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Post by BadHorse on Dec 12, 2020 4:51:15 GMT
Did you notice that the normal texture on the body of the B-Wing is messed up? Most (but not all) of the seam lines on the left side of the ship body are inverted.
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Post by gerdzerlkinerfdamahn on Dec 12, 2020 14:56:06 GMT
Would anyone happen to have to have a fully complete and assembled Star Destroyer with all of the ion cannons, missile launchers, turrets, etc., placed where they're supposed to go? The one that's currently available is incomplete, and I don't know the exact coordinates of where the missing pieces would go.
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Post by Rancor022 on Dec 12, 2020 16:20:33 GMT
Did you notice that the normal texture on the body of the B-Wing is messed up? Most (but not all) of the seam lines on the left side of the ship body are inverted. Interesting! I have not gotten around to looking too closely at the textures yet, I was planning on rendering them some time today, good thing you told me. 😆 I'll have to fix that and reupload it when I get the chance.
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Post by BadHorse on Dec 12, 2020 16:36:32 GMT
Did you notice that the normal texture on the body of the B-Wing is messed up? Most (but not all) of the seam lines on the left side of the ship body are inverted. Interesting! I have not gotten around to looking too closely at the textures yet, I was planning on rendering them some time today, good thing you told me. 😆 I'll have to fix that and reupload it when I get the chance. I'm not so sure that it's a simple fix. It looks like in some areas it's the green channel that's flipped, and in others it's the red channel, and it's mostly only the seam lines. The rivets look correct(ish). I tried creating a slice mask so that I could invert the normal texture locally, and that's when I noticed the inconsistencies. I think it's going to take isolating the bad parts, mirroring them, and then re-baking onto them using the good side.
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Post by Rancor022 on Dec 12, 2020 16:53:56 GMT
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Post by gerdzerlkinerfdamahn on Dec 12, 2020 20:57:38 GMT
BadHorse, Rancor022, sorry to bother y'all, but do either of you have a fully complete and assembled Star Destroyer with all of the ion cannons, missile launchers, turrets, etc.?
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Post by BadHorse on Dec 12, 2020 22:30:53 GMT
BadHorse , Rancor022 , sorry to bother y'all, but do either of you have a fully complete and assembled Star Destroyer with all of the ion cannons, missile launchers, turrets, etc.? I don't. Because the current extraction tool doesn't export composite meshes (included turrets, missile launchers, deflectors, tractors, etc.) correctly with intact skins and bones, it doesn't really make sense to go through the effort to assemble everything. Same goes for the MC-75.
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Post by corraashu on Dec 13, 2020 1:53:47 GMT
BadHorse , Rancor022 , sorry to bother y'all, but do either of you have a fully complete and assembled Star Destroyer with all of the ion cannons, missile launchers, turrets, etc.? I don't. Because the current extraction tool doesn't export composite meshes (included turrets, missile launchers, deflectors, tractors, etc.) correctly with intact skins and bones, it doesn't really make sense to go through the effort to assemble everything. Same goes for the MC-75. Wait are you sure? i just opened one of them in the tool,extracted it and opened it in 3ds max just fine.
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Post by BadHorse on Dec 13, 2020 3:52:43 GMT
I don't. Because the current extraction tool doesn't export composite meshes (included turrets, missile launchers, deflectors, tractors, etc.) correctly with intact skins and bones, it doesn't really make sense to go through the effort to assemble everything. Same goes for the MC-75. Wait are you sure? i just opened one of them in the tool,extracted it and opened it in 3ds max just fine. That's been my experience so far. Prior to extract they look like this ... But as extracted and imported into 3ds Max 2021, they look like this. Notice that there are no bones in the scene tree and no skin in the modifier list. As far as I can tell, it's not a 3ds Max issue, as I'm seeing the same result when I import into UltimateUnwrap3D.
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Post by rscott on Dec 13, 2020 15:27:28 GMT
Interesting! I have not gotten around to looking too closely at the textures yet, I was planning on rendering them some time today, good thing you told me. 😆 I'll have to fix that and reupload it when I get the chance. I'm not so sure that it's a simple fix. It looks like in some areas it's the green channel that's flipped, and in others it's the red channel, and it's mostly only the seam lines. The rivets look correct(ish). I tried creating a slice mask so that I could invert the normal texture locally, and that's when I noticed the inconsistencies. I think it's going to take isolating the bad parts, mirroring them, and then re-baking onto them using the good side. Hmmm I'm not seeing anything? All seams are lined up and rivets ( so-so) but as far as channels Flipped I just don't see anything wrong... Are you using Tangent-Based Normal? That is what I used...
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Post by Ducktrooper on Dec 13, 2020 18:23:03 GMT
Wait are you sure? i just opened one of them in the tool,extracted it and opened it in 3ds max just fine. That's been my experience so far. Prior to extract they look like this ... But as extracted and imported into 3ds Max 2021, they look like this. Notice that there are no bones in the scene tree and no skin in the modifier list. As far as I can tell, it's not a 3ds Max issue, as I'm seeing the same result when I import into UltimateUnwrap3D. I can Confirm what you are saying. There is an Option missing in the Extractiontool to add an default Skeleton for easy extraction of the Parts. Not like Frosty Tool for Starwars Battlefront 2 has one. Same with the destruction Parts of the MC 75. Anyway. I have posted all cleaned up Turrets on Page 6/7. SWS Turrets
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Post by BadHorse on Dec 14, 2020 0:13:36 GMT
I'm not so sure that it's a simple fix. It looks like in some areas it's the green channel that's flipped, and in others it's the red channel, and it's mostly only the seam lines. The rivets look correct(ish). I tried creating a slice mask so that I could invert the normal texture locally, and that's when I noticed the inconsistencies. I think it's going to take isolating the bad parts, mirroring them, and then re-baking onto them using the good side. Hmmm I'm not seeing anything? All seams are lined up and rivets ( so-so) but as far as channels Flipped I just don't see anything wrong... Are you using Tangent-Based Normal? That is what I used... View AttachmentYes, I am using tangent space normals. Try using a single or point light source, and then compare the seam lines on the left and right sides of the body. The seams bump in on the right side (correct), and bump out on the left side (incorrect). The red and green channels are switched on the seams in the neck area.
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Post by taushistation on Dec 14, 2020 6:56:45 GMT
sorry to bother, but has anyone got the uwing with the interior yet, id do it myself but i dont own the game.
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Post by Rancor022 on Dec 14, 2020 17:25:20 GMT
sorry to bother, but has anyone got the uwing with the interior yet, id do it myself but i dont own the game. It should be in Corra's archive.
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Post by rscott on Dec 14, 2020 18:17:33 GMT
Hmmm I'm not seeing anything? All seams are lined up and rivets ( so-so) but as far as channels Flipped I just don't see anything wrong... Are you using Tangent-Based Normal? That is what I used... View AttachmentYes, I am using tangent space normals. Try using a single or point light source, and then compare the seam lines on the left and right sides of the body. The seams bump in on the right side (correct), and bump out on the left side (incorrect). The red and green channels are switched on the seams in the neck area. OK...I can see what your seeing...But I don't know why or how you figured that only parts of the Normal are reversed...But if you do a split screen and compare both sides it will constantly change back and forth from the Optical illusion...even on the part you are talking about it will change from the front to back if you rotate the image and it reverses the in/out effect...and since you are only looking at one or the other the illusion is more pronounced... Increasing the Normal Factor it will make the normal better and both will be the same...but look away and they will reverse
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Post by Rancor022 on Dec 14, 2020 19:14:20 GMT
Yes, I am using tangent space normals. Try using a single or point light source, and then compare the seam lines on the left and right sides of the body. The seams bump in on the right side (correct), and bump out on the left side (incorrect). The red and green channels are switched on the seams in the neck area. OK...I can see what your seeing...But I don't know why or how you figured that only parts of the Normal are reversed...But if you do a split screen and compare both sides it will constantly change back and forth from the Optical illusion...even on the part you are talking about it will change from the front to back if you rotate the image and it reverses the in/out effect...and since you are only looking at one or the other the illusion is more pronounced... Increasing the Normal Factor it will make the normal better and both will be the same...but look away and they will reverse If you open a normal map texture in Photoshop and isolate each of the channels separately it is immediately obvious if one of them is reversed, at least that's the process I typically use. From there you can simply isolate those areas and invert them.
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Post by rscott on Dec 14, 2020 23:54:05 GMT
OK...I can see what your seeing...But I don't know why or how you figured that only parts of the Normal are reversed...But if you do a split screen and compare both sides it will constantly change back and forth from the Optical illusion...even on the part you are talking about it will change from the front to back if you rotate the image and it reverses the in/out effect...and since you are only looking at one or the other the illusion is more pronounced... Increasing the Normal Factor it will make the normal better and both will be the same...but look away and they will reverse If you open a normal map texture in Photoshop and isolate each of the channels separately it is immediately obvious if one of them is reversed, at least that's the process I typically use. From there you can simply isolate those areas and invert them. Thanks Man!!… I did that and just didn't see it...Too Long looking at the Illusion part of it...I see it also??? switches from back to front...On the Model, not the normal...Must have been something to do with mirror modifier... Also...if you look closely at the body mesh...there are some holes where there shouldn't be and just about 8000 duplicated vertices with low res LODs deleted...Makes me think this was a WIP and someone got told to send it anyway...
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Post by Der Blaue Klaus on Dec 15, 2020 9:35:28 GMT
Hello there,
is there a B-Wing Cockpit?
Thank you!
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Post by Warhammer_81 on Dec 15, 2020 10:49:38 GMT
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Post by Der Blaue Klaus on Dec 15, 2020 11:12:04 GMT
sorry ... I should read more carefully
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Post by swuspeedy on Dec 15, 2020 13:46:19 GMT
For the three people who use Daz here, I rigged up the B-Wing model: B-Wing
I changed the textures to .png for size, but of course you can use whatever you want. The engine thrusters and headlights on the front have been separated into different surfaces so you can set their emission profiles, and there are pose controls (under parameters) for landing configuration, wing swivel, landing gear extension, and cockpit rotation.
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Post by rscott on Dec 15, 2020 14:20:40 GMT
Rancor022, BadHorse, Ok...This should work for anyone but here is the process in Blender to fix the reversed Normals from the Green Channel of the neck area below the cockpit section... Select the faces on the side that is reversed...Recalculate Normals to INSIDE...DONE!
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Post by Rancor022 on Dec 15, 2020 17:19:09 GMT
Rancor022, BadHorse, Ok...This should work for anyone but here is the process in Blender to fix the reversed Normals from the Green Channel of the neck area below the cockpit section... Select the faces on the side that is reversed...Recalculate Normals to INSIDE...DONE! Unfortunately that won't work completely because now the rivets are protruding. Only the seams need to be inverted.
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Post by Rancor022 on Dec 15, 2020 17:20:14 GMT
Unless someone else wants to get to those first; I'm working on a lot of other models right now so it'll probably be quite a while before I get to the skins, etc.
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Post by GhostlyPixel on Dec 16, 2020 18:39:08 GMT
New to this forum, I went though this thread and was unable to find anyone else having this issue, I apologize if it has been solved elsewhere. I have been playing around with Rancor022's TIE Defender model and am having trouble with the textures for the body, it seems like the textures do not match the UV map at all. I have been working in Maya, and also tried throwing it into Unity just to see if Maya's FBX import was the issue and saw it there too. The textures for the wing panels and the glass seem to work perfectly. I also see the same problem with the banger mesh and mesh fbx files (what is the difference between the two?). View of the entire model
Closer view of part of the bodyUV map for the body meshAll of these images just have the C texture applied, but the issue exists will all of the textures. Any ideas? I do not have this issue with the other TIE models. Thanks! Edit: I also see it in Blender, figured I'd give it a shot since that seems to be what most of you use.
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Post by andym on Dec 16, 2020 19:02:55 GMT
You need to map it to UVChannel1, not UVChannel0
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Post by GhostlyPixel on Dec 16, 2020 19:41:26 GMT
You need to map it to UVChannel1, not UVChannel0 Perfect, thanks!
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Post by luigisb on Dec 17, 2020 4:43:38 GMT
Hey Rancor022, BadHorse, is there anyway you can get the new B-wing helmet from the new update?
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Post by Der Blaue Klaus on Dec 17, 2020 17:02:33 GMT
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Post by swooton on Dec 17, 2020 19:23:43 GMT
Hey Rancor022, BadHorse, is there anyway you can get the new B-wing helmet from the new update? I second this and any other content from the new update would be appreciated.
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