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Old 01-31-17, 06:29 AM   #751
Kendras
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Quote:
Originally Posted by gap View Post
Here's a 3D version of the Imperial Seal of Japan, modelled after the drawing you linked at post #745 in this thread:

http://www.mediafire.com/file/8ffuqpkulbblovb/IJSeal.7z

It comes in two version: the first version has ambient occlusion shadows mapped on the diffuse texture, which should make it to look sharper than it would with a simple diffuse texture, but its edges are not splitted; the second version in identical in size and shape, but it is both AO-mapped and edge splitted. That was done by splitting it automatically along its hard edges, using the Blender modifier recommended a while back by the_frog

The second model should look better, but its vertex/poly count is higher. My suggestion is to try both versions and see how they look in game. If you can't spot any significant difference, just use the lower-poly version

Both models are about 1 m in diameter. Again, a resizing by you might be required, and one last recommendation: the texture file provided includes an alpha channel to be used as specular mask. For better lighting effects, my recommendation is to enable it in seal's material, by adding to it the appropriate controller
Nothing can stop you, gap. Will try this when my computer is resurrected !
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Old 02-03-17, 06:37 AM   #752
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Nothing can stop you, gap.
Nor you
Modelling that seal was easy. Hope you like it
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Old 02-03-17, 06:51 AM   #753
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Hi gap !

My computer is just working again !

And I've just tried your model. Well, it's splendid !!!

 






I have remodeled it a bit. But now, there are a few things I would like to improve (red circles):

1: the red surfaces are no more flat
2: not enough smooth
3: On the very first pic, you will notice hard edges ...



Could you correct this ? Sorry, my mediafire page doesn't want anymore to upload anything ... have to find the problem ... So, I will send you the files later ...
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Old 02-03-17, 08:41 AM   #754
gap
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Originally Posted by Kendras View Post
My computer is just working again !


Quote:
Originally Posted by Kendras View Post
And I've just tried your model. Well, it's splendid !!!
Thanks

Quote:
Originally Posted by Kendras View Post
I have remodeled it a bit. But now, there are a few things I would like to improve (red circles):

1: the red surfaces are no more flat
2: not enough smooth
3: On the very first pic, you will notice hard edges ...

Could you correct this ?
Sure, I am waiting for you to upload the model with your updates
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Old 02-03-17, 11:33 AM   #755
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It works with Google Chrome, no more with Firefox ...

D/L link : http://www.mediafire.com/file/3avdxq...n4d/Seal-4.zip

Could you also correct the texture:





PS : Sorry for giving you so much work ...
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Old 02-06-17, 07:50 PM   #756
gap
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Hi Kendras,

can you please check if this is better?

http://www.mediafire.com/file/rj8u44...al_modified.7z

P.S: sorry for the late replies. Tomorrow I will answer your remarks re. the rock model on the lighthouse mod thread
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Old 02-07-17, 07:03 AM   #757
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Quote:
Originally Posted by gap View Post
Hi Kendras,

can you please check if this is better?

http://www.mediafire.com/file/rj8u44...al_modified.7z

P.S: sorry for the late replies. Tomorrow I will answer your remarks re. the rock model on the lighthouse mod thread
Yes, that's perfect now ! Thank you very much !

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Old 02-07-17, 09:08 AM   #758
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Yes, that's perfect now ! Thank you very much !

My pleasure mate, I am always glad to help when I can
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Old 02-08-17, 06:23 AM   #759
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Hi,

I've added gunners to the 25 mm double and triple AA japanese guns. There are some links to external dummies, but as this file is converted from SH4, there is nobody on the guns in game.

 



So, I added these dummies, but the loaders have not a natural behaviour. Could anyone correct this ?

 


Last thing : i didn't find any good texture for the head, so I leave it "blank" : this is the "AI face", lol.

Last edited by Kendras; 02-08-17 at 06:34 AM.
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Old 02-08-17, 06:32 AM   #760
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Ah, BTW : the 3D models of those 2 guns were too small compared to the dummies. So I resized these guns x115 %. I hope I didn't mislead ...

Last edited by Kendras; 02-08-17 at 07:08 AM.
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Old 02-08-17, 09:21 AM   #761
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It's not looking so bad !

 



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Old 02-08-17, 06:38 PM   #762
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I have a question.

I exported the 3D model of the Yamato's hull from S3D : I exported 2 things : NBB_Yamato.obj and NBB_Yamato-uv2.obj.

Then, I remodelled the NBB_Yamato.obj in Wings.

Now, I can only import the NBB_Yamato.obj, and not the NBB_Yamato-uv2.obj, is it a problem ?

I ask this because :




Last edited by Kendras; 02-08-17 at 07:27 PM.
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Old 02-08-17, 07:46 PM   #763
gap
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Quote:
Originally Posted by Kendras View Post
I have a question.

I exported the 3D model of the Yamato's hull from S3D : I exported 2 things : NBB_Yamato.obj and NBB_Yamato-uv2.obj.

Then, I remodelled the NBB_Yamato.obj in Wings.

Now, I can only import the NBB_Yamato.obj, and not the NBB_Yamato-uv2.obj, is it a problem ?
The short answer is:

Yes, it is, if your model used an ambient occlusion map. If it is not, and you don't plan to add one, just scrap the *-uv2.obj file exported by S3D

The long answer is:

The UV projection of the main obj file is used by the game for mapping on any 3D mesh its diffuse texture (i.e. its "skin"). Uv2 object's UV projection, on turn, is usually employed for ambient occlusion textures (i.e. a texture containing prerendered shadows), but the latter can include dirt maps (i.e. rust, scratches, etc.), camouflage schemes and, if their resolution is high enough, markings, emblems, hull numbers, etc. The two objects must have identical vertex/edge/face coordinates (that's why S3D refuses to import the the *-uv2.obj after you modified the primary obj file), but indeed they can have different UV coordinates.

The reason for having two sets of UV coordinates is that diffuse and AO textures have different prerequisites.
One of the main requirements of a diffuse texture, is it looking sharp. A trick used in videogaming for having fairly sharp object skins without increasing too much their texture resolution, is creating objects with "overlapped" UV maps, i.e. objects set in a way that the same portion of texture is mapped on more than one region of the 3D mesh. If the iterated texture is omogeneus enough, and if its edges are "seamless" (i.e. tileable), or if it is mapped on non-contiguous regions, the trick wont be apparent and the player will be happy
On the contrary, being based on 3D objects' topology, AO shadows are not esily fitted on an overlapped UV space. The same goes for various markings and other eye-candies, which are not supposed to be repeated n times on the same objects, or for camo schemes whose lines and patterns usually need to be matched carefully. This is where having a secondary UV projection comes in handy, for making the player even happier

Hope it helps
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Old 02-08-17, 07:47 PM   #764
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Just add a few fake indices to the obj.


I bet you all are going to ask me about this right?
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Old 02-08-17, 07:52 PM   #765
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Just add a few fake indices to the obj.


I bet you all are going to ask me about this right?
fake indices you say
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