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stitched canteen model with normal map #208631
05/28/08 13:32
05/28/08 13:32
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline OP
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NITRO777  Offline OP
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Joined: Mar 2003
Posts: 3,010
analysis paralysis
Hi guys,
This model is going to be part of my sci-fi game, but it is so generic it could fit into a fantasy setting, martial arts, futuristic or even western. You are welcome to have it for your game just please either give me credits or at least think happy thoughts of me when you use it. Please do not distribute this model, it is only for forum users of gamestudio. The whole model and texture/normal map took me about 5-7 hours to make.

Here is the original base mesh which has 248 polygons even after it is triangulated. It is a very clean mesh with no n-gons or poles or anything like that.


Here are a couple of shots of the high-res model made in zbrush with over 2 million polygons!





Here is the high-res model with texture



Finally the texture and normal map are applied in the a7 with xxxdisciple's normal map shader



I am also going to include the textures and normal map as very high(2048*2048) .bmp images, it is recommended that you resize these to smaller more memory efficient sizes like probably 256 * 256, I always make my initial textures much higher in resolution because you can always reduce them, but you cannot enlarge small textures and retain quality.

color map (2048*2048- May 28, 2008)
normal map(2048*2048-May 28, 2008)

Here is the model itself, it is relatively large filesize because the textures are large, but you can use it for testing as the normal map is already on the model in gamestudio .mdl format.

waterskin model (32 MB, .mdl file, may 28, 2008)

I even included a photo of the reference texture I used to make the skin, which is just a photo of one of my kid's cowboy vest.grin It is pretty high-res so you will be able to use it for your own future projects.

So I hope you like it.

reference photograph



Re: stitched canteen model with normal map [Re: NITRO777] #208634
05/28/08 13:47
05/28/08 13:47
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Online
Senior Expert
Quad  Online
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Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
very nice.

A tutorial of the process would be cool.I mean a quick tut shows skin and normal map generation from zbrush and using them.


3333333333
Re: stitched canteen model with normal map [Re: NITRO777] #208639
05/28/08 14:49
05/28/08 14:49
Joined: Aug 2002
Posts: 673
Las Cruces, NM
JimFox Offline
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JimFox  Offline
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Joined: Aug 2002
Posts: 673
Las Cruces, NM
Hi TNT,
Thanks for a great contribution. It is indeed a model that works well in many kinds of games, mine included. I really appreciate it and will certainly use it.
Thanks again,


Jim
Re: stitched canteen model with normal map [Re: JimFox] #208647
05/28/08 15:35
05/28/08 15:35
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
It is actually a model with wow factor! smile

Within all the excellence the edges of the right and left ends of the low poly model hurt, a few more polygons would be appreciated. Those are also the only places where the skin smears.

Re: stitched canteen model with normal map [Re: Pappenheimer] #208657
05/28/08 17:11
05/28/08 17:11
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
beautiful. This just shows why I need to save $600 to get zbrush :P

Re: stitched canteen model with normal map [Re: lostclimate] #208753
05/29/08 10:02
05/29/08 10:02
Joined: Jul 2006
Posts: 503
Australia
A
adoado Offline

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adoado  Offline

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Posts: 503
Australia
Wow nice!!

Looks real wink Great work!


Visit our development blog: http://yellloh.com
Re: stitched canteen model with normal map [Re: adoado] #208767
05/29/08 12:43
05/29/08 12:43
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline OP
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NITRO777  Offline OP
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Joined: Mar 2003
Posts: 3,010
analysis paralysis
Quote:
Wow nice!!

Looks real Great work!
Thanks a lot! I made a brief tutorial over at the tutorial section of the forum to show how easy this model really was to do, you just scratch a few lines and smudge some textures around smile

Quote:
A tutorial of the process would be cool.I mean a quick tut shows skin and normal map generation from zbrush and using them.
I added a few images from the actual normal map generation in the link above but it is really simple, there are just a few settings in zbrush to make and then you push a button, just ask if you have any more specific questions. Basically you just make a morph target from your lowest resolution model which you project your high res model upon. Its really simple.

Quote:
Thanks for a great contribution. It is indeed a model that works well in many kinds of games, mine included. I really appreciate it and will certainly use it.
awesome.

Quote:
It is actually a model with wow factor!

Within all the excellence the edges of the right and left ends of the low poly model hurt, a few more polygons would be appreciated. Those are also the only places where the skin smears.
Thanks alot! I made another normal map with a higher polygon canteen, unfortunately I dont have time to add specific faces to the low poly version, so I just had to use a different subdivision level, as a result the new model has almost 1000 polys all triangulated, but the normal map came out much better I thought, it just had to sacrifice haveing more polygons in the game. For my purposes the low poly one was fine, but you could use this new one for your game if its going to be seen a lot, and then perhaps the original low poly as a LOD version. Anyway, good luck with it, if you continue to see problems with the texture you could try taking it into the GIMP and using the clone tool to fix areas but I think I have fixed the normal map error you were referring to.

Here is the new model:

New model with 1000 polygons(may 29, 2008, 31.9 mb)


Here is the new normal map:
New normal map(may 29, 2008, 12 mb, 2048*2048 BMP)

Here is also another in game shot with the new applied normal map, I think it looks better:


Quote:
beautiful. This just shows why I need to save $600 to get zbrush :P
Yea, I was going to suggest that in your other thread. Its definitely worth saving your pennies for. It makes life a lot easier. Also I think it is better than mudbox in terms of the sheer possibilities, really I think mudbox is almost 2cnd rate compared to zbrush, except for maybe the interface, but I'll let you make your own decisions. wink

Re: stitched canteen model with normal map [Re: NITRO777] #208769
05/29/08 13:09
05/29/08 13:09
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Okay, I now see that my concerns related to the edges of the right and left ends of the low poly model are because of the uv- layout of this parts, too.

These parts are smeared within the higher poly model, too.

Re: stitched canteen model with normal map [Re: Pappenheimer] #208776
05/29/08 13:36
05/29/08 13:36
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline OP
Expert
NITRO777  Offline OP
Expert

Joined: Mar 2003
Posts: 3,010
analysis paralysis
Quote:
Okay, I now see that my concerns related to the edges of the right and left ends of the low poly model are because of the uv- layout of this parts, too.

These parts are smeared within the higher poly model, too.
Yep, precisely. I should have looked at my uv map better after I created it. To fix it now I would need to change the uv map and therefore redo the entire thing. I just dont think it is worthwhile to do that on this particular model. I still think its useable for a game, but your right, essentially I need to make a better distribution of uv's towards the center of the map.


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