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About Eturnip

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  1. Eturnip


    http://www.bfpirates.com/phpBB2/viewtopic.php?t=103 I've been getting pretty good results out of Zbrush for organic modelling. I was just describing zbrush the other day and I figured that it re-invents the wheel in pretty much the worst possible ways, but until mudbox and silo2 come out it is also our only real option. It works well, but due to that whole re-inventing the wheel thing, what pixologic thinks is intuitive and fast modelling is actually a huge technical pain in the ass. Bouncing back and forth between programs to tidy up low poly models and unwrap uvs will be an absolute requirement if you work with Zbrush. So there you go ... it is both the best and worst program available for organic modelling. But I still like using it
  2. Eturnip

    texture edges prob

    this problem (lens distortion) affects pretty much every camera... there is no real solution to it on the camera end. Fixing the problem in photoshop is what 99% of people do, using either the lens distortion filters or by manually distorting the image to match a grid. Since lens distortion isn't the only problem with using photo textures (colour variations, lighting irregularities, shadows) there is usually a lot of processing in photoshop that you will have to do to get your textures to look right. There is a plugin for photoshop that takes out a lot of the drugery of creating perfect tiles though http://www.redfieldplugins.com/filterSeaml...essWorkshop.htm If you do a search for seamless tiling tutorials you should find dozens here is one I dug up http://www.pixelpoke.com/Tutorial%20One/Se...20tutorial.html I usually use a combonation of that plugin and some of the techniques in tutorials to create textures.
  3. Just to toss this into the ring, Normal maps and smoothing groups don't really play well together. The main reason for this is that they are really doing similar things. Smoothing groups alter the surface normals of an area of the model to give the illusion of smoothness. Normal maps do the same thing, only they do it on a per-pixel basis rather than a per-poly basis. Normal mapping has made smoothing groups redundant for final rendering, of course they are still useful if you like to segment your model without separating the geometry or uv's. So long story short, if you use a normal map set your whole model to smooth and you will have no troubles. Hope this helps anyone getting odd results when applying your maps.
  4. I've been thinking about it and since the hands are considered a seperate mesh in the same bundle, the kit should work in a similar way. Same goes for the multiple kits on the one 2048 x 2048 sheet. This could be a really elegant solution to a couple of my teams design issues. I'll have to check with our coders about running the debug on it, since I just makes wit da pit'chers. Thanks
  5. I have a custom soldier model and I am in the process of adding kits. What I would like to know is, would moving some of the kits texture coordinates on to the characters main texture sheet cause the engine to load up the character sheet twice (since there would be two sets of geometry calling it) or would it only be in put into memory once. Before anyone asks why I would want to do that, lets just say that I do and go from there.
  6. techartlead : thanks for the update. I suppose that you could asure the engineers that maya has a pretty good track record for being friendly to that type of thing (recompiling plugins), but that will probably just get you chased out of the room or hit with sticks. My girlfriend is an engineer. They do that. a2k : I've been primarily concerning myself with character models so I only looked at the statics very briefly. I look forward to seeing what you find out about that though.
  7. I figured that attempting to be helpfull might draw some flak... and I was right. As far as 6.5 - 7.0 plugins go (they share a common architecture) we will simply have to wait, and until further notice that is that.
  8. From my time hunting through the textures that came with the game I think I might have determined how the transparency and environment maps work. (by the way texture sheets can always give you a huge insight into how things are set up due to the nature of uv layout. Basically all of your modelling tasks *must* be complete before the majority of texturing can happen.) The textures are all dxt5 format and include rgb and alpha channels. Since each object has two textures (one colour map and one normal map) they have tucked the transparency and enviroment maps into the two alpha channels. Generally the colou map holds the transparency and the normal map holds the "shine". This seems to switch occasionally though so you may have to swap your alpha channels from time to time.... unless there is some sort of switch that I'm not aware of that tells the engine which is which. hope that helps... of course, I haven't seen the results first hand, but this seems to be the method dice used. let the flaming and telling me I'm out to lunch begin.
  9. you can find better maya shader tutorials than I would create over at www.highend3d.com or www.cgtalk.com (etc.) The cgfx shaders work a bit different from other maya shaders. The input connections of a cgfx shader are defined by the .fx file so it won't work like a regular maya shader. There are slots for your textures in the SkinnedMesh.fx shader so you just need to fill those in. If you have a current gen nvidia card you should be able to see everything in the preview window. Congrats, you're done. If you have an ATI card, things get a bit more difficult. I have been creating a lambert shader (right click in the hypershade window and create/materials/lambert) and connecting my colour map to the color input of the lambert shader and the normal map into the bump input. You have to change the "use as" option in the bump node to tangent space normals, or else the normal map won't show up properly. In the persp panel you will only see the the colour map until you turn on "high quality rendering" in the shading tab on the top of the panel. This will give you a preview look at what you're model might look like in the engine. Hope that helps a bit. I'm also messing around with getting the ASHLI shaders to work, but I haven't been very successful yet.
  10. I suppose that I should have pointed out that this fix really has nothing to do with the BF2 engine. This is just a fix to a problem when you are previewing in maya using an ATI card. If you're using an ATI card the cgfx shaders will still show up in the maya windows as green (aka "broken" in maya land). What I've been doing so that I can actually see at least sort of what the shader will look like I set up a basic maya shader (a lambert or phong) and pipe my textures into it. When you're going to export the scene you would have to unhook the maya shader and hook the cgfx shader back up.
  11. I just found a work around for my ATI card problem. The problem I was having was, any time I would turn on high quality rendering in a display window in maya a ton of little black pixels crawled all over the model and I couldn't really see if the normal map worked or not. If anyone else has this problem, or if anyone else is running maya with an ATI card, this seems to be the answer The transparency of your shader can't be 0 set it to .001 or some other such thing and then away you go. The only problem I found with this workaround is that two sets of front facing geometry occupying the same camera space (like a little finger behind a thumb) will overlap each other. Not perfect, but a lot better than the alternative. Of course this won't help you when you want to set up the cgfx shader... you'll be flying blind, but at least you will be able to see a preview of your model in action before hooking up that shader.
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