are.  While that's a lot of polys for grass?.... it does look really cool!


The low poly is created as usually, multiple planes crossing. It just saved me time to create several textures (espacially the alpha is very and precise as achernar pointed out) from high poly renders instead of fiddling around with photo sources in PS for many hours.

As for the polycount, the mesh density is way too high on the blender render but it should perform well enough with an instant count as shown on the UDK screen.



Odedge wrote:

Thanks to Malk's simple suggestion...

Here is the first bake. There seems to be a lot of funky bluish colors, especially in the middle of the pic. I added a lot more edge loops and got this...

A much better looking normal map. It looks like there is some issue left, but given how "funky" my high poly mesh is constructed, I don't think there is much I can do at this point.

I will call this stage done. I need to learn this on simpler meshes and work my way up.

Next step will be ambient occlusion.



The second bake looks much better indeed. What you can see on the first one is the gradients I was talking about - if you take a look at the single red and green channel you you'll know I mean.

Since blender does not support antialiasing I strongly recommend to bake your normals at x4 or x8 resolution and then scale it down in Gimp afterwards.



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mAlkAv!An wrote:
The second bake looks much better indeed. What you can see on the first one is the gradients I was talking about - if you take a look at the single red and green channel you you'll know I mean.

Since blender does not support antialiasing I strongly recommend to bake your normals at x4 or x8 resolution and then scale it down in Gimp afterwards.


 Ahh, good point.  I zoomed and looked at the edges and many were pixelated.  Good tip and noted in my motes. smile

EDIT: Here is a resized bake that was originally done at 4096x4096

resized.jpg



-- Edited by Odedge on Friday 11th of January 2013 06:27:54 AM

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Wooden Cart Model

 

UDK screen (dynamic lighting)

 

Blender Game Mesh (2992 triangles)

 

Blender LoD Mesh (640 triangles)

 

To save some texture space there are several parts with overlaying UVs. For that reason I had to bake an ambient occlusion map into vertex colors instead of adding it to the diffuse map.

Individual parts + UV layout



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Cool!

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Wow biggrin

Look like all of your last assets would be cool to be use in a lost theme type of map smile



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calculating Pi by hand

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Odedge wrote:
Two questions:

1. when you are baking a certain type of texture, do you select the LP mesh, go into edit mode, select all the faces, then load/create the image?

2. I noticed on the Render Tab, there is a Anti-Aliasing tab.  Does this only apply to a render and not a bake?


1. Yes, except you want high poly details, then select your HP first. Edit mode or object mode does not matter for the bake, it's just to make sure there is an image assigned.

2. Yes, it's for renders only cry

 

Odedge wrote:
Still hating you... still a compliment. I am trying to understand "baking ambient occlusion map into vertex colors. I think I understand the concept, but for some reason, figuring how to do this is escaping me. hmm

There is a blender plugin called Bake UV Textures to Vertex Colors. All you need to do is to assign a texture in UV/Image editor and then go into vertex paint mode, toolshelf -> Bake section.

 

Achernar wrote:

@Malk
Bravo that wood cart looks fantastic. Did you make the low poly or is that a UDK LoD?


Thanks, that LoD model is built from scratch in blender.



-- Edited by mAlkAv!An on Saturday 12th of January 2013 09:03:49 AM

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mAlkAv!An wrote:
To save some texture space there are several parts with overlaying UVs. For that reason I had to bake an ambient occlusion map into vertex colors instead of adding it to the diffuse map.

Individual parts + UV layout


 Still hating you... still a compliment.  I am trying to understand "baking ambient occlusion map into vertex colors.  I think I understand the concept, but for some reason, figuring how to do this is escaping me. hmm



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My fire hydrant project continues... so does my failure rate! hmm

This was suppose to be the easy part where we bake ambient occlusion and a basic color map (from the materials).

hydrant_AO_1024.jpg

Here is my ambient occlusion map, which is messed up in more ways that I can count.  In the bake section, I enabled "Normalized", which doesn't take into consideration my material settings.  I also updated the Samples in the Gather section on the World Tab to 20, which didn't seem to help.  In some areas, it seems like my shadows are in the wrong area.

hydrant_color_1024.jpg

This is suppose to be a color map with a bunch of red stuff, instead of a dirty white.  I changed the color on my Material, but it didn't carry over to the bake.  I am a lost Blender user.

Two questions:

1. when you are baking a certain type of texture, do you select the LP mesh, go into edit mode, select all the faces, then load/create the image?

2. I noticed on the Render Tab, there is a Anti-Aliasing tab.  Does this only apply to a render and not a bake?

 

                                                                                _____

Required pay grade to complete this project successfully ^^^^

 

 

 

 

 

 

Odedges current pay grade ------------------------>   ______



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@Odedge
Well as I'm not very experienced using the blender I know I have some pain to look forward too. The only advice I could offer is that the margin has to be at least 2, so perhaps increase this. Also check the normals are facing the right way and that there are no negative values in the transform settings. Hopefully this fixes your pay grade so you can eat...

@Malk
Bravo that wood cart looks fantastic. Did you make the low poly or is that a UDK LoD?

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If you bake ambient occlusion maps all objects (and i think also lights) will be taken into account even if they are hidden. Lets say you select your HP and LP model for the bake but there is also collision object, it will mess up the result.
You need to disable the renderbility in the outliner. It's that little camera icon next to the arrow(selectability) and eye(visibility).

It is possible to bake 2 types of ao map. One with just the low poly model selected and another one with HP and LP selected.
If your model is made out of multiple elemts/sub-objects, my suggestion is to do both bakes, but for the HP->LP move all sub-objects apart from each other. This is usefull because intersecting sub-objects will usually result in some baking errors. As a second effect the HP/LP bake will only add details from the high poly but not the usual type of ambient occlusion where objects intersect.

Here's an example:

LP

BakeAO_Table_001.png

 

HP/LP

BakeAO_Table_002.png



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calculating Pi by hand

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I decided to redo one of the wooden huts that I've shown some time ago. My primary concern was to give it more details (beveled edges) and to cut down the number of materials for the LoD model. To do the latter one I created a new low res texture atlas which does contain small and tiled versions of all original textures.

 

Blender Render:

 

Game Mesh (1792 triangles / 2637 verts / 3 materials)

architecture_woodenhu2kxcp.png

 

LoD Model (690 triangles / 1146 verts / 1 material)

architecture_woodenhuewllc.png



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@ Achernar

2 questions regarding the build off.

1. What size texture must the diffuse be? I am thinking 1024x1024?
2. It's not that clear by the picture, but what is the top of the barrel made out of? I presume it's wood, but it matches the rest metal a bit too much. hmm

EDIT: Can we touch up our normal map from Blender in GIMP/PS? hmm I have issues with mine that I dont think can be fixed in Blender.



-- Edited by Odedge on Sunday 13th of January 2013 10:54:28 PM

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