TrGMTor02 [Working, Reviewing]
Moderators: Haplo, Lead Developers
TrGMTor02 [Working, Reviewing]
Tor pile 2, Another pile of stones
Reference Pics, choose 1:
[url=http://i5.photobucket.com/albums/y171/PoHaEiFor/3dModels/tor.jpg]Clickey[/url]
[url=http://i5.photobucket.com/albums/y171/PoHaEiFor/3dModels/bran11.jpg]Clicky2[/url]
[url=http://i5.photobucket.com/albums/y171/PoHaEiFor/3dModels/TORS_MT_SOMERS_500.jpg]Clickx3[/url]
~PoHa!
Reference Pics, choose 1:
[url=http://i5.photobucket.com/albums/y171/PoHaEiFor/3dModels/tor.jpg]Clickey[/url]
[url=http://i5.photobucket.com/albums/y171/PoHaEiFor/3dModels/bran11.jpg]Clicky2[/url]
[url=http://i5.photobucket.com/albums/y171/PoHaEiFor/3dModels/TORS_MT_SOMERS_500.jpg]Clickx3[/url]
~PoHa!
- The_Warder
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- The_Warder
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heres one for normal mapping and the one for the game.
[url=http://i7.photobucket.com/albums/y296/sealsareus/ROCKcomparison.jpg][img]http://i7.photobucket.com/albums/y296/sealsareus/th_ROCKcomparison.jpg[/img][/url]
the one on the right is only 187 triangle faces.the one on the left is 3203 quad faces.
[url=http://i7.photobucket.com/albums/y296/sealsareus/ROCKcomparison.jpg][img]http://i7.photobucket.com/albums/y296/sealsareus/th_ROCKcomparison.jpg[/img][/url]
the one on the right is only 187 triangle faces.the one on the left is 3203 quad faces.
Nice work, Warder.
The .nif will have to be in triangles, AFAIK, but 187 is well below OB's poly limit for this size of rock. 3203 quads (assuming that translates into 6406 triangles?) would be slightly high.
Keep it up.
The .nif will have to be in triangles, AFAIK, but 187 is well below OB's poly limit for this size of rock. 3203 quads (assuming that translates into 6406 triangles?) would be slightly high.
Keep it up.
Last edited by PoHa! on Fri Nov 10, 2006 5:17 pm, edited 1 time in total.
- The_Warder
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Well, based upon the looks of it, and the size I'm imagining it to be, and comparing that size with Beth's rocks' polycounts, I'd say that you can shoot for around 700 or 800, actually.
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
- The_Warder
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well then if its alright with everyone here is the final model comparison.then I can normal map it and get it textured and such so that we can get it in-game.
unless someone thinks it needs more work?
[url=http://i7.photobucket.com/albums/y296/sealsareus/ROCKcomparison-1.jpg][img]http://i7.photobucket.com/albums/y296/sealsareus/th_ROCKcomparison-1.jpg[/img][/url]
unless someone thinks it needs more work?
[url=http://i7.photobucket.com/albums/y296/sealsareus/ROCKcomparison-1.jpg][img]http://i7.photobucket.com/albums/y296/sealsareus/th_ROCKcomparison-1.jpg[/img][/url]
"quiet Professionals"= "walk softly but carries a big stick"
http://www.elysiun.com/forum/
suk it up you be ight!!
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suk it up you be ight!!
Hmm...
The layer of the tor that sticks out the most seems slightly too flat to me, and the bottom looks like they flare out, which could be annoying to exterior modders.
Those are the only suggestions I have.
The layer of the tor that sticks out the most seems slightly too flat to me, and the bottom looks like they flare out, which could be annoying to exterior modders.
Those are the only suggestions I have.
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
I will interject as Exterior Guy. Rocks and anything else that get's placed on the ground, needs an area that is supposed to be under the ground... almost like roots. These 'roots' should taper inward on themselves and be darker in color. This goes for rocks, trees, architucture, and other things that need to sit in the ground. So, to PoHa! and meshers, please keep this in mind when making and reviewing meshes like these.
(for references on what I am talking about, take a look at rocks Bethmade in the CS, these roots are important because the engine that places these objects needs room to move them up and down and rotate them based on the slope they are generated on)
(for references on what I am talking about, take a look at rocks Bethmade in the CS, these roots are important because the engine that places these objects needs room to move them up and down and rotate them based on the slope they are generated on)
"Noirgrim, (who is accused of working too hard) is the worst kind of modder this project can get." -Ender
- The_Warder
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alright that should not be too hard. I have decided to make all 3 of the reference pics.(if thats alright)
so here is what I have of one of the other pics: http://s7.photobucket.com/albums/y296/sealsareus/?action=view¤t=rock2comparison.jpg&refPage=&imgAnch=imgAnch1
by the way do you mean the ends should be extruded in?
and go down further?
EDIT:is this what you want? [url=http://i7.photobucket.com/albums/y296/sealsareus/ROCKcomparison-2.jpg][img]http://i7.photobucket.com/albums/y296/sealsareus/th_ROCKcomparison-2.jpg[/img][/url]
so here is what I have of one of the other pics: http://s7.photobucket.com/albums/y296/sealsareus/?action=view¤t=rock2comparison.jpg&refPage=&imgAnch=imgAnch1
by the way do you mean the ends should be extruded in?
and go down further?
EDIT:is this what you want? [url=http://i7.photobucket.com/albums/y296/sealsareus/ROCKcomparison-2.jpg][img]http://i7.photobucket.com/albums/y296/sealsareus/th_ROCKcomparison-2.jpg[/img][/url]
Last edited by The_Warder on Fri Nov 10, 2006 6:55 pm, edited 1 time in total.
Warder, I love you, man. Keep it up.
About the tapering in/extruding in/going in -ness of the meshes, yea, that should apply for all rocks, and I've come up with a crappy diagram cut-away to show you how it should be:
if they are like so:
then it limits the usage, because they have to be rotated/positioned to ensure that those flares aren't poking out of the ground and causing caspers.
About the tapering in/extruding in/going in -ness of the meshes, yea, that should apply for all rocks, and I've come up with a crappy diagram cut-away to show you how it should be:
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- The_Warder
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okay so can I move on to textures now? Normally I don't want to but for these I might. I need to setup the UV's then texture i, then make a normal map and then convert everything to .dds and nif. It would be nice to finish the first one today.
"quiet Professionals"= "walk softly but carries a big stick"
http://www.elysiun.com/forum/
suk it up you be ight!!
http://www.elysiun.com/forum/
suk it up you be ight!!
- The_Warder
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If this is finished, Warder man, please upload it as soon as you can. Especially if you have it UV unwrapped, which would be best for Noir to get the texture work going.
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
- The_Warder
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Great, good to hear from you again, Warder!
Also, you asked for textures a few posts up. This is a base that you can use.
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17829]Clickey[/url]
Also, you asked for textures a few posts up. This is a base that you can use.
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17829]Clickey[/url]
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
- The_Warder
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unfortunatly I am not gonna texture it, here is the.obj files of the high and low poly versions. I want to model again!
- Attachments
-
- rock_1 models.zip
- (96.96 KiB) Downloaded 253 times
"quiet Professionals"= "walk softly but carries a big stick"
http://www.elysiun.com/forum/
suk it up you be ight!!
http://www.elysiun.com/forum/
suk it up you be ight!!
- The_Warder
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here is a textured version of the second rock using the textures above and the .obj files for it too.
- Attachments
-
- rock 2_models .zip
- (222.98 KiB) Downloaded 215 times
"quiet Professionals"= "walk softly but carries a big stick"
http://www.elysiun.com/forum/
suk it up you be ight!!
http://www.elysiun.com/forum/
suk it up you be ight!!
My apologies to Warder for missing this post for so long. By the date it was posted, that's right around when I left for Christmas Break. Why you got no responses at all for your second Tor here eludes me, and is agitating.
For your second Tor, the large slab of rock underneath the pile will almost definately need to be removed. I will look at these soon, and see if I can't get a texture on the first one.
For your second Tor, the large slab of rock underneath the pile will almost definately need to be removed. I will look at these soon, and see if I can't get a texture on the first one.
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
- The_Warder
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Sweetness Warder!
Did you ever unwrap that first Tor? I liked it quite a bit too, actually.
One of the things I've noticed, is that many Oblivion rocks have the top layered with a texture, and then there's a texture around the sides that wraps unto itself seamlessly. It creates a not so pretty seam around the top, though its not stand out noticeable either. It might be something to try with that first one.
Did you ever unwrap that first Tor? I liked it quite a bit too, actually.
One of the things I've noticed, is that many Oblivion rocks have the top layered with a texture, and then there's a texture around the sides that wraps unto itself seamlessly. It creates a not so pretty seam around the top, though its not stand out noticeable either. It might be something to try with that first one.
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
- The_Warder
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here is an updated pic I had to remap and retexture because of some stupidity of mine. [img]http://i7.photobucket.com/albums/y296/sealsareus/rock2pre.jpg[/img]
I will set to work unwrapping the first one.
if you guys want something changed or added to the texture please tell me.on the left are two version of the high poly and on the right a 2 versions of the lowpoly
I will set to work unwrapping the first one.
if you guys want something changed or added to the texture please tell me.on the left are two version of the high poly and on the right a 2 versions of the lowpoly
"quiet Professionals"= "walk softly but carries a big stick"
http://www.elysiun.com/forum/
suk it up you be ight!!
http://www.elysiun.com/forum/
suk it up you be ight!!
Good to see these are getting the attention they needed again, and good to see you around me
Like I was saying on IRC, though, 10k is too high for a rock model, and 241 is cutting your model too low.
Then again, you were saying something about normal maps which I had never heard of/seen before, so I don't know what exactly you were saying, and it led to some miscommunication, I think. If those work, then that's great.
(Note for everyone else: the_warder was referring to a different type of normal maps, NOT the _n.dds kind, which, frankly, has thrown me for a loop of all kinds and colors)
Like I was saying on IRC, though, 10k is too high for a rock model, and 241 is cutting your model too low.
Then again, you were saying something about normal maps which I had never heard of/seen before, so I don't know what exactly you were saying, and it led to some miscommunication, I think. If those work, then that's great.
(Note for everyone else: the_warder was referring to a different type of normal maps, NOT the _n.dds kind, which, frankly, has thrown me for a loop of all kinds and colors)
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
Perhaps he was thinking of displacement maps/parallax maps which will actually morph geometry based on a texture map... unfortunately those are not possible in Oblivion unless somebody has coded a new shader for the engine. I've read that the jail cell of the intro sequence uses displacement maps on the bricks, but i'm not so sure. In any case we don't have access to that shader and unless somebody writes one into the engine, we never will. Normal maps can create the illusion of displacement, but its only good for detailing because as soon as you get close or see it from an angle everything appears flat .
- The_Warder
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here is some info on the normal maps I am talking about.
mostly object space and tangent space.
http://en.wikipedia.org/wiki/Normal_map
from what I understand you can use programs like
Microsoft's melody to do this.
basically you make a high poly model and A low poly one and merge them.
mostly object space and tangent space.
http://en.wikipedia.org/wiki/Normal_map
from what I understand you can use programs like
Microsoft's melody to do this.
basically you make a high poly model and A low poly one and merge them.
"quiet Professionals"= "walk softly but carries a big stick"
http://www.elysiun.com/forum/
suk it up you be ight!!
http://www.elysiun.com/forum/
suk it up you be ight!!
I know you're convinced otherwise, but from what I understand from the link you gave, its just exactly as I thought (ie, its an extra .dds file that is used to calculate what the model would look like when lit from differing angles). I didn't read anything on there about merging a high poly model and a low poly one.
Both Photoshop and the Gimp can create normal maps, and Oblivion/the CS looks for them to be as the same name as the color map, with a _n.dds 'extension' (for lack of a better term).
It is somewhat common to see on ESF that a mesher doesn't know why their model is appearing black in game (or worse, disappearing) and the answer to their problems seems commonly to be that they didn't have a normal map texture.
Both Photoshop and the Gimp can create normal maps, and Oblivion/the CS looks for them to be as the same name as the color map, with a _n.dds 'extension' (for lack of a better term).
It is somewhat common to see on ESF that a mesher doesn't know why their model is appearing black in game (or worse, disappearing) and the answer to their problems seems commonly to be that they didn't have a normal map texture.
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
There's no actual merging the two files. What happens is that a normal map is generated from an extraordinarily highpoly model... intricate details and everything. Then it applies that normal map to your lowpoly model, and the illusion is that you've got more detail on your low poly model, but no geometry is altered.
To make it work effectively, your low poly model still has to look decent. Even with a normal map generated from a high poly model, the low poly geometry will be clearly visible. The high poly model must also be extremely detailed to the point where it might not be worth it. You might be best off adding more detail to your current low poly model so that it looks like a rock, and create a normal map from the color map as you would regularly.
To make it work effectively, your low poly model still has to look decent. Even with a normal map generated from a high poly model, the low poly geometry will be clearly visible. The high poly model must also be extremely detailed to the point where it might not be worth it. You might be best off adding more detail to your current low poly model so that it looks like a rock, and create a normal map from the color map as you would regularly.
- The_Warder
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They are looking good warder.
I would just suggest, now i don't know how but that you maybe tried to reduce the "blockyness" of the rocks. You could do this by adding ledges and plateaus to the rocks already present(you can see what i am referring to on the reference picture, on the rock to the farthest right). And maybe having some parts jutting out as well.
I would just suggest, now i don't know how but that you maybe tried to reduce the "blockyness" of the rocks. You could do this by adding ledges and plateaus to the rocks already present(you can see what i am referring to on the reference picture, on the rock to the farthest right). And maybe having some parts jutting out as well.
- The_Warder
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Upload them, if you feel its good; if you wish to continue to work on them, I won't stop you.
Little plateaus and ledges etc. on the rocks would give them more character, to be certain, but they already look pretty good to me, so I'll leave that up to you, warder.
Little plateaus and ledges etc. on the rocks would give them more character, to be certain, but they already look pretty good to me, so I'll leave that up to you, warder.
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
- The_Warder
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here is the model for rock 2 and the textures for it which can be applied to each other in nifscope.
It's all set up. I am gonna touch up the first one some more and then I will upload that.
by the way the textures are the base ones someone on here made and there are 2 variations.
It's all set up. I am gonna touch up the first one some more and then I will upload that.
by the way the textures are the base ones someone on here made and there are 2 variations.
- Attachments
-
- rocks 2.zip
- (1.13 MiB) Downloaded 219 times
"quiet Professionals"= "walk softly but carries a big stick"
http://www.elysiun.com/forum/
suk it up you be ight!!
http://www.elysiun.com/forum/
suk it up you be ight!!