[Vehicle] AAVP7A1

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Z-trooper
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Re: [Vehicle] AAVP7A1

Post by Z-trooper »

AquaticPenguin wrote: A question for the devs. How much are normal maps used on Pr's models?
Not enough. For most part it seems to be a secondary thing (but that is mostly outside the dev team), but most maps are generated from the 2d textures unfortunatly.
AquaticPenguin wrote:I would've thought that to maintain a consistent style you'd need to either normal map everything of one type or none of them.
Indeed. The same applies for specular maps. It is sometimes disturbing to see how different some people do things. How it all ends up as fairly normalized as it is in PR is beyond me to be honest :S
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AquaticPenguin
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Re: [Vehicle] AAVP7A1

Post by AquaticPenguin »

[R-DEV]Z-trooper wrote:Not enough. For most part it seems to be a secondary thing (but that is mostly outside the dev team), but most maps are generated from the 2d textures unfortunatly.



Indeed. The same applies for specular maps. It is sometimes disturbing to see how different some people do things. How it all ends up as fairly normalized as it is in PR is beyond me to be honest :S
Well, at least people are using normal maps. And I'm suprised how good things look even without them. I guess the maps are generated from the textures because of the amount of work needed to make a high detail model. Perhaps we'll see a bigger uptake on normal maps in the future, especially with how powerful graphics cards are now and how "old" normal mapping has become.

To be honest I've never really seen the appeal of specular maps, they seem to add very little to the detail for quite a lot of work. Also, don't normal and specular maps require a lot more memory, maybe that could pose a problem if everything has 3/4 different textures.

And one more question before I become irritating. Are AO maps baked into the diffuse maps? That seems like a place that could get a lot of realism add for no performance overhead. I guess you could normalize everything by introducing tighter standards, but I think that almost goes against the nature of contributors since they're all doing it in their free time.

Tallyho!
~Ed

maybe a bit off topic but.... yeah.....
Z-trooper
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Re: [Vehicle] AAVP7A1

Post by Z-trooper »

AquaticPenguin wrote:Well, at least people are using normal maps. And I'm suprised how good things look even without them. I guess the maps are generated from the textures because of the amount of work needed to make a high detail model. Perhaps we'll see a bigger uptake on normal maps in the future, especially with how powerful graphics cards are now and how "old" normal mapping has become.
Yea, but normal maps are the future, and present... All newer games (hell even BF2 here uses them), so they should be a part of the artist' toolbag imo.
Normal maps can give performance gains as well, thats the whole point anyway - at the cost of memory space of course. Although people with medium/low settings start at lower LODs (level of detail) where normal maps usually aren't applied, so people running this way arent really using them.
AquaticPenguin wrote: To be honest I've never really seen the appeal of specular maps, they seem to add very little to the detail for quite a lot of work. Also, don't normal and specular maps require a lot more memory, maybe that could pose a problem if everything has 3/4 different textures.
:) Specular maps have been around longer than normal maps, and for older games such as BF2 is is just a greyscale map. It only takes a few minutes to make if the diffuse map is made in layers. Just a matter of copying, desasaturating, selecting by material layer and then brightness/contrast/levels.

Of course newer games include 24 bit specular to lay the basis for specualr level + color, but it is not an issue around here where the spec maps are hidden in the alpha channels (thus 8bit greyscale)

EDIT: on the point that you never really seen the appeal of spec maps... wow, hehe :) without a spec map a normal map is pretty useless as the illusion just fails imho.
Spec maps are at the core of creating material definition - differentiating between metal and concrete for instance. Both of these often have nearly the same type of diffuse map, but the specular map makes all the difference. Concrete is not shiney at all, but metal is.
AquaticPenguin wrote: And one more question before I become irritating. Are AO maps baked into the diffuse maps? That seems like a place that could get a lot of realism add for no performance overhead. I guess you could normalize everything by introducing tighter standards, but I think that almost goes against the nature of contributors since they're all doing it in their free time.
To be honest I don't know who around here does it, but I suspect that that it is a very low percentage :( Me and another DEV have been discussing doing a proper tutorial because of the reasons you mention - added shadow effects and realism with no extra cost in performance or memory usage.
AquaticPenguin wrote: maybe a bit off topic but.... yeah.....
Hehe, yea :) but some good questions non the less. You seem like you know your way around the world of CG. If you do modding in your spare time, I am sure that some people around here could use a talented hand.

// Sorry for the off topic Chris, will delete these if you want to clean the thread up :)
Last edited by Z-trooper on 2009-05-31 20:51, edited 1 time in total.
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"Without geometry, life is pointless"
AquaticPenguin
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Re: [Vehicle] AAVP7A1

Post by AquaticPenguin »

I've messed around with blender for 2 or 3 years, nothing uber-serious but I enjoy playing games and reading CG papers because it's something i'd like to do in the future. I'll message you any questions so I don't troll up this thread ^_^

Anyway back on topic. How deep are those panels on the top, It might be better in the long run to use the extra polys for the sake of your sanity instead of you having to go back and change it later. You work at an amazing pace, I imagine UV mapping this will be a bit of a pain - it's quite a perculiar shape. I hope you manage to keep up this work pace as it is truly an amazing model and suprisingly sexy considering how in RL it seems to look ugly and bloated.

~Ed
motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

hey Tom it's all good, just got home from a night out (had to wait 4.5 hours for the bus) and when i got home saw this and it really motivated me to keep going, i really feel like aquatic, i want to learn and i think it's amazing to learn this stuff and other people might learn from it, so for the sake of god let it stay hehe :P btw it's fucking early and i need to go to sleep now (05:37 am) so i'll see if i can get this beauty going tomorrow :)
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Z-trooper
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Re: [Vehicle] AAVP7A1

Post by Z-trooper »

Heh, I'm still up too. Been doing some e-drinking with Irontaxi all night...
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motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

okay so finally got time to do some more stuff. so added some stuff to the hatches and made the exhaust pipe

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enjoy
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Tomato-Rifle
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Re: [Vehicle] AAVP7A1

Post by Tomato-Rifle »

looking good man, very nice.
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Rhino
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Re: [Vehicle] AAVP7A1

Post by Rhino »

Coming along really well :D

I would say finish up any details that need to be done then work on the turret ;)
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ChiefRyza
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Re: [Vehicle] AAVP7A1

Post by ChiefRyza »

That is a really, really fantastic model you have there. I hope you get to finish it, these vehicles would be perfect for PR and can add a bit more loadout options. Anyway, I can't wait to see a finished product of this and stick it to POE2 :P


Current project: Operation Tempest
[uBp]Irish
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Re: [Vehicle] AAVP7A1

Post by [uBp]Irish »

ChiefRyza wrote:That is a really, really fantastic model you have there. I hope you get to finish it, these vehicles would be perfect for PR and can add a bit more loadout options. Anyway, I can't wait to see a finished product of this and stick it to POE2 :P
oh he will finish it.... he's got to finish it.
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Tonnie
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Re: [Vehicle] AAVP7A1

Post by Tonnie »

'[uBp wrote:Irish;1043008']oh he will finish it.... he's got to finish it.
yep Rhino has been posting in here therefore he must finish or my sniper will shoot him :) (Oh wait rhino killed my Sniper) ;)

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

last tiny update before i begin adding the turret, not much has been added as you can see but it fills a bit on the top of the vehicle giving it some volume total tri cost is around 120 tris for it all.
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so now the last things have been added so will begin on the turret itself next :)
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Rhino
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Re: [Vehicle] AAVP7A1

Post by Rhino »

looks like you have a bunch of smoothing errors in that pic, you may want to sort them out before going any further.

Other than that looking good, tri count looking worrying tbh, when you think it still has not got a turret and that will probably add anouther 1k tris ontop... :?
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Tomato-Rifle
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Re: [Vehicle] AAVP7A1

Post by Tomato-Rifle »

Smoothing errors, gotta love em. Looking real nice though
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Z-trooper
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Re: [Vehicle] AAVP7A1

Post by Z-trooper »

[R-DEV]Rhino wrote:looks like you have a bunch of smoothing errors in that pic, you may want to sort them out before going any further.

Other than that looking good, tri count looking worrying tbh, when you think it still has not got a turret and that will probably add anouther 1k tris ontop... :?
Yea, well I told him to just power through for now, finish the model up. It is so easy to get demotivated by constantly fixing smoothing errors or optimizing on the fly. Better save some of that energy for the actual modeling of it, hehe ;)

The reason why you can see the smoothing errors is that he is not hiding behind these stereotypical clay renders that hides them. I'd bet that hafl the models you see on this forum has the same amount of problems in their final mesh, we just cant see it.

For the fun of it you should do a clay render just to see how it looks in comparison.

@ tri count... well I would have agreed if it were a traditional APC or something where the hull is basically a box and does not take up that many tris, but this has an odd body which add greatly to the tri count. Though I suspect that we could easily trim a good number off it by lowering the sides on the wheels. People won't be focusing there.

@ chris, if you can send me a max file I can start to look for ways to fix the smoothing stuff as well as slim down the tri count (if the body is more or less done that is)
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Rhino
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Re: [Vehicle] AAVP7A1

Post by Rhino »

[R-DEV]Z-trooper wrote:Yea, well I told him to just power through for now, finish the model up. It is so easy to get demotivated by constantly fixing smoothing errors or optimizing on the fly. Better save some of that energy for the actual modeling of it, hehe ;)

The reason why you can see the smoothing errors is that he is not hiding behind these stereotypical clay renders that hides them. I'd bet that hafl the models you see on this forum has the same amount of problems in their final mesh, we just cant see it.

For the fun of it you should do a clay render just to see how it looks in comparison.
hehe, ye I know, but you know my style is to model with everything optimized and smoothed all the way though so nothing is missed, rather than go back over the model later ;)
[R-DEV]Z-trooper wrote:@ tri count... well I would have agreed if it were a traditional APC or something where the hull is basically a box and does not take up that many tris, but this has an odd body which add greatly to the tri count. Though I suspect that we could easily trim a good number off it by lowering the sides on the wheels. People won't be focusing there.
ye I know, but 9k to 10k tris is a little worrying, although would have little impact on ingame performance would rather have it lower if possible.
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Tonnie
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Re: [Vehicle] AAVP7A1

Post by Tonnie »

[R-DEV]Z-trooper wrote: @ tri count... well I would have agreed if it were a traditional APC or something where the hull is basically a box and does not take up that many tris, but this has an odd body which add greatly to the tri count. Though I suspect that we could easily trim a good number off it by lowering the sides on the wheels. People won't be focusing there.
I had a look over the file a couple of days ago i got 1,250 tris off without to much visual difference.. and about 750 just off the main body

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

indeed tonnie did some great work, the problem was that his max crashed before we had a chance to save the optimized version, but we shouldn't worry about the tri count for now becuase there is quite some places that i can still optimize myself and with help from tonnie or Z. but the smoothing errors are there becuase i didn't smooth it out after i added this stuff and didn't fix it before i took the pics.

no idea in fixing smoothing groups before we optimize anyway since they will change autmatically during the optimization i assume :)
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
CareBear
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Re: [Vehicle] AAVP7A1

Post by CareBear »

this model is looking awesome, keep at it! :D
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