Each time I get a chance to work on the UV unwrapping, I get a *tiny* bit better at it. I'm starting to get to the point where I'm reasonably happy. I realize that this is all for naught because the texturing job is going to be ravaged to pieces by people who actually know what they're doing, but overall I'm really happy with the results so far (except the window & roofing).
I now understand the concept of the normal maps and detail/ndetail maps, however when I played around with a few de/dec textures, it did absolutely diddly squat... so I'm not really sure what's going on there.
Anyway. Renders from last night
A bit of progress this evening after work (retried the roof, redid the window frames, redid the sandy foundation texture, unwrapped the garagedoor handle)
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-07-22 01:14
by Shovel
Looking really nice!
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-07-22 09:01
by motherdear
Beginning to look really nice there, a bit of working with the roof and it should be about ready texture wise, although the door might be worth redoing too, can't tell from these angles. How many textures are you using, and from which locations ?
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-07-22 20:09
by Tomato-Rifle
Nice work, it looks like the ramp is a little steep though
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-07-26 18:07
by Redamare
well done ... now the trick is making an Enterable version :O lol . . . open up the Doors and insert maybe a space for a car and a couple tools on the wall ... Well done Well done in deed
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-07-28 13:44
by Psyrus
Ok, hopefully final texture update! What I was posting off before was a texture_mock so when I was happy with it I restarted entirely for what you will see below. The differences may be very minor (visually) but waaaaay more work has gone into this final WIP, with textures now lining up in the vast majority of cases, less stretching and 2 less texture sheets being used. The roof is tiled a bit strangely in the middle, but that's rather easy to get fixed up. I only noticed after doing all the renders and couldn't be bothered redoing all of them. Also the door has changed from the out of place classy look to a very plain off-gray door (using the same church_de4 texture as the rest of the building).
[R-DEV]motherdear wrote:Beginning to look really nice there, a bit of working with the roof and it should be about ready texture wise, although the door might be worth redoing too, can't tell from these angles. How many textures are you using, and from which locations ?
It was 5 different texture sheets but it's down to 3 now (no detail/crack textures used), all from \staticobjects\pr\textures\
church_de4
house_wood_dest_4
metaldoor_2
[R-CON]Tomato-Rifle wrote:Nice work, it looks like the ramp is a little steep though
Really? It's very easy to adjust, if it'll be an issue I can make it a bit less steep.
On to the pictures!
Criticism pls!
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-07-28 14:13
by Doc.Pock
sexy even the roof problem isnt that bad
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-07-28 14:38
by motherdear
Looking very good now.
Two things however.
1) Make sure that your resolution is similar, the roof is very low res compared to the wooden planks for instance and this makes it stand out like a sore thumb, try and fix that or shift sheet, whatever works here.
2) You have a very worn main part of the model, the planks to be specific, but you also have almost clean spots such as the door. To fix this you might want to look at detail or crack textures for your model, since it will make it flow much better for the viewer.
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-07-28 16:52
by Psyrus
[quote=""'[R-DEV"]motherdear;1635259']Looking very good now.
Two things however.[/quote][quote="Doc.Pock""]sexy even the roof problem isnt that bad [/quote]
Thank you (and thanks to Redamare and Shovel too)
[R-DEV]motherdear wrote:
1) Make sure that your resolution is similar, the roof is very low res compared to the wooden planks for instance and this makes it stand out like a sore thumb, try and fix that or shift sheet, whatever works here.
I've doubled the tiling on the roof, although due to an u unfortunate black spot which I can't get around on the tiles, it's quite obvious where it's repeating. Not a huge issue IMO but probably there are people out there that could be bothered by this
Please let me know what you think is the best way forward... I really appreciate all your time & advice.
[R-DEV]motherdear wrote:2) You have a very worn main part of the model, the planks to be specific, but you also have almost clean spots such as the door. To fix this you might want to look at detail or crack textures for your model, since it will make it flow much better for the viewer.
Do you mean the person door or the car door (or both?) I thought the person door was reasonably grungy enough but I guess in comparison to the wood it's rather unspoiled.
The reason I avoided crack/detail textures and stuff is because I saw Rhino talking about drawcalls and the like which I understand potentially hurt performance rather badly, and this is solved by using as few different texture pallets/sheets as possible. I guess I can try using the same sheet with a different area, but I'm not sure how it'll go.
This very simple model currently uses three different textures... is that few enough to expand, just reasonable or already too many? This is one of those nuances I really don't know much about, sorry
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-07-28 18:19
by Psyrus
Psyrus wrote:
I've doubled the tiling on the roof, although due to an unfortunate black spot which I can't get around on the tiles, it's quite obvious where it's repeating.
Nevermind, I just split the roof into 8 sections and just mapped around the obvious tiling area.
to
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-07-28 19:09
by motherdear
As long as you remember to call the textures from the same folders it helps on the drawcall issues, due to the way the engine is constructed. However a detail or crack texture can be okay on the building if it is already being loaded. I would not know what exactly you shold use, but for starters i would find another roof texture and then i would try and beat that person door a bit more If you use a detail texture too, you will be able to get the concrete for the slope to look much more unique too. Otherwise this is ready for the next step, the worst offender atm is the roof though, so fix that
/Motherdear
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-08-12 07:12
by Psyrus
[R-DEV]motherdear wrote: If you use a detail texture too, you will be able to get the concrete for the slope to look much more unique too. Otherwise this is ready for the next step, the worst offender atm is the roof though, so fix that
/Motherdear
Thanks for the info, I've been on holiday (and will be leaving in 3 days for another) but I tried to do implement what you said (except the roof thing because I can't seem to find a better roof texture for this static).
I have one issue, I can't figure out how to see the final result in 3dsmax with all my texture layers applied, so I tried exporting it and opened the garage up in the editor but it came up with this error once it was loaded:
[Tweaker] Load Object (ObjectTemplate) Ignored Warning[Geom] : Material Error: Unknown staticmesh shader combo: 0 noshineshed
noshineshed is flawed please fix and reexport. Ignored Warning[Geom] : Object noshineshed has texture coordinates outside specified range [16,16]. Largest coord was 1.70146e+038/1e+030.
It also didn't apply my crack layer for some reason... I'm guessing related to the issue above?
Edit: Hmm I see some null_X.dds textures in there... does that mean if I don't have need for a particular one that I have to use null_X as a placeholder or whatever to make BF2 play nice?
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-08-12 07:51
by Tim270
Afaik, the Null/alpha.DDS can be used in the base slot in place of a colour sheet.
Also with the texture co-ords being out of range, I assume your UVs are out of range. As far as I know there are 2 ways of getting around this. 1) re-work the uvs, make sure they are not really far away from the box in the edit UVS window. (if I remeber you can go 16 or so grid squares out side of it but I could be wrong).
2) there is a line in static meshes .tweak. GeometryTemplate.maxTextureRepeat 16, As far as I know you can up this even to as high as 256.
I am sure Rhino or someone can explain it to you concisely though.
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-08-12 08:06
by Psyrus
Tim270 wrote:Afaik, the Null/alpha.DDS can be used in the base slot in place of a colour sheet.
Also with the texture co-ords being out of range, I assume your UVs are out of range. As far as I know there are 2 ways of getting around this. 1) re-work the uvs, make sure they are not really far away from the box in the edit UVS window. (if I remeber you can go 16 or so grid squares out side of it but I could be wrong).
2) there is a line in static meshes .tweak. GeometryTemplate.maxTextureRepeat 16, As far as I know you can up this even to as high as 256.
Thanks for the information!
Do you know if the maxTextureRepeat option has any downsides? Obviously I'd prefer to do that way if possible due to not having any idea which UV map is causing the dramas.
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-08-25 19:50
by Psyrus
Ignored Warning[GameLogic] : Object 556_45_r, created by user , last modified by user , are using material index 3556 that does not exist in the material manager.
[GameLogic] : Material 3556 does not exist.
Sorry but when I try to test my collision meshes (decal) by shooting the garage, it plays no effects and simply throws this error over and over again... I'm at my wits end (re-exported it like 5 times making sure each time everything was correct)
Everything else works just fine, although the scale seems off... which is strange as I modeled the garage on real world specs I found on some website (which I of course discarded so can't double check now):
Got it working! Also fixed the material issue (it was with the 5.56 bullets, not my garage)
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-08-26 15:38
by sylent/shooter
looks great Psyrus
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-08-28 19:30
by lucky.BOY
Yeah, great stuff mate! And I love how you start the videos, dont know if it was intentional but I was amused
Re: [Static Model] Generic Garage [WIP]
Posted: 2011-09-09 05:29
by Psyrus
Real life got in the way for a while and I was fighting with the editor trying to figure out how to make a test level for PR... Anyway so I finally got it all working (thanks to Vapoman mostly) and then I get this....
Anyone have an idea? It works perfectly in the editor.
I should stress that none of those textures are the actual one (except the white-ish one at the start, although that's missing multiple layers)