Author Topic: The new and improved 3D model topic!  (Read 4650910 times)

WIP gun dump incoming:
-snoop-
bet u cant guess the last 2 lol!!!!

nobody answered so im guessing mp9 and then i can't distinguish last one so g3??

Because Blockland has a severe aversion to working textures. And I don't particularly want to deal with that.
Click on any of them to see the render full size.

Reminds me of blockbastion.

guys when you make cool weapons for blockland then bake a high quality ambient occlusion and use it as texture (yes you can texture dts models) pls

it will look 100 times better because you can then still see the shape of the model even when stupid shadows make it all one flat color

guys when you make cool weapons for blockland then bake a high quality ambient occlusion and use it as texture (yes you can texture dts models) pls

it will look 100 times better because you can then still see the shape of the model even when stupid shadows make it all one flat color
Holy stuff. Why didn't I think of this before. That is a loving genius idea! I'm going to try this right away.

Holy stuff. Why didn't I think of this before. That is a loving genius idea! I'm going to try this right away.
Be sure to use raytrace, set the samples in world>raytrace to above 40 to get rid of ugly noise (and to get blender use 100% cpu for at least 5 minutes) and if your uv map contains connected faces then bake the whole thing as a giant 8192x8192 texture which you then scale down in gimp (gets rid of aliased edges between connected faces) then the result will look ALOT better than a flat shaded model

No it doesn't. Textures work just fine.
the main issue is that anyone with even a slightly lowered texture setting will just see a garbled mess and it will look like poop

the main issue is that anyone with even a slightly lowered texture setting will just see a garbled mess and it will look like poop
But we don't give a stuff for little kids on their poor craptops

that's a great attitude to have
it is a good thing that actual game developers don't think that way

Be sure to use raytrace, set the samples in world>raytrace to above 40 to get rid of ugly noise (and to get blender use 100% cpu for at least 5 minutes)
Raytrace is generally for renders only as it's more accurate than approximate. Approximate is far better for baking AO as it is ten times (probably more) faster and not a single person is going  to give two forgets if your AO bake isn't literally pixel perfect in a real-time model. Nobody is going to stand around staring at the model doing calculations to see if the dark spots are mathematically perfect. You are only going to see and know the difference between approximate and raytraced AO in a realistic 3D render. I just baked a 512x512 AO texture of the TF2 flamer in about 7 seconds and probably used like 20% of my CPU.

and if your uv map contains connected faces then bake the whole thing as a giant 8192x8192 texture which you then scale down in gimp (gets rid of aliased edges between connected faces) then the result will look ALOT better than a flat shaded model
That is an enormous waste of time. If you really want AA then turn on AA in the bake or render it at 2x the final resolution and then scale it down. AA has a fairly small effect on AO bakes so it's not really necessary either.

the main issue is that anyone with even a slightly lowered texture setting will just see a garbled mess and it will look like poop
Not necessarily. AO is fairly scalable since it doesn't contain the same type of data as a diffuse map which most people think of when talking about texture resolution. Lowering the ambient occlusion texture resolution merely blurs hard edges which could actually be beneficial:

« Last Edit: June 19, 2013, 01:55:46 PM by Demian »

They look the exact same.



Oh sorry I forgot to get out my microscope to see that -_-

My first Blockland model, with some wacky rotation issues.



Damnit, blender.


edit:

Much better.
« Last Edit: June 19, 2013, 03:27:25 PM by ThinkInvisible »

Is there is something I'm missing? My textures always get stretched and distorted.
What you're missing is UV mapping skills. Learning to do it properly takes time. Even I'm not that good at it.



Alrighty then. Here's what baked ambient occlusion looks like in Blockland. The minor banding visible is caused by GIF compression. It looks fine in Blockland. Texture size was 512x512 but I'm quite sure it would look okay at 256x256 as well.
http://i.imgur.com/sRZ1wzd.gif
http://i.imgur.com/MSLMlAZ.gif
http://i.imgur.com/sPpuWFp.gif
http://i.imgur.com/tHdojAE.gif
http://i.imgur.com/oHYxYgw.gif

Although if you're using texture quality below high you're forgeted.


This ugly blurriness and discoloration is caused by Blockland scaling down the texture. I might be able to forget with mip mapping in the DTS exporter but it's unlikely I can fix this as Blockland does not support .DDS image format which would reduce this discoloration somewhat. Without AO and doing the textures like literally everyone else does causes no blurriness or discoloration whatsoever on the weapon when you lower the texture quality. There is 0 difference between minimum and best. This is because what the game is doing is mapping a single color 16x16 PNG onto the model. Scaling down an image that only has one color does not causes the one color to get blurry or discolored.

But if you want to use AO (the easy way) you have a single PNG texture for the entire model that contains the AO and all the colors on the model. (Lightmap packing for those in the know.) The usual method of coloring a model uses one PNG per color. Although the single AO texture is larger than the several color textures I doubt it is going to increase load times in any noticeable way. I'm also pretty sure you can't use colorshift if you do AO this way.

There is also a better way to do this that probably wouldn't cause any discoloration and only minor blurriness. I did the quick and dirty way because I was so excited. I'll look into the proper way of doing it tomorrow.

oh lordy lord minimum lol

nobody answered so im guessing mp9 and then i can't distinguish last one so g3??
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