[Objects] Corpse props

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RagdollZombie
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Re: [Objects] Corpse props

Post by RagdollZombie » Tue Jul 23, 2013 6:44 am

Markuss wrote: he could just use the character shader for these objects, i think that would work.

lol I'm a she btw


But sure you can do whatever you want with these props :D

And I did try changing the shader to cubemapobjchar but that had no effect. :c

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Markuss
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Re: [Objects] Corpse props

Post by Markuss » Tue Jul 23, 2013 11:42 am


i'd be impressed, but that would be sexist


i'm gonna move everything about and make icons.

would you mind posing some wolves? i want some dead wolves in my level too.

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Re: [Objects] Corpse props

Post by RagdollZombie » Tue Jul 23, 2013 7:47 pm

sure!

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Markuss
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Re: [Objects] Corpse props

Post by Markuss » Tue Jul 23, 2013 7:52 pm

btw, we don't need so many different poses, just 2 for the floor, 1 against a wall, and 1 hanging over something.

also could you do civilian rabbits aswell? (don't know how much work this is for you)

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Re: [Objects] Corpse props

Post by RagdollZombie » Tue Jul 23, 2013 9:40 pm

I might have to re-rig some of them to the posing skeleton , but once that's done I could even use some of the same animations for the others, but I will make more poses too

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Markuss
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Re: [Objects] Corpse props

Post by Markuss » Wed Jul 24, 2013 8:02 am

RagdollZombie wrote:I might have to re-rig some of them to the posing skeleton , but once that's done I could even use some of the same animations for the others, but I will make more poses too
that sounds like alot of work, don't they come with their own skeletons?
Endoperez wrote:XNormal has a tool that should do that. I haven't tested it myself, but it should work. The object-space map in XNormal might be different from Overgrowth's, but it's relatively easy to switch green and blue channels with each other, or flip a channel, or whatever.
i tried using that program, didn't work, tried fliping and swaping the channels and the only thing xnomal put out looked nothing like a tangent-space normal map.

i'm pretty sure this can't work, you want to remove the "curvature" from the texture, but even with the original model you still don''t have enough information, you also need to know the distances between the high poly and low poly mesh.

what i did is to simply take the blue channel of the normal map, as it is the most even in terms of brightness, and use that to generate a new normal map, it looks 'ok'.

here's what i've done so far: http://www.markstockton.com/misc/Corpse_Props.zip
textures are in .TGA format so it will take a little time to load an object.

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Re: [Objects] Corpse props

Post by Endoperez » Wed Jul 24, 2013 8:28 am

Was the map that "didn't look like a normal map at all" an ugly shade of yellowish-brown?

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Re: [Objects] Corpse props

Post by Markuss » Wed Jul 24, 2013 9:17 am

Endoperez wrote:Was the map that "didn't look like a normal map at all" an ugly shade of yellowish-brown?
no, it looked halfway between an object and tangent space normal map.

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Re: [Objects] Corpse props

Post by RagdollZombie » Wed Jul 24, 2013 9:44 am

Markuss wrote: that sounds like alot of work, don't they come with their own skeletons?
I think the wolf and turner do, same with the cat, But I actually think rigging them all to the same skeleton I used to make the poses might take a lot less work than reposing each individual character with their own skeleton. I could also reuse some of the poses i made for the guard model too, while also adding more poses that could be compatible with the other characters if i rig them to the same skeleton

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Re: [Objects] Corpse props

Post by Markuss » Wed Jul 24, 2013 10:55 am

still sounds like alot of work, when do you expect to be done?

i could do one of them.

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Re: [Objects] Corpse props

Post by RagdollZombie » Wed Jul 24, 2013 12:39 pm

It depends, I usually have to be in a good mood before I'm willing to do stuff like that XD and things haven't been going out well over here XC

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Re: [Objects] Corpse props

Post by twowolves » Wed Jul 24, 2013 12:59 pm

This really is an interesting project, thank you guys for looking into it further.

i think the X-normal conversion can only work properly for tile textures like a brick wall or something.
For models with UV islands you have to add the model into the conversion process to guide the orientations.

i thought i contribute and try to re-bake the guard normals but the compressed .dds really gave very jaggy results.
i ended up baking it for 30 min to a 4k map with loz of soft AA and scaled the result down to 2k.
It still got fragments, especially around the fingers but looks a lot better than my first attempt did.

When testing it in the engine it still gave me these unsmoothed faces though.
(Most visible on the eye balls and shoulders)
Image

So, i suspected it to be a problem with the model itself.
i loaded it into Lightwave, merged all points and re-exported it to .obj.
That made it come out clean.
Image

This setup should work now but i suppose it would require a re-pose due to the changed point count.

http://www.mediafire.com/download/sf66h ... ttempt.zip

*i used the 'Cubemap' shader for my tests.

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Markuss
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Re: [Objects] Corpse props

Post by Markuss » Wed Jul 24, 2013 3:58 pm

i'll have a look, if its better then the one i made, we'll use it.

you should be able to smooth/unsmooth edges without changing the model.

its just 2 clicks in maya, in 3DS max you'd select the mesh, switch selection modes, and tick a single smothing group check box, i've never used lightwave but i imagine theres an easy way to do it.
RagdollZombie wrote:It depends, I usually have to be in a good mood before I'm willing to do stuff like that XD and things haven't been going out well over here XC
i'm having trouble extracting an acurate timescale from this information O_O

wheres "here"? your not in one of those "fucked up" countries are you?

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Re: [Objects] Corpse props

Post by RagdollZombie » Wed Jul 24, 2013 9:25 pm

Markuss wrote: i'm having trouble extracting an acurate timescale from this information O_O

wheres "here"? your not in one of those "fucked up" countries are you?
lol If the United States counts as one, then yes. But I haven't really been feeling up to doing the modding I usually do, a lot of personal stress has been thrown at me ever since my grandmother passed away. (some sick fuck even decided to rob her house during her funeral too) And I've just been feeling depressed ever since :( I like being online, and it does make me feel a little better, but I just don't have all the motivation i used to have...

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Re: [Objects] Corpse props

Post by Markuss » Wed Jul 24, 2013 11:37 pm

sorry to hear that, i've been depressed before and its not fun!

i'm going to pose one of the characters, out of the rabbit-civilian and the wolf, which one would you prefer to do?

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