HOME | DD

codenothing — Ford Focus_ WIP

Published: 2007-02-28 02:05:18 +0000 UTC; Views: 117; Favourites: 0; Downloads: 2
Redirect to original
Description Low poly model I'm working on. Its not suposed to be an awsome car model for a racing game or anything. Just a prop for a street scene. wanted to keep the tri low.

Right now i have a 1024 normal on it. Im working on a 512 diffuse, and spec map to add as well.

The Normal was made using crazy bump. except the wheel wells, i actualy painted the normal colors on it in photoshop because crazybump doesnt do 3D shapes exceptionaly well. This was good practice for robo bum alley.
Related content
Comments: 25

rytango [2007-02-28 19:58:05 +0000 UTC]

jeezus. reading you guys go back n forth is like watching two maya books play pong. *head-desk*

👍: 0 ⏩: 0

budlong [2007-02-28 17:42:27 +0000 UTC]

Thats coming along. I would still model in a little more detail, like extrude in the grill, lights, windows, and the back licence plate. I do see what you were talking about with the normals, the grill pushes in but for some reason that back licence plate pushes out. Maybe around the plate give it a highlighted edge around it on the texture and then try crazybumping it again. If that dont work then I would just invert the color map of the plate section. That is kinda weird since it is all black, it should have pushed in on the normal. I'll try to look at car props in next gen games and see if they model in more detail, because if you just extrued in the sections I mentioned it will push the look much more and I think the normals will work much better too. It wouldn't be that much work and it would still be low poly. Maybe take a gander at destroyed cars in Gears, and cars in R6Vegas.

👍: 0 ⏩: 1

codenothing In reply to budlong [2007-02-28 18:41:08 +0000 UTC]

yea i could extrude the grill in a bit... but I kinda wanted to keep the tri super low.... Pluss im lazy.... so.......... )

Ill work harder on the cars for Robo bum alley. Im also gona try doing some snow tests. Hey you know how people can make decals of bloody footprints and what not in games? Can you make normals footprints in snow? (not that we would attempt this. Just curious if you think its possible)

👍: 0 ⏩: 1

budlong In reply to codenothing [2007-02-28 19:40:12 +0000 UTC]

Bloody footprints would just be a plane with a alpha on it. I guess it would be all that programing crap that would place it there when you walk. We could mess around with a normal map of a shadow of a footprint with most of it alphaed out. It might take a lot of trial and error but I think it could work.

👍: 0 ⏩: 1

codenothing In reply to budlong [2007-02-28 21:48:11 +0000 UTC]

I guess its the lowest priority for us. I suppose if we created a kick ass level super fast and were just sitting around with nothing to do we could figure out footprints in the snow. hehe

👍: 0 ⏩: 1

budlong In reply to codenothing [2007-02-28 23:22:05 +0000 UTC]

True, I think we should be able to fake a footprint using the normal map with little troble.

👍: 0 ⏩: 1

codenothing In reply to budlong [2007-03-01 05:03:35 +0000 UTC]

So i just figured out what a 'Lightmap' is. Apparently before you load a level, the engine will light the scene, and take light information on every vertex, lock them like that, and then it can turn the lights off and forget about them.

Its basicaly baking your lights into the texture. But you can only use this on static objects i guess because once it moves out of place the lighting wouldent realy look right on it any more.

I also read about the multi texture thing, which i think could be very usefull for us. Do you know how to do that? I guess it works on the same princepal of a lightmap.

👍: 0 ⏩: 1

budlong In reply to codenothing [2007-03-01 06:04:24 +0000 UTC]

What kind of multi texture thing? I know of composite materials in Max but I don't know if that works in game.

👍: 0 ⏩: 1

codenothing In reply to budlong [2007-03-01 07:06:24 +0000 UTC]

basicaly you put 2 textures on a model, then brush an alpha to fade between the two? I think they do it a lot in WoW now that i think about it.

👍: 0 ⏩: 1

budlong In reply to codenothing [2007-03-01 16:36:00 +0000 UTC]

Yeah thats composite materials. It can be done in Max and Maya, but I'm not that familuar with how it's done in Maya. I also know Unreal editor does it for terrain, you just paint in what material you want, where you want. It's really good for terrain but I don't know if it's that good for objects and buildings.

👍: 0 ⏩: 1

codenothing In reply to budlong [2007-03-01 18:20:29 +0000 UTC]

Yea i guess it works kind of the same way? Except instead of shifting from one terrain texture to another it shifts from a 'lit' texture to an 'unlit' texture? I duno. were wandering into that technical realm where i start to fall asleep....

But hey i blocked the area and will begin painting concepts this weekend hopefully. Im looking to buy a program that will record a video of whats going on on your monitor. Hopefully i can start making tutorials that way for Utube and such. Program is like 300 bucks though.

👍: 0 ⏩: 1

budlong In reply to codenothing [2007-03-01 20:01:31 +0000 UTC]

Ow! 300 bucks, you could buy a Wii instead.

👍: 0 ⏩: 1

codenothing In reply to budlong [2007-03-02 02:10:17 +0000 UTC]

yea, if i could find one.

👍: 0 ⏩: 1

budlong In reply to codenothing [2007-03-02 02:41:25 +0000 UTC]

The Moreno Valley/Riverside Target usually has some. I've seen at least 4-5 there.

👍: 0 ⏩: 1

codenothing In reply to budlong [2007-03-02 05:29:09 +0000 UTC]

reeeeeeeeelyyyyy.............. I may be treckin this weekend. Not for me. I owe Chabs one for X-mas.

👍: 0 ⏩: 1

budlong In reply to codenothing [2007-03-02 16:51:12 +0000 UTC]

So far the last 2 times I've been their they've has several Wii's and of course some PS3's that nobody wants. lol

👍: 0 ⏩: 1

codenothing In reply to budlong [2007-03-02 16:54:49 +0000 UTC]

my best buy has a pyramid of like 15-20 PS3's with a big red sighn that says "PS3 is HERE!!!" ....and everyone walks around it to ask if there are any Wii's today.

👍: 0 ⏩: 1

budlong In reply to codenothing [2007-03-02 17:01:26 +0000 UTC]

Eventually the sign will say PS3 is FREE!!! And for the love of god please take them!!! lol

👍: 0 ⏩: 0

codenothing [2007-02-28 05:50:25 +0000 UTC]

Probably. I figure if i go to another game company they may wana see props and textures. But I still have no interest in doing high poly stuff. Things get too damned technical.

Normals like this are easy. They are just bump maps on crack.

OOH! this a perfect example to show budlong.... The lighting on the side of the car is correct, the lighting on the front of the car is not. The lip just under the hood is lit, not in shadow as it should be. Its because the UV's on the page are rotated.

👍: 0 ⏩: 1

rytango In reply to codenothing [2007-02-28 07:19:38 +0000 UTC]

i've no clue what you just said about those yuvees. . . i'll note the budlong to check your scraps.

agreed on the high poly. i saw mesh of the Gear characters and it wasn't high poly at all. normals are clearly dangerous territory, must proceed with extreme caution.

so the blue is key in the normal? is it different than black and white bumping? did you paint it that way or is it levels/filter junks?

👍: 0 ⏩: 1

codenothing In reply to rytango [2007-02-28 18:35:43 +0000 UTC]

well, heres the basics to how a bump and normals works....

BUMP: With black and white, black pixles get pushed down 'v' white Pixles get pushed up'^'

The problem is that there are not a lot of levels of greyscale, so when you have a gradient of different shades of grey, it creates a 'staircase' of levels on your model that looks bumpy and jagged. _-_-_--_--

NORMALS: Normals are vertex based. It uses 4 colors to determine the directions each pixle on the model could be facing. The basic blue color is facing the same direction as the polygon face it rests on. Red faces to the right '>' Dark blue to the left '<' Purple down 'V' and light blue up '^'

Its kind of like making a high poly model, where every pixle in the image is a polygon. And you tell each pixle what direction to face. This allows a much smoother transition on the surface and eliminates the jagged bump mapping because now you have thousands of transitional colors rather than just a couple hundred in greyscale. ~~~


The problem with crazybump, is it lights everything the same. So my rotated UV (the front part of the car) is messed up. The purple, which should be under the lip of the hood, is on the right, and the dark blue, which should be on the right, is under the lip of the hood. I would need to rotate my image, and re-crazy bump the front of the car seperatly to get it to look right.

👍: 0 ⏩: 1

rytango In reply to codenothing [2007-02-28 20:00:28 +0000 UTC]

i need to see a step by step. i am so confused.

👍: 0 ⏩: 1

codenothing In reply to rytango [2007-02-28 21:49:30 +0000 UTC]

I made a new scrap. Hopefully it will explain it better.

👍: 0 ⏩: 0

rytango [2007-02-28 02:57:13 +0000 UTC]

whooa.. it looks like . .a chocolate hotwheels!

you guys havta tell me how to normal stuff, i had one class session on it and that was almost a year ago.

i see it lookin all pro in the corner there. is this for your portfolio?

👍: 0 ⏩: 1

codenothing In reply to rytango [2007-02-28 05:51:08 +0000 UTC]

oops, thought i replied u. guess not.

👍: 0 ⏩: 0