I tried to create my own tool shelf section, but copy and pasting a previous one isn't enough to make it stay. So I just edited the 3D view section (I copied and pasted it to a notepad for a backup).
I was planning on doing this later for some practice, but I joined Blender Cookie as a "citizen" (paid member) and am going to follow their "Create a Low Poly Fire Hydrant" tutorial.
It should cover the same basic procedure as you did with the wood planks. I will post updates by next weekend.
-- Edited by mAlkAv!An on Friday 7th of December 2012 11:53:16 AM
I read over the release notes and will be upgrading as soon as the stable version is done. Mainly for the beveled improvements, but I am sure there are some little stuff as well that has been fixed.
I know I have asked you this before, but is there a way to save your layout settings. I have tweaked enough stuff in the past few weeks, I really don't want to tweak the UI again. I would guess you could save a 2.64 blend file, open it up in 2.65 and then save user settings?
Odedge wrote:I know I have asked you this before, but is there a way to save your layout settings. I have tweaked enough stuff in the past few weeks, I really don't want to tweak the UI again. I would guess you could save a 2.64 blend file, open it up in 2.65 and then save user settings?
I don't know. Saving that blend file work well for the layout but probably not for additional settings, like addons, system, interface etc.
-- Edited by mAlkAv!An on Saturday 8th of December 2012 09:34:54 PM
After the first video, here is my current progress. I am building the high poly version and it suppose to look like a fire hydrant.
If you compare it to the one he built, they don't look that similar, but such is my modeling skills. Next video I will complete the other parts to the high poly version.
After the first video, here is my current progress. I am building the high poly version and it suppose to look like a fire hydrant.
If you compare it to the one he built, they don't look that similar, but such is my modeling skills. Next video I will complete the other parts to the high poly version.
Good start odedge. Might need some more supporting edges, otherwise it's looking good for your first try.
Thanks. I really am not concerned about how good it looks... I am more intereseted in the process. This object is a bit above my pay grade in the Blender world.
My latest models. The workflow for table, stool, bucket was very similar to what I've done for the planks and bench.
I continue to dig your stuff. I like this old world/western era/look. Everything is looking very nice and the only "critc" I can make from this scene (assuming your looking for one) is everything blends together too much. But it blends together very nicely.
Thank goodness video 2 is done and I can post my funky looking fire hydrant! The one to the right is after the first video and the left one is my finished high poly version.
I got really frustrated at times with how fast he can work vs me, but then again, he is an expert/pro at Blender. I need a feature that can automatically rewind the video to the point I got lost, but have it controlled by my brain!!!
I haven't eaten all day, which doesn't help my mood... but there was a part in which he used an array modifier for the bolts so they would be duplicated using an empty as the pivot point. No matter what I did, I couldn't duplicate what he did (though it seemed very simple in the video). My bolts would start at the empty's location, the spiral down and they would get smaller and smaller. WTH?!?!?
I ended up just duplicating them (forgot to Alt+D, so they are "linked") and then I had to flare out the bottom of the bolts so when the normals are baked, they show some more definition to them. So I had to scale them out 1 at a time. What a way to learn....
Next step is creating the low poly version, which should be simple compared to the high poly. Once I go through this series, I may attempt a cool looking wood board like you just made and see what I can come up with.
Finally, the bevel tool has been greatly improved. It works now as expected plus you can subdivide beveled edges to get a roundish result
And you can now get the official 2.65 release here.
EDIT: To answer my previous question about saving your settings, I think I may have found an answer from this page. If I understand this correctly, I wonder if I can just copy the folders from this folder:
and paste it into the new folder when 2.65 is installed and be "good to go". If so, then that is pretty darn easy to upgrade. If not, I better start taking notes when I tweak my interface and settings.
-- Edited by Odedge on Tuesday 11th of December 2012 06:18:09 AM
Video 3 is done and so is my low poly version (572 polys vs 11,720 polys for HP).
This stage was a lot more fun than the last one. He stated there are 2 ways of making the low-poly... create one from scratch or slowly "destroy" your high-poly (we destroyed ours). I did learn some cool little tricks and got more comfortable with edge loops.
That said, my high poly mesh is messed up! I would delete an edge loops and then some of the faces that should be flat, were a bit lopsided. I also had extra edges and vertices. One mistake I made was.. he was deleting edge loops, I was dissolving them until I noticed what I was doing wrong. That gave me a lot of "floating" vertices. They are in my low-poly model, so I don't know if that will cause an issue when exporting.
Random question: Is there a way to change the size of a vertice in 3d editing mode?
Not-so-Random thought: The new "Copy my previous settings" function is awesome!
Not-so-Random question: When creating the LP version, I would delete a lot of edge loops, then I would bridge two edge loops (on the special menu, "W" key). Some times it would bridge them, but they would look like this.
It looks like I rotate my edges at one time and it's trying to bridge the original locations? *Odedge be confused*
Next video on the fire hydrant is unwrapping the low-poly version! How fun!
You can either use "Bridge two edge loops" or the "Bridge" tool which will give you some additional options (twist factor) to fix this. I know this issue and it seems to be a problem of the tool, not the model.
To change the vertex display size go to User Prefernces -> Themes -> 3D View -> Vertex Size. To find floating vertices you can use Select -> Non Manifold. Or just select whole elements of your model (L / CTRL+L) and then invert selection.
I think unwrapping this lp model is really fun! But I can tell you from the pic that some areas will cause probs if baking the normal map. There also seems to be a smoothing issue at the top of your high poly model?
You can either use "Bridge two edge loops" or the "Bridge" tool which will give you some additional options (twist factor) to fix this. I know this issue and it seems to be a problem of the tool, not the model.
The Bridge two edge loops I think will work normally, but since I disolved a lot of stuff instead of deleting edge loops, that's what is casuing the problems. I have looked at the "Loop Tools" section of the Tool Shelf yet.
To change the vertex display size go to User Prefernces -> Themes -> 3D View -> Vertex Size. To find floating vertices you can use Select -> Non Manifold. Or just select whole elements of your model (L / CTRL+L) and then invert selection.
Thanks for the reminder on the Vertex Size, as I did it once a long time ago. I tried the Non Manifold, but it didn't seem to work. I think Edges are being created in Bmesh, but it's sort of faking it. I had a bunch of vertices in an "edge loop" formation that were rounding out one section (as if there were edges connecting them), but when I disolved the vertices, the "curved face" became flat.
I think unwrapping this lp model is really fun! But I can tell you from the pic that some areas will cause probs if baking the normal map. There also seems to be a smoothing issue at the top of your high poly model?
I think unwrapping will be fine and maybe fun. I still thing the process is a bit too "vague and messy". That said, there are some issue with my smoothing on top of the high poly. Not in the first one, but some how in the second/completed one. I will need to look into this.
Do you know if the internal Blender shading have any effect on baking a high poly to a low poly mesh?
One other question, I know the high poly mesh doesn't need to be one continous mesh, you can even have the pieces floating in the "air". But for LP models, can you have floating piecs that intersect other parts of the mesh with out it affecting performance?
I think unwrapping will be fine and maybe fun. I still thing the process is a bit too "vague and messy". That said, there are some issue with my smoothing on top of the high poly. Not in the first one, but some how in the second/completed one. I will need to look into this.
Do you know if the internal Blender shading have any effect on baking a high poly to a low poly mesh?
Yes, shading is very important for baking normal maps. For the lp model it don't need to be perfect (normal map will fix it) but for the hp model proper shading it is essential.
I guess you just need to add 1-2 edge loops / supporting edges to get around that smoothing issue at the top part.
One other question, I know the high poly mesh doesn't need to be one continous mesh, you can even have the pieces floating in the "air". But for LP models, can you have floating piecs that intersect other parts of the mesh with out it affecting performance?
No it won't affect performance. In fact it's often the best idea to have intersecting seperate elements instead of modeling it all in one piece. This can save you lots of extra triangles if you are fine with hard edges.
The new decimate modifier is very nice. First of all the mesh won't be triangulated by default anymore and texture coordinates get preserved. In addition there are 3 different decimation methods available.
Of course it's not perfect but a huge time save. Issues seems to only occure along texture seams.
Here's a quick test with a rock mesh I'm working on:
How did you start that mesh (with a cube or a plane?).
I started with a plane and then extruded it step by step horizontally.
How many polys did you have on the HP vs LP.
I have no real high poly, just a game mesh. The decimate modifier will be handy for LoD models.
I presume you will bake the normals and if so, does the LP have them applied (in Blender).
There is only a tileable rock diffuse+normal texture.
Rock is looking very nice. Are you going to be able to walk don the side of it?
Yes, it's quite huge and that pathway does fit the players size.
I presume it's an open mesh. I presume a mesh can be kept open and still occlude... as long as the player can't see "inside" the mesh?
It is an open mesh, but only because i use a combination of UE3 terrain/landscape and my own meshes. If the mesh fails to occlude (i dont think so) there is still the terrain beneath.
I will put this on my mental "to check out" list.
Here's another shot of the wip mesh in the static mesh editor:
-- Edited by mAlkAv!An on Saturday 15th of December 2012 07:58:31 AM
damn! you guys are mastering the tool, looks better at each try
Not to imply anything negative towards Achernar... but what do you mean "you guys". If Malk is doing jumping jacks in Blender, I am crawling, then quickly falling on my big ole baby tummy.
@ Malk
Thanks for answer the questiong about intersecting piecs on a LP mesh. I have always wondered about this as to get a continous mesh would require a lot more faces.
Regarding your rock/cliff/decimate:
How did you start that mesh (with a cube or a plane?).
How many polys did you have on the HP vs LP.
I presume you will bake the normals and if so, does the LP have them applied (in Blender).
Rock is looking very nice. Are you going to be able to walk don the side of it?
I presume it's an open mesh. I presume a mesh can be kept open and still occlude... as long as the player can't see "inside" the mesh?
damn! you guys are mastering the tool, looks better at each try
Not to imply anything negative towards Achernar... but what do you mean "you guys". If Malk is doing
ROFL....i hope u ll not imply anything negative towards Achernar ....i m lost here again ...or u simply not mastering the quote author research ....but it s so late....should be time for my pills
damn! you guys are mastering the tool, looks better at each try
Not to imply anything negative towards Achernar... but what do you mean "you guys". If Malk is doing
ROFL....i hope u ll not imply anything negative towards Achernar ....i m lost here again ...or u simply not mastering the quote author research ....but it s so late....should be time for my pills
Basically Malk is our local Blender expert and compared to him, I know very little. I presume Achernar knows about the same as me, which implies he's not that good at Blender (compared to Malk). So I didn't want to put Achernar down in my statement. But I was trying to be funny and I got a ROFL from you, so my goal was acheived!
ohhh kk ....and as he didnt write a single line in this thread since 6 days to improve himself u punished him!.....sorry cant resist to a second vawe: ROFL !
@Malk: i already told ya, but i repeat myself: nice job
damn! you guys are mastering the tool, looks better at each try
Not to imply anything negative towards Achernar... but what do you mean "you guys". If Malk is doing
ROFL....i hope u ll not imply anything negative towards Achernar ....i m lost here again ...or u simply not mastering the quote author research ....but it s so late....should be time for my pills
Basically Malk is our local Blender expert and compared to him, I know very little. I presume Achernar knows about the same as me, which implies he's not that good at Blender (compared to Malk). So I didn't want to put Achernar down in my statement. But I was trying to be funny and I got a ROFL from you, so my goal was acheived!
Here's another shot of the wip mesh in the static mesh editor:
Coolio... that grass is very green, almost like a golf course! I think an open mesh should be able to occlude as long as the player can't see inside of it, other wise, why build cliffs with open faces (like many Epic meshes).
Video 4 is done, which covers unwrapping the low poly version. I already understood the process, but seeing how he unwrapped certain sections of the model to make the UVs more continuous was very helpful. I also learned that after selecting the "unwrap" command, you can press "F6" to change some of the unwrapping settings. The most important is either "angle based" or "conformal". The "angle based" option is better for these types of objects.
Here is my UV layout. I know there is a lot of wasted space, but I want to learn the proces more than anything else.
There is really an "art" to UV unwrapping, taking into consideration where the seams will be on the model and if the player will notice them. Practice will make better!
Next step will be baking the normal maps, which will take a bit longer. I did clean up my HP and LP meshes, so hopefully that will help.
-- Edited by Odedge on Saturday 15th of December 2012 07:51:40 PM
I'd really like to render the Ambient Occulsion with Blender but I'm not sure how given that many of my UV's overlap. Seem very inefficient to have to have UV's that are lightmap packed so to speak.
Never the less - minus AO
I may not be as good as malk, but I haven't given up developing in blender.
-- Edited by Achernar on Wednesday 19th of December 2012 01:12:31 AM
If you don't use unique textures for your model, it is in fact not worthy to bake an ao map. You can bake them using the 2. UV channel (lightmaps) but you'll need an extra texture/alpha channel to store it. In the material editor (texcoord node) you can specify which UV channel to use. To save that extra texture you can also bake ambient occlusion maps into vertex colors. This won't look as good as a texture of course but therefore it will only increase the model size by some KBs.
There seems to be some lighting issues with your box. I wonder if this is lightmap related (bleeding) or a smoothing issue. Can you post a screen with lighting only?
-- Edited by mAlkAv!An on Wednesday 19th of December 2012 08:29:26 AM
Well that was my best guess too. Impossible. Texture size is standard (2^10) 1024
Yeah I completly agree. Material was just a knew jerk assembly, corrected now.
That's what I like to hear. If the 3 of us ever get stuck in Blender, we can be on the same team and we may have a fighting chance against Malk!
Hehe, well sounds like two people on take down and one on distraction...
I like your suggestion about a 'lil contest, I hope its opened ended, I have a limited set of tution and tools at my disposal but I'm excited to give it a go.
@Malk
Thanks for the confirmation. Your suggestion of baking to vertex colours had me intrigued, novel idea I hadn't heard before, thanks for mentioning. Never the less this mesh is very simple so that method may be hampered - but it really needs an experiment to decide.
As requested:
Lighting Only Lightmap UV's (2nd UV)
By the looks of things the lightmap are causing some bleeding edges (confusing at first coz they coincide with making on the diffuse). The 'lighting only' helps isolate that artifact.
Well still getting my head around marking sharp edges. I heard there is a modifier that can automate the process or provides an overview of the function over various angles but I'm still yet to experiment. Seems like a good next step.
Thanks for taking the time to review.
-- Edited by Achernar on Thursday 20th of December 2012 07:32:59 PM
I'd really like to render the Ambient Occulsion with Blender but I'm not sure how given that many of my UV's overlap. Seem very inefficient to have to have UV's that are lightmap packed so to speak.
Never the less - minus AO
That's a good question, but it seems the answer is a simple... it can't be done. But I may be setting myself to have Malk say otherwise. How big is the texture?
The model is looking nice and I am glad you got it working. If I can give one piece of unsolicited suggestion... the specular seems a little bright?
I may not be as good as malk, but I haven't given up developing in blender.
That's what I like to hear. If the 3 of us ever get stuck in Blender, we can be on the same team and we may have a fighting chance against Malk!
If you want, do you want to do a friendly "Blender build off"? At the start of the new year? Something to push each other in a good way.
Yes, you'll just need some more space between UV islands to get rid of bleeding artifacts. Depending on what's your lightmap resolution you can use blenders UV grid texture as a help. Lets say it's 64x64px, use a 1024²px UV grid texture in blender. This one has 32x32 squares, so you should keep one square for spacing between all UV islands. (If I remember correctly 2 texels (=64/32) is a save spacing distance, but I guess 1 texel/half a square will also work well).
Baking AO maps into vertex alpha color is an 'old' trick from Crysis. They did it for all the tree/foliage models e.g. There is a blender script that has been integrated in blender 2.6x to bake maps into vertex colors. Here's some information: http://wiki.blender.org/index.php?title=Extensions:2.6/Py/Scripts/UV/Bake_Texture_to_Vertex_Colors But I do agree that it's not necessary for this box model.
Smoothing is in fact an issue. You have 3 choices to fix it.
1. use hard edges. This will increase the vertex count.
2. use additional edge loops (supporting edges) to fix the smoothing. This will increase triangles and vertex count but looks better than hard egdes.
3. Keep your model and smoothing groups as they are right now but use a normal map to correct the smoothing. To bake that normal map you'll need a model with proper smoothing like described in No. 2 above. You will save additional vertices/tris this way but the normal map has some large gradients and due to texture compression smoothing might be not 100% correctly at small lighting angles.
Personally I stopped using hard edges because it looks more low poly and I'd like my model to look 'up to date'.
-- Edited by mAlkAv!An on Wednesday 19th of December 2012 01:58:06 PM
@ Achernar The Blender Build Off can be anything that we are both interested into building (environmental assets?). I think having the same 'resources/requirements" might make it more educational as we can share what we did with the same stuff.
For example, we may need to make a wood crate with 1 texture sample, but we can custom make the texture from the sample. We would need to create a diffuse and lightmap UV and bake normals and ambient occlusion. We would have a poly limit, that's with in reason.
Maybe Malk would be kind enough to be our moderator. Basically to give us the parameters and be like our teacher... which he is anyways.
From what I can tell in your UV layout for the lightmap, it seems like it's organized well, but as Malk stated, maybe not enough space between the islands. I can see how some of Malks suggestion would help if you are baking from a high poly to low poly... is that what you are doing?
@ Malk
Nice looking axe. Is this going to be impaled into some wood or a creature's body? I like that you post both the untextured and textured model, but if you can also post a UV layout with textures, that would be cool too!
I want to get back to my fire hydrant, but the holidays are sucking up my time.
@Malk Thanks for the pointers on the light map packing density. I'll let ya know how it pans out.
Thanks for the directing me to the script, I was a little worried that I'd have to use a commercial solution or a cavernous series of work arounds. So glad to see an active development community supporting these functions.
Seeing how the box is very low poly anyway some extra loop cuts may be my best bet.
Very nice effort on the axe! I assume you modeled it in two pieces - the handle and the head? I do admire the texturing on the head. Are you going to add the little cross as seen in drachenhort inspiration.
@Odedge That sounds cool. Really I'm open, however what I meant by resources was that you have some professional training under your belt. Over all it shouldn't be too limited imho, just a bit of friendly provocation to learn something new. Well that's my first thoughts anyway. If were pooling effort perhaps later it may scale to a collective UOF map...
Currently the box is just a single build mesh. No high to low poly. My efforts and ambitions are too simple atm. Thanks for the feed back I'm slowly getting there.
Very nice effort on the axe! I assume you modeled it in two pieces - the handle and the head? I do admire the texturing on the head. Are you going to add the little cross as seen in drachenhort inspiration.
Yes, it's 2 separate pieces. As I personally don't like the cross I just skipped it
Odedge wrote:
@ Malk
Nice looking axe. Is this going to be impaled into some wood or a creature's body? I like that you post both the untextured and textured model, but if you can also post a UV layout with textures, that would be cool too!
I want to get back to my fire hydrant, but the holidays are sucking up my time.
Not sure what I will do with the axe but it won't be the only weapon.
Here's a shot of the diffuse map with UV overlay. It does look bad but I will create a texture atlas/set for multiple weapons to use all the texture space as good as possible.
@Odedge That sounds cool. Really I'm open, however what I meant by resources was that you have some professional training under your belt. Over all it shouldn't be too limited imho, just a bit of friendly provocation to learn something new. Well that's my first thoughts anyway. If were pooling effort perhaps later it may scale to a collective UOF map...
I may know a tiny amount more than you, but not really. My fire hydrant exercise hasn't taught me much yet as I have only gotten past the modeling part and most of it was adding loop cuts!!! What ever it is, I think we need to build something that will look "the same". If one person sees something the other person did, it's best that we can apply directly to our model. If I made a tree and you made a wheel, we can't really do this.
The entire intent is to learn and help each other out, but a bit more directly. As for "pooling efforst", I am all for this to help each other learn, but I have enough plans to build assets for my own map. If I actually acheive this, it will be a small miracle (given my past history), so I want to keep things focused.
@ Malk
Thanks for showing the diffuse image. I think creating a texture like this is really the hardest part of the whole process.
Just a question mAlkAv!An: you created your UV mapping inside Blender like the staticmesh. But your final texture for the staticmesh ? in Blender or another soft like Paint.net or Photoshop or anyelse.
If he use Blender to paint his mesh, i need a leason to extract the final texture of the mesh (to export for UnrealED). Each time, i am trying looking for a tuto about that, all of them use GIMP/PS.
EDIT : in fact, i found. (at 13 h 40).
I coul improve my staticmesh, now. Mainly for the optimisation.
-- Edited by Heimdallr on Friday 28th of December 2012 01:24:44 PM
i think Malk is in hols for some days, imo he was using Gimp or photoshop...not 100% sure though...
He will probably use GIMP/PS for the majority of the texture creating. But may use Blender's painting ability to clean it up a bit since he can do that directly "on the mesh".
It may be more useful for certain stuff like creatures/characters. I haven't found much use for it, except for maybe some touching up.
Side question: I saw a video that baked the normals using the "multires" modifier (there was an option in the baking section) instead of having a high poly and a low poly. I presume this would work better for more organic shapes. Anyone have any experience with this?
I use PS only. Basically I just use the UV layout .png or one of the texture maps (ao, normal) to know where to overlay which kind of texture image for the diffuse map.
If necessary I use Blender afterwards to paint textures across seams. The paint tool can also come handy to create masks for later use in PS/Gimp, e.g. for scratched edges/areas.
Odedge wrote:
Side question: I saw a video that baked the normals using the "multires" modifier (there was an option in the baking section) instead of having a high poly and a low poly. I presume this would work better for more organic shapes. Anyone have any experience with this?
I think for game models there are only rare cases where this method is useful. Just because you need supporting edges to keep the model's shape.
But I always use the multires modifier for sculpting in general.