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Post by Rancor022 on Dec 17, 2020 22:28:51 GMT
I'll be getting to the outfits soon, once I'm finished with the base vehicles. I'm putting the heads on hold for now because I don't have any SMD head fixes for the new DLC heads yet.
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Post by BadHorse on Dec 18, 2020 4:34:14 GMT
All of the hull damage has been purged, and all of the turrets/missile-launchers have been added according to their in-game blueprint transforms. A few days of texture work and she should be ready to share.
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Post by Der Blaue Klaus on Dec 18, 2020 12:04:02 GMT
OK, forgot about this ... Jan 10th ... I need new glasses ...
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Post by GhostlyPixel on Dec 18, 2020 18:36:59 GMT
Not a big deal, but the icons are already in the game assets. Any chance that you could share the ship selection icons? I tried taking some 1080 and 4K in-game screenshots, but the small lines are way too thin to make out and end up fuzzing together.
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Post by Warhammer_81 on Dec 18, 2020 19:08:45 GMT
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Post by gerdzerlkinerfdamahn on Dec 18, 2020 22:08:24 GMT
All of the hull damage has been purged, and all of the turrets/missile-launchers have been added according to their in-game blueprint transforms. A few days of texture work and she should be ready to share. Are you going to do the Star Destroyer after this, out of curiosity?
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Post by BadHorse on Dec 19, 2020 2:05:10 GMT
All of the hull damage has been purged, and all of the turrets/missile-launchers have been added according to their in-game blueprint transforms. A few days of texture work and she should be ready to share. Are you going to do the Star Destroyer after this, out of curiosity? Probably eventually, but it's not at the top of my priority list. It's a lot of work for a model that's very similar (albeit not identical) to the SWBF/SWBF2 models.
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Post by BadHorse on Dec 19, 2020 6:07:16 GMT
Texturing worked out pretty well. I should have her packaged up and shared in another day or two.
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Post by BadHorse on Dec 20, 2020 1:33:42 GMT
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Post by rscott on Dec 20, 2020 12:50:58 GMT
ackkk! Mc75 at 1.35 gig!!
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Post by BadHorse on Dec 20, 2020 13:54:34 GMT
ackkk! Mc75 at 1.35 gig!! That's almost all due to the parsed 4k textures. The mesh sizes are actually pretty reasonable.
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Post by cosmicdreams on Dec 20, 2020 16:32:10 GMT
Been looking into the Squadrons materials myself. Thankfully characters are quite similar to battlefront so i didn't have to modify my blender node-groups too much. I wasn't able to fully figure out things like capital ships. they seem to blend a "baked" base colour with a tiled texture sometimes It never turned out right when i set it up, at least on the Star Destroyer. and i couldn't figure out the metal parts. There doesn't seem to be any maps for it that i could see. The one thing i didn't get with the squadrons characters was the new detail map option for affecting the base colour. I also don't have individual strength options for smoothness and normal intensity, thhough i don't have that for battlefront either. I didn't quite get eyes either. They use parallax stuff i think. Eye overlay i tried setting up but didn't quite get either... edit: i should ask, did any of you figure out hair? because i looked into it with a friend and we found that hair meshes have a second uv channel for colour. hair cards just use the cap texture for colour. I think in some cases it's mixed with a melanin value(perhaps for reflections or transmission?) ANOTHER edit: Figured i'd show the Star Destroyer i set up a bit.
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k1183
New Member Lvl 2
Posts: 11
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Post by k1183 on Dec 21, 2020 1:31:34 GMT
cosmicdreams ,I wanted to help but you're using a node group and I have no idea what's inside of it. I'll try to share some general tips but you probably already know them anyway.
The lighting on Hera looks great btw!
When I texture my models I do everything by hand. What I figured out and what others have told me is that the CS maps are for color and specular, the spacular information is stored in the alpha channel. You have to create a duplicate of the image node and set it to non-color. For the NOM maps there are a normal and a metalness map stored together. You'll have to connect the image to a 'separate RGB' node, the Z value is the metalness and you can connect it directly to the metalness socket in the Principled BSDF node, you can then use a 'combine RGB' node and combine both the X and Y, while setting the Z to 1 and that will be your normal map. (remember to set the NOM to non-color). If the texture has a LOD suffix (Level Of Detail), it means it's supposed to work with a lower poly-count LOD mesh and therefore will be incompatible with the regular model. If you want to control the intensity of a normal map, you can do so directly in the normal node, click on your group node and press tab to enter and exit out of it, inside you should see a Normal Map node. For the smoothness/roughness map, you can do so in a variety of ways, I personally like to connect the image to a brightness / contrast node and use those factors to control the intensity. For the roguhness, the darker the grey, the shinier/smoother the object is. The smoothness map is the exact opposite as a roughness map, however the Principled BSDF only accepts a roughness input so if you have a smoothness/glossiness texture you'll have to use an invert node on it. There are other ways to control the strength of your maps, like using a color ramp or RGB curves, I prefer the brightness/contrast one because you can increase the value in increments more easily. You can use a AO map in cycles too, you just have to use the base color in a mix RGB node, set it to multiply, the lower socket should be the AO and then you can play with the factor, 0 being none and 1 being maximum. And this way you can control your fake shows. As an extra, most game characters have an overlay model in front of the eye, that's to get that nice shine for the eyes, IMO, you don't need that while using the Principled BSDF shader, it has a value called clearcoat, it gives extra reflections (like a shiny car for example) and it works great for eyes. I use that because it saves me from having to rig another mesh and speeds up rendering thanks to not having an extra transmission/glass material in the scene. For the hair, I didn't test any of the SWS models yet, I wanted to check out Vonreg and I'll post again if I find anything interesting. I'm unfamiliar melanin values, usually the hair models have an alpha/normal/specular maps and you can control the hair color directly in the RGB input. I'd love to know if there's a way to control the hair color in a different way, like controlling the light color with it's blackbody value. Also, I do not know that the AOSLM map is, I've never seen one before and they sound amazing.
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Post by cosmicdreams on Dec 21, 2020 3:03:29 GMT
AOSLM is a channel packed texture. R = AO G = Slice(detail map masks) B = Metalness For CS i just use the textures as is. I can set things to channel packed in blender which makes it treat base colour separately from alpha. The goal of my groups is to as accurately recreate the shaders from the game as possible. Here is inside the main SWS Character group. I treat everything besides the normal map X Y as SRGB as it seems to be more accurate, though ive not confirmed yet. I'm also using some extra things or smoothness to more accurately represent Frostbite's conversion from roughness.(as per Galaxyman2015) This is inside the normal completer group. It computes normal Z based off the X and Y input since Z is not stored in the textures usually. Ignore the invert, i was messing around. First layer of the detail map stuff. It's really just a bunch of mix nodes all sorted up. The gamma there is to correct the CS alpha from non colour to SRGB. I know pretty much all the texture types from both battlefront and squadrons at this point(with a few exceptions where i only know them partially such as squadrons eyes NH and NLI) I considered writing a doc detailing a lot of the types i know of but i'm not sure how much demand there is for such a thing. Edit: Forgot to share what groups i have exactly. These are the battlefront 2 ones... Basic, Droid, Emissive, Eyes, Hair, Markings, Markings 02, RSSSAO/RSSSS, Simple For Squadrons i have... Character, Skin, Hair, Capital Ship
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ag
New Member Lvl 1
Posts: 5
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Post by ag on Dec 21, 2020 3:36:42 GMT
AOSLM is a channel packed texture. R = AO G = Slice(detail map masks) B = Metalness For CS i just use the textures as is. I can set things to channel packed in blender which makes it treat base colour separately from alpha. The goal of my groups is to as accurately recreate the shaders from the game as possible. View AttachmentHere is inside the main SWS Character group. I treat everything besides the normal map X Y as SRGB as it seems to be more accurate, though ive not confirmed yet. I'm also using some extra things or smoothness to more accurately represent Frostbite's conversion from roughness.(as per Galaxyman2015) View AttachmentThis is inside the normal completer group. It computes normal Z based off the X and Y input since Z is not stored in the textures usually. Ignore the invert, i was messing around. View AttachmentFirst layer of the detail map stuff. It's really just a bunch of mix nodes all sorted up. The gamma there is to correct the CS alpha from non colour to SRGB. I know pretty much all the texture types from both battlefront and squadrons at this point(with a few exceptions where i only know them partially such as squadrons eyes NH and NLI) I considered writing a doc detailing a lot of the types i know of but i'm not sure how much demand there is for such a thing. Edit: Forgot to share what groups i have exactly. These are the battlefront 2 ones... Basic, Droid, Emissive, Eyes, Hair, Markings, Markings 02, RSSSAO/RSSSS, Simple For Squadrons i have... Character, Skin, Hair, Capital Ship I am really interested in a tutorial/documentation on these blender node setups!
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Post by BadHorse on Dec 21, 2020 6:22:05 GMT
I have extricated the battle damage and assembled the turrets onto the frigate. Unless something goes wrong, I should have this one packaged up and shared by tomorrow.
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Post by rscott on Dec 21, 2020 14:08:21 GMT
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k1183
New Member Lvl 2
Posts: 11
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Post by k1183 on Dec 21, 2020 16:02:00 GMT
rscott, thanks for the heads up!
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Post by andym on Dec 21, 2020 18:33:13 GMT
Hi BadHorse, thank you the packages. Currently converting the MC75, can you confirm if there any parts missing, thanks again.
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Post by BadHorse on Dec 21, 2020 20:03:38 GMT
Hi BadHorse, thank you the packages. Currently converting the MC75, can you confirm if there any parts missing, thanks again. It's hard for me to confirm with 100% certainty that no parts are missing, but at least in the area you have highlighted, that's exactly how it appears in the game assets. It's not uncommon for there to be notches in the nodules on the hull of an MC cruiser, but typically those notches are filled with greeblies. If there is an omission in this case, it would appears to be from the developers. From the earlier discussion regarding the B-Wing normal textures, it's clear that more than a few hiccups made it past their QC.
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Post by andym on Dec 21, 2020 20:45:55 GMT
Hi BadHorse, thank you the packages. Currently converting the MC75, can you confirm if there any parts missing, thanks again. It's hard for me to confirm with 100% certainty that no parts are missing, but at least in the area you have highlighted, that's exactly how it appears in the game assets. It's not uncommon for there to be notches in the nodules on the hull of an MC cruiser, but typically those notches are filled with greeblies. If there is an omission in this case, it would appears to be from the developers. From the earlier discussion regarding the B-Wing normal textures, it's clear that more than a few hiccups made it past their QC. Ah, Okay, thanks. Looks like I'll have to do a few small modifications to fix it.
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Post by BadHorse on Dec 22, 2020 0:55:19 GMT
I have extricated the battle damage and assembled the turrets onto the frigate. Unless something goes wrong, I should have this one packaged up and shared by tomorrow. Here it is: FNB_Package.rar
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Post by BadHorse on Dec 23, 2020 2:52:52 GMT
At the risk of being a tease, I went ahead and extricated all of the battle damage and assembled the ISD including all of the laser/ion/missile turrets. Now here's the tease part; I'm leaving town so I won't even be able to get to started on the monumental task of extracting/parsing/re-baking the textures for at least 4 days (hence the toon shader). Sorry, sometimes a guy's gotta take a break.
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Post by johnfleetadmiral01 on Dec 23, 2020 4:13:56 GMT
What's the file size of that Star Destroyer? I'm asking because if I use it would I be at risk of harming my computer if I used it in a scene of a large scale fleet battle in which I had than 3 of it in the foreground?
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Post by BadHorse on Dec 23, 2020 5:01:55 GMT
What's the file size of that Star Destroyer? I'm asking because if I use it would I be at risk of harming my computer if I used it in a scene of a large scale fleet battle in which I had than 3 of it in the foreground? The FBX is ~35MB and the mesh contains >800k triangles.
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Post by johnfleetadmiral01 on Dec 23, 2020 5:08:30 GMT
That may be okay. For me. As long as it's below 50MB my PC can handle it.
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Post by BadHorse on Dec 23, 2020 6:36:02 GMT
That may be okay. For me. As long as it's below 50MB my PC can handle it. 35MB is just the mesh. The textures are going to be massive.
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Post by BadHorse on Dec 23, 2020 17:22:29 GMT
I was creating a ship size comparison chart, so I went ahead and removed the battle damage and assembled the turrets also to the Quasar, Light Cruiser, Raider, CR90, and Gozanti Cruiser. Lots of texture work yet to be done, but a hint at some of what's in the queue.
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Post by gerdzerlkinerfdamahn on Dec 23, 2020 19:18:53 GMT
BadHorse, do you think you could send me that assembled ISD model? I don't need the textures, I just want to use the model is all.
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equus
New Member Lvl 3
Posts: 29
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Post by equus on Dec 28, 2020 11:50:12 GMT
Any chance someone could upload the new holiday flare (wampa and life day orb)? Thanks.
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