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		01-05-2012, 07:17 PM 
(This post was last modified: 03-05-2012, 12:45 PM by Senni.)
	
	 
		Ok, deleted half the model and applied symmetry, worked like a charm   .
 
what files do I need for it to work in warband?
 
EDIT: nvm
 
managed to get it ingame   DD, doesn't look to bad, getting some weird shadows cast on it, and the edges seems to be low res :/ (pixelly and stuff).
 
Thanks guys    
Also sorry for hyjacking your thread ryu    
[img2]https://i.imgur.com/vV8Rp.jpg[/img2] 
Nothing is impossible, it's just a matter of determination and probability.
 2nd Knight forever!
 
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		04-05-2012, 02:29 PM 
(This post was last modified: 04-05-2012, 02:35 PM by Ryu.)
	
	 
		Kriegstofu: Thanks but i also like eastern katana's shape right now   .
  (01-05-2012, 07:17 PM)Senni link Wrote:  Ok, deleted half the model and applied symmetry, worked like a charm  . 
 what files do I need for it to work in warband?
 
 EDIT: nvm
 
 managed to get it ingame
  DD, doesn't look to bad, getting some weird shadows cast on it, and the edges seems to be low res :/ (pixelly and stuff). 
 Thanks guys
  
 Also sorry for hyjacking your thread ryu
  
 
 
[img2]https://i.imgur.com/vV8Rp.jpg[/img2]  
Sorry for late answer i was a bit busy. What you mentioned about some parts of your model isnt showing is probably related with normal directions of your mesh as i told before. Your vertexs(or faces)' normal directions must look outside of your model, not inside. If its looking inside you wont see those faces. You can try to invert their directions or fix them manually i guess if you get the same problem again   .
 
For static meshes .obj export is good. For textures you must use .dds format(dont forget to check "creating mipmaps" option). 
 
For "future" heads-up since i guess this is not the case here; pixelation can be because of normal map (if you have one and if its compressed). When converting your normal map into dds format, leave it uncompressed. It will use more memory but will look way smoother.
 
No problem Senni, actually i like talking about modelling here, feel free to ask more questions if you wish. And i like your model, it looks good, congrats   .
 
-PS. Added some new models.
	
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		04-05-2012, 03:17 PM 
(This post was last modified: 04-05-2012, 03:20 PM by Senni.)
	
	 
		Thanks, that inverse things been bugging me for ages, had to use the double faces thing (backfaces maybe?). 
:o uncompressed normal, I'll see what happens, thanks   .
 
PS: Love the new models, traps and bombs!
 
Also theres something I've always wondered, is the extra detail, like the swirls, in the texture? or mesh and texture?
	
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		Thanks. If i understand it right; general shape is in mesh while patterns on it in texture and normal map mostly.
	 
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		04-05-2012, 10:48 PM 
(This post was last modified: 05-05-2012, 01:49 PM by Senni.)
	
	 
		Ah, nice, how do you make the normal map to include things like that? 
I just take the specular and use gimps a filter from gimp to turn it into a normal map :o
 
EDIT:Made two more models since, and updated first a bit   , thought you might want to see   .
 
New funky texture 
[img2]https://i.imgur.com/gq7orh.png[/img2] 
Updated old 
[img2]https://i.imgur.com/mfm8q.png[/img2] 
Sword that jeremiah_the_12th designed   
[img2]https://i.imgur.com/kNcjXh.png[/img2] 
And tried doing a pike   
[img2]https://i.imgur.com/PG039h.png[/img2]
Nothing is impossible, it's just a matter of determination and probability.
 2nd Knight forever!
 
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		06-05-2012, 10:55 AM 
(This post was last modified: 19-05-2012, 07:19 PM by Ryu.)
	
	 
		Nice models and textures Senni   . 
 
You can make those by sculpting a highpoly mesh and bake normals from that into the lowpoly mesh which you're going to use in warband. Or maybe you can use a black and white symbol-pattern and create a normal map from that and merge this with your normal map. 
 
Also i suggest you to take screnshots of your model in warband since it looks better than openbrf(sometimes normal maps dont work). Also dont forget to make shader quality high ingame options.
	
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		Yh I tried to take screenies ingame, but forgot I wasn't using the steam version    (already closed it before I realised, didn't want to load it up again xD). 
Hmm, white black symbol pattern is tempting, I'll give it a go   .
	
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		Remodelled my original model, got all the way to openbrf, and this happened: 
[img2]https://i.imgur.com/YBt8H.png[/img2]
Not sure whats happened, or how to fix it, as soon as I turn on textures, it becomes 'stringy'   
Nothing is impossible, it's just a matter of determination and probability.
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		Its probably because of the normal map (or maybe not    ). Try to turn off "bump map" on the model to check that. That can happen if you are using uncompressed normal map as i mentioned before. Thats why i told you to take ss in-game since uncompressed normal maps works there   .
	
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		16-05-2012, 02:25 PM 
(This post was last modified: 17-05-2012, 10:27 PM by Senni.)
	
	 
		I managed to fix it, guess I forgot to update post   .
 
I was using compressed everything there, it was caused by a buggy export, for some reason if I don't export the material the model has in 3dsmax (plain grey), that happens when I try to apply one in openbrf :/.
 
Thanks anyway    
EDIT: Still getting those black lines at the texture seams   . I don't think I'm don't the spec or normal map properly :o.
 
Tried reducing the number of seams, but   .
 
EDIT2: pretty sure its the bump map, but when I leave it uncompressed, it doesn't do anything ingame. D:
	
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