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Re: Random WIP

Posted: 13 Jun 2011, 22:24
by FLOZi
Picasso, just needs some shading imo. Have you tried doing AO bakes at all?

Re: Random WIP

Posted: 14 Jun 2011, 08:49
by PicassoCT
Nope. All i got is ps and max.. and no texture baking in max, because that sucked when i tried it.

Re: Random WIP

Posted: 14 Jun 2011, 11:57
by Beherith
Try xNormal, its free and quite easy to use.
AO bakes work best if you have unique UV maps, with little uv space sharing.

Re: Random WIP

Posted: 14 Jun 2011, 11:59
by PicassoCT
Well im sharing heavily.. not so heavy as evo, but well, i try to get away with as little texture used as possible..

Re: Random WIP

Posted: 14 Jun 2011, 18:08
by Wombat
ao bake is almost completely useless for picasso, contrast is welcomed tho. MEHR FARBEN JAWOHL ?

Re: Random WIP

Posted: 14 Jun 2011, 18:20
by MidKnight
We really should have Cremuss' multi-texture idea. This problem wouldn't exist that way.

Re: Random WIP

Posted: 14 Jun 2011, 19:07
by Hoi
PicassoCT wrote:Well im sharing heavily.. not so heavy as evo, but well, i try to get away with as little texture used as possible..
If you bake AO while textures are shared you probably get artifacts.

Easy fix, go to the uv map and drag away all uv islands that are shared to a place outside of the uvmap, then generate AO and then put those uv islands back again.

Re: Random WIP

Posted: 14 Jun 2011, 20:39
by FLOZi
MidKnight wrote:We really should have Cremuss' multi-texture idea. This problem wouldn't exist that way.
It would be a big gain. I wonder if it's possible via CustomUnitShaders? Maybe if specular / reflective were recombined and blue became AO?

Re: Random WIP

Posted: 14 Jun 2011, 21:08
by KaiserJ
max does bakes pretty well, just need to set everything up properly (to avoid "tears" and weird artifacts)

but yeah those textures appear heavily atlased so without a custom shader, AO would be impossible

on the bright side, a heavily atlased texture like that is super easy to make normals for (which will probably address some of the visual issues peeps have) and since we already have support for normalmaps, it's a good solution.

also it might work out to
a) make cavitymap or normal map for flat diffuse texture
b) apply diffuse and specular and normals/cavity to a flat plane in max
c) bake

if your occlusive settings are correct, you should get nice preshading around greebles and other texture features while leaving out the "overall" shading (darker to the bottom of faces etc that is normally done with AO as well as edge highlights)

might work, might not, but at least it's possible with the current engine

Re: Random WIP

Posted: 14 Jun 2011, 22:41
by PicassoCT
Image

Tweaked it a bit

Re: Random WIP

Posted: 14 Jun 2011, 22:47
by Wombat
gazillion times better

Re: Random WIP

Posted: 14 Jun 2011, 23:18
by Hoi
Wombat wrote:gazillion times better

Re: Random WIP

Posted: 15 Jun 2011, 01:29
by PicassoCT
Image

golden gate is to bright?

Re: Random WIP

Posted: 15 Jun 2011, 01:41
by Wombat
where did that greenish color go :C

Re: Random WIP

Posted: 15 Jun 2011, 16:14
by knorke
haha you care about textures.
---
Image
building houses from the ground up is for noobs, bitches dont know about my zero gravity planet.

Image
that will be the start unit/commander i think.
building designs are hard to come up with, so i just made a big cube.

Re: Random WIP

Posted: 15 Jun 2011, 16:20
by PicassoCT
instant construction companies... trust them now,get important parts of house later...

Re: Random WIP

Posted: 15 Jun 2011, 16:27
by knorke
like when they forgett to install a door so you can only exit by reverse santa
Image

Re: Random WIP

Posted: 15 Jun 2011, 16:32
by PicassoCT
smoking

Re: Random WIP

Posted: 16 Jun 2011, 01:58
by Forboding Angel
Picasso, don't take screens on tabula. The lighting fucks up what your textures really look like.

Re: Random WIP

Posted: 16 Jun 2011, 09:14
by Beherith
Cool stuff, knorke!