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As promised, here are some quick renders of the UV-mapped and AO-backed Lochinvar model. I hope you like them guys :salute:
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Looks great :up: Especially the bow area is so cool with that winch and all the details around it.
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Talking about textures, I have a couple of questions for you. I am considering whether to blend ambient occlusion and diffuse map in one texture or to keep them separate and to create a second UV projection for diffuse mapping. This is a delicate step: add one new vertex to one of the 3D models (AO or diffuse), peform any operation that alters vertex/face order in the exported obj files, and the AO mapping will be scrabled. For your small ship models, did you adopt secondary UV channel and, if so, which steps did you follow? IIRC, you are a Blender user. I use this program mostly for special tasks (in the current model, the sail wind effect was done using Blender), but my main modelling/UV-mapping tool is Wings3D. I have read that, like 3ds Max, Blender is capable of handling multiple UV maps per object. That is indeed the safest way to deal with multiple UV maps, because you are sure that, untile you export them, all the projections apply exactly at the same object, not two copies of the same object. As far as you know, is Blender capable of importing two or more UV maps from two identical (except for UV coordinates) obj files? Is it possible to preview the blending of the two textures connected with each UV map directly in Blender? When you choose to export the model as an obj file, can you choose which one of the UV maps will be exported on file? |
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1) Model the ship and UV-map it for diffuse texture 2) Paint the diffuse texture 3) Merge objects I have into "final" objects that will be exported into game 4) Create second UV channel (yes, Blender does have the option) and make it UV-map for AO texture 5) Bake AO texture on this second uv-channel 6) Export objects into GR2 editor I never had any problem with vertex order this way. Quote:
Now, with import I honestly don't know. Only ship I had to import from game was Armed Trawler I was disarming, and I didn't even bother importing second uv map - I simply baked a new AO map for modified ship and exported it to replace the old. Quote:
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EDIT: Also regarding uv-mapping in Blender - I use 2.78, which doesn't have the option to see/edit uv map for multiple objects together, but there's an addon called Multiple UV Maps Editing which allows to do just that. In 2.80 from what I hear the option is already added. |
I explained LONG AGO how to trick TDW's tool to do a strict import.
Why strict? It avoids his routine that adds to the file size! Totally implemented that routine incorrectly! Given my troubles when logged in? I'll not explain it all again at this time. |
Thank you for your detailed answers kapuhy :salute:
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I find Blender's interface counterintuitive (or maybe I am just too used to Wings3D's friendliness), so I might get a little while for me to get used to it, but the advantages are definitely worth any little delay. https://docs.blender.org/manual/en/2...anagement.html Quote:
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Else, the shadows are a bit odd. Why aren't they symetrical relative to the Z axis ? Why are there more shadows on the vertical surfaces of the upper parts (sail, cabin, funnel, ventilators, lifeboat and base of the mast) than on the hull ? Why aren't they any dark shadows on the bottom of the hull ? |
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Yes, davit's arc could have been smoother. The same goes for vent's inner part and for many other small details, if you look at them from close enough. At some point one needs to put the word "end" to his projects, and this is the case with my puffer as long as the 3D modelling job is concerned. In future someone else might bring his own improvements to it, and I will be glad to accept them, but by then I hope I will be working on something else :yep: Quote:
1 - The screenshots I posted yesterday were taken in Wings3D. Wings is not a 3D rendering program, so don't expect too much from it. It supports the creation of scenes with various types of lights, but I never messed with them. The one source of light in my screeshots is a standard emispherical lighting which, I think, is aligned with the x axis. That's why one side of the boat looks more illuminated than the other. 2 - For the above reasons, my previews don't feature any dynamic shadow. If you compare the pictures at post #46 with the one at post #1 you will easily realize that, in the screenshots I posted more recently, the shadowing comes mostly from the ambient occlusion map. Considering that, it is logical for objects on the deck - whose exposure to diffuse light is occluded by bulwarks and superstructure - to be darker than hull. In game, this will be balanced by direct sunlight beams and by the dynamic shadows supported by the granny format. 3 - The program I used for AO-map baking is Autodesk Softimage Mod Tool 7.5. This is the free version of the program devs used for the same job in SHIV and SH5. The only manual touch ups I made to the procedural AO map, was subduing by 50% or removing the pre-rendered diffuse shadows cast by breakable model parts, otherwise those darker spots would look odd when the boat is damaged and the objects casting them are ripped away from the main model. |
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2) Can't you have any preview directly in Autodesk Softimage Mod Tool 7.5 ? Quote:
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5) Other than that, one quick question : what is the sail used for, as there is already a propeller ? I doubt that it's used for propulsion purpose. Maybe for lateral maneuvers ? :hmmm: |
sorry, duplicated post.....
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But also, I see that this sail has a fixed position and it can't be oriented (only a little by fixing the "flying" cable) to one side or the other, so not very useful to navigate... Edit : I couldn't find any picture of a Clyde puffer with a sail. It was then probably used only in extreme emergency situations... |
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1 - The AO map contains pre-rendered shadows; think of it as the soft shadows cast by diffuse light. 2 - Surface normals are another important factor which determines the luminosity of a surface; the more parallel a normal is to the direction of incident light, the lighter will be the relative surface. 3 - Normals are also affected by object smoothing; this is the hardness of the edges connecting the triangles that compose a curved surface. By default, edges are considered "soft". That means that the normal of each triangle is averaged with the normals of neighbouring triangles, giving the surface a smooth look with subtle changes of luminosity. Nonetheless, edges can be set to "hard", which means that there will be an abrupt change of luminosity between a triangle and the next ones, and that the edges between adjoining triangles will be well noticeable if their normals point to radically different directions. 4 - Finally we have dynamic shadows: the sharp shadows cast on top of an object when another object is blocking light rays for it. Off the four factors I summarized above, the effect of the last three is subject to quantity and direction of a directional light source (such as the sun), whereas the the first one is static and it is supposed to simulate ambient (i.e. diffuse) light. In my last previews, you can see the effect of the first three of them but, as I wrote yesterday, the illumination I set in Wings3D was actually a diffuse light coming from one side (like the sun light at dusk). In game, a variety of different illuminations will apply depending on time season, time of the day and weather. Quote:
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The plan that this model is based on also features a mainsail, but that was used very rarely (probably in case of emergencies as noted by kapuhy) and I decided not to include it in my model. |
Thank you for your very detailed, patient and clear explanations. I'm impressed, and happy to learn so many things ! :)
I still have a few comments : Quote:
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