Author Topic: SC Raguel WIP  (Read 27847 times)

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Offline Bryan See

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Betrayal, I've sent you back your Raguel. I've finished my part - fixing my model and adding details, including the engines, the terrifying front and the bottom fin, to name a few.

The Raguel is in the zip file, but there are two .blend files in the zip file. I suggest that you should take the fixed one, because it contains the latest revisions.
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Offline Nyctaeus

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Copy that. Let's finish this little bastard... Finally :D.

I used old arms, as the ones with your newest blend have corrupted UVs, and fixed missing polys myself. The rest is from yout last rev. Should be done soon.
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Offline Bryan See

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Yes. I'm looking forward to it. :D

BTW, did you use my latest revision? Or did you use an original one?
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Offline Nyctaeus

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Your latest, as I said. Only arms comes from original. Is it okay for you to release it, when I finish?

Here is some WiP :D
« Last Edit: January 15, 2016, 07:27:59 am by Betrayal »
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Offline Bryan See

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Very cool :D. It is okay for me, if you provide some heightmaps and optional assets for physically-based rendering, namely optional gloss, reflectance, albedo and possibly ambient occlusion maps (see also Physically-Based Rendering Guide for Freespace Open. If not, then release all original textures and blend file so that I could create PBR assets by myself. When you finish.

BTW heightmaps and PBR rendering provide a more realistically detailed look.

EDIT: What about destroyable subsystems, including targetable arms, the fins, and the engines? Will they be gone or separated upon subsystem destruction much like Rga_noris' Rakshasa and fightermedic's SFg Beelzeboul?
« Last Edit: January 15, 2016, 10:03:30 am by Bryan See »
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Offline Nyctaeus

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As far as I know, heightmaps are not supported by FSO engine. Even if PBR build support them, I have no idea how to make something more than painting lines and other stuff, mostly resembling the normalmap. I also have no idea how to make PBR maps, alrough I'd like to have them. I really love what PBR can do.

AO bake will be included in diffuse map, but I can provide you separate AO texture.

Finished version will use single 4096x4096 or 2048x2048 texture. As usual, public released version will come with diffuse, glow, normal and specular. I can provide you blend with baked texture.

In short: I don't make models shiny. I make them pretty and working well :P. It's up to you to make PBR maps for Raguel.
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Offline Bryan See

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Sure. What about heightmaps and "inversed" normal maps to make it a very detailed ship? Should I create them along with my PBR assets?

And what about destroyable subsystems that creates a hole in the ship much like Rga_noris' HTL SC Rakshasa, and separates arms much like the BSG's Cylon Basestar and fightermedic's SFg Beelzeboul upon destruction?
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Offline The E

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Destroyable subsystems are first and foremost a modelling issue. You will need to model destroyed versions of each subsystem.
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Offline Bryan See

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That will be me. I'll keep this in mind.
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Offline AdmiralRalwood

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As far as I know, heightmaps are not supported by FSO engine.
Height maps aren't supported by the default shaders; FSO itself will load and provide them to the shaders, but without shaders that do something with them, you obviously won't see any differences. Kobrar wrote some custom shaders a couple years ago that do something with height maps, but they probably won't work right with the current renderer (or PBR's renderer, which is based on it).
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Offline Bryan See

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As far as I know, heightmaps are not supported by FSO engine.
Height maps aren't supported by the default shaders; FSO itself will load and provide them to the shaders, but without shaders that do something with them, you obviously won't see any differences. Kobrar wrote some custom shaders a couple years ago that do something with height maps, but they probably won't work right with the current renderer (or PBR's renderer, which is based on it).
I tried loading with it, but with the new deferred/lighting code, it makes models immobile, the same thing I experienced when using JAD on a FS2_Open 3.7.3 nightly build.

I sent Betrayal a .blend model with destroyable subsystem (the fin) + debris. This is also a WIP, as I plan for more destroyable subsystems, much like the UEF capital ships and the Rga_Noris' Rakshasa.
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Offline Nyctaeus

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If you really need them, wait for me to finish mapping. Destroyable subsystems are mostly made from parts of finished, uved model.

And I can make them myself. Be patient.
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Offline Bryan See

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That's cool. I'll just have to wait for you to finish mapping, as destroyable subsystems are mostly made from parts of a completely uv-wrapped model. Anyway, I'd liked the textured version of the Raguel.
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

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Tools:
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Offline Bryan See

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Swifty has released his recent PBR build. It includes AO maps. I guess it's time to try out the AO map onto it and post the resultant image of the Raguel.
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

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Offline Bryan See

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I've done my glowpointing of the Raguel to make it better with deferred lighting from glowpoints. Especially from the engine.
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

Full Projects:
Shattered Stars

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FSO TC/Game template

I've been under attack by Tiger Parents like Jennifer Pan...

 

Offline Nyctaeus

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:bump:


Let's convert her :]

Edit:
« Last Edit: January 27, 2016, 04:44:20 pm by Betrayal »
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Offline Bryan See

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Wow. :D

BTW, what about changing the textures of the ship to match the green scheme of the GRW ships in "Shattered Stars", as the GRC Senaya?
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

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FSO TC/Game template

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Offline NeonShivan

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Wow. :D

BTW, what about changing the textures of the ship to match the green scheme of the GRW ships in "Shattered Stars", as the GRC Senaya?

A powerful tool used by the most elite artisans in the world is available to you. It's called, Photoshop. :)
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Or, alternatively, Gimp.

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Offline Nyctaeus

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Go ahead and recolor it. Do whatever you want with it when I'm done with my part. I care only about finishing this model and releasing it to the community.
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