A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »:3 Waffles' WIP/RELEASE thread

Page 21 of 21 Go to page: · 1 · ... · 14 · 15 · 16 · 17 · 18 · 19 · 20 · [21] · Prev
Author Topic: :3 Waffles' WIP/RELEASE thread (735 messages, Page 21 of 21)
Moderators: Dennis

Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 22, 2015 07:12 AM    Msg. 701 of 735       
Im sorry but I almost choked on my coffee straw after seeing that Uv sheet.

Seems a shame that there really isn't a easier way of getting this done.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Sep 22, 2015 09:49 AM    Msg. 702 of 735       
Quote: --- Original message by: Imouto

Tool/Halo being a really cool guy

http://i.snag.gy/xEV1G.jpg

I did make a discovery however, tool doesn't seem to have an issue with large UV islands/shells. I need to manually unwrap however, and I can't stitch or weld UV steams cuz tool UV geometry.
Edited by Imouto on Sep 21, 2015 at 11:51 PM


10/10 UVW


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Sep 22, 2015 11:34 AM    Msg. 703 of 735       
Quote: --- Original message by: Imouto

Tool/Halo being a really cool guy

http://i.snag.gy/xEV1G.jpg

I did make a discovery however, tool doesn't seem to have an issue with large UV islands/shells. I need to manually unwrap however, and I can't stitch or weld UV steams cuz tool UV geometry.
Edited by Imouto on Sep 21, 2015 at 11:51 PM

Use flatten mapping with an angle of 29 and edgepadding of 0,002
Edited by Mootjuh on Sep 22, 2015 at 11:34 AM


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 22, 2015 12:52 PM    Msg. 704 of 735       
That does nothing, the issue isn't the unwrap, it's the islands/seams. I'm just going to manually unwrap, it will end up being much higher quality in the end anyway. If you seperate tool's islands they will try and re-connect on import of new UV's which causes the stretching.

The bigger the UV islands, the least amount of problems fortunately.





Much better (Red objects haven't been unwrapped yet). Cliffs bout 30% done with no errors, ground is practically done, just need to optimize the uv space. (haven't added scenery just yet, just debugging uv's first)

Edited by Imouto on Sep 22, 2015 at 03:07 PM
Edited by Imouto on Sep 22, 2015 at 03:08 PM


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Sep 22, 2015 03:36 PM    Msg. 705 of 735       
Acrually, try increasing the angle to like 90 or something. Ahould give you less islands.


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 22, 2015 03:56 PM    Msg. 706 of 735       
Flat mapping isn't going to help me much because of tools seams, you can't change them without altering the uv geometry which in-turn makes your uv's un-usable on import. I could only see flat mapping being useful for structures, not for cliffs or ground uv's.





first UV set isnt done obviously, but you get the idea, I haven't had any issues with these large islands. Need to unwrap everything manually and pack everything manually lol.

And lol, can't believe I never noticed it b4, but the shaft opening looks an awful lot like a dick.

EDIT: I DISCOVERED HOW TO USE UV GROUPING, NOW I DONT HAVE TO WASTE TIME MANUALLY PACKING UVS IM SO PRO AT THIS
Edited by Imouto on Sep 23, 2015 at 12:30 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 23, 2015 02:22 PM    Msg. 707 of 735       
Post workflow so we can be as pro as u.


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 24, 2015 07:25 PM    Msg. 708 of 735       
Taking a small break from b30, it's a bit overwhelming atm, and i'm still learning things. Gunna work on bloodgulch, hopefully make a release. Will post progress and stuff.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 25, 2015 01:54 AM    Msg. 709 of 735       
You could give a try to bigass, the map is quite simple and I always wondered how it would look with badass lightmaps


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Sep 25, 2015 03:28 PM    Msg. 710 of 735       
DLMs for better cliffs and grass too.


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 25, 2015 07:43 PM    Msg. 711 of 735       
Test










Grabbed some random normal maps off of google. Cliffs are being a pain in some areas and there isn't much I can do about it because of how low poly they are. When the geometry normals get altered, there are some nasty artifacts that pop up as well.
Edited by Imouto on Sep 25, 2015 at 07:45 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 26, 2015 01:50 AM    Msg. 712 of 735       
Crazybump?
https://youtu.be/ZlVeJ1qZoZM?t=1h9m53s

Those lightmaps are lookin' pretty friggin' awesome.
They just might make bloodgulch mods worthwhile.
Edited by Spartan314 on Sep 26, 2015 at 01:50 AM


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Sep 26, 2015 05:40 AM    Msg. 713 of 735       
Maybe re-uv BG itself?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 26, 2015 04:33 PM    Msg. 714 of 735       
or Redo it
#BloodGulchEvolved


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Sep 27, 2015 03:18 PM    Msg. 715 of 735       
Quote: --- Original message by: R93_Sniper
or Redo it
#BloodGulchEvolved

hear here


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 27, 2015 04:23 PM    Msg. 716 of 735       
What tools are you using to unwrap?


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Sep 27, 2015 06:30 PM    Msg. 717 of 735       
Super cool! Can't wait to see more :)


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 27, 2015 11:06 PM    Msg. 718 of 735       
Quote: --- Original message by: Maniac1000
What tools are you using to unwrap?


Default 3ds max, because of the way the process works, I can't alter the geometry (which is split by tools UV's by the seams it creates). I have been planar mapping sections of cliff and stitching them together manually, and for structures its a bit more simple since tool actually splits by smoothing groups. Thankfully I found the UV grouping thingy, which allows me to group any stitched or altered UV's so they can be packed without splitting up. The most annoying part of the process is the Tool created UV seams, I can't make new seams or break the existing ones without welding the split geometry, and I can't do that because tool won't accept the uv's.

I also can't use Vray or Mental Ray to render. Vray won't render to the lightingmap that the script creates, it just crashes max (tried altering the script, just renders full black). Mental Ray randomly renders chunks of UV's full black, and I can't figure out why. Both MR and Vray support self emitting materials, which would be super friggen helpful, since Halo uses shaders to emit light for radiosity calculation. Scanline takes about 2-3x longer and doesn't give nearly impressive results, and emissive materials are very weak (increasing power too much blows colors out full white, which looks disgusting in lightmaps).
Edited by Imouto on Sep 27, 2015 at 11:18 PM
Edited by Imouto on Sep 27, 2015 at 11:19 PM
Edited by Imouto on Sep 27, 2015 at 11:22 PM


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Sep 27, 2015 11:52 PM    Msg. 719 of 735       
Pretty sure the lightmaps are supposed to be defined by the clusters. If you were to have one cluster.. I dunno.


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 28, 2015 11:02 AM    Msg. 720 of 735       
Lots of things affect lightmap creation, tool quality, shader quality, portals, etc. I wouldn't want to have a single cluster and a single lightmap, the quality would end up being horrible.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 28, 2015 10:08 PM    Msg. 721 of 735       
i Always had problems with vray rendering a pure black texture and could only fix it by rendering one at a time manually ( assuming we are talking render to texture here)
Do you use textools plugin at all?
I would probably try to use the shells that tool creates (as it seems you have to) select them in the uvw edit canvas with element selected then use textools to iron and relax the shells, then autopack them with textools also. No doubt you have tryed this approach though.


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Jul 14, 2017 11:26 AM    Msg. 722 of 735       
I think i figured out why mental ray was giving black and white spots in bakes, seems like the default sampling method was causing it, because after setting the sampling method to rasterizer/scanline pretty much all of it was gone (granted the baking i did was on tutorial).



read up on texel density and padding and figured out how to get rid of bleeding and how to normalize quality across the lightmap plates. (the UV shell around the teleporter isn't large enough to fit into 1 pixel which is why the light is bleeding at the top and sides)

I dont know if i even want to attempt DLM's anymore, they alter the overall look and quality of the lightmaps so much... you end up with bizarre results in some cases that just make no sense. Angled surfaces dont play very nicely with the normals operations that happen (ground/cliffs), works great with flat surfaces however.

Mental Ray also apparently does not like baking objects too close to the grid in 3ds max??? i seriously hate 3ds max.
Edited by Imouto on Jul 14, 2017 at 02:30 PM


MEGA_VKNG
Joined: Dec 23, 2013

no.


Posted: Jul 14, 2017 02:57 PM    Msg. 723 of 735       
Quote: --- Original message by: Imouto
i seriously hate 3ds max.
Edited by Imouto on Jul 14, 2017 at 02:30 PM


use maya


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Jul 14, 2017 03:02 PM    Msg. 724 of 735       
i dont believe the lightmapping tools work with maya.



some wip stuff for marines, default reload animations have a lot of clipping and weird limb angles.

The goal was(is) to fix some animations and add support for the rest of the stock weapon types. I already changed pitch and yaw values for aiming and looking, and changed the marine ghost animations to JMM like they should have been in the first place x_x

pssst quick somebody tell slashrat that mental ray does actually work with RTT
Edited by Imouto on Jul 14, 2017 at 03:08 PM


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Jul 14, 2017 03:34 PM    Msg. 725 of 735       
Glad to see you again, especially with some ce work. I remember you having flamethrower animations for the marines working. That has been on my mind more than a few times in the past.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jul 14, 2017 04:06 PM    Msg. 726 of 735       
did you make that animation or is it a modified version of whats already ingame? If its the former i have a few comments to make, if its the latter its whatever


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Jul 14, 2017 04:15 PM    Msg. 727 of 735       
import stand rifle idle>delete keyframes>setup ik's>animate in like 2 minutes :V

its very linear and simple, though thats kinda what i'm going for. I don't want anything too detailed--because im not gunna redo every single animation.
Edited by Imouto on Jul 14, 2017 at 04:16 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jul 14, 2017 06:01 PM    Msg. 728 of 735       
Tbh I've been considering doing exactly that for some time now. The anims for the marines are all really weird and would be better off being reanimated, especially considering their weird leg stance.


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Jul 14, 2017 06:35 PM    Msg. 729 of 735       
Ahaha, I dont have much of an issue with the poses. I think a lot of the movement in the pelvis for the chief and marines is a bit exaggerated or just looks silly. Player physics control world movement from globals instead of animation, so the pelvis moving on the chief kinda looks like he's thrusting LOL. And i might tone down the yaw of the pelvis in the run animations, i never liked how it looked.


killzone64
Joined: Jun 9, 2010

Too many hobbys not enough time


Posted: Jul 15, 2017 06:35 AM    Msg. 730 of 735       
damn. its been some time glad to see your return
Edited by killzone64 on Jul 15, 2017 at 06:35 AM


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: Jul 21, 2017 02:57 PM    Msg. 731 of 735       
Glad to see you've returned after so long and are still doing things with the game, to some degree.

Have you considered doing any more of your ports from later games, like the skyboxes, characters, and those few devices from h2 / h3? Did you ever update any of your old releases? I believe I have a handful of things backed up somewhere in my mediafire account.

Or are you solely focused on things related to the original Halo for the time being?

I can certainly say with confidence that you have made some of the best looking ports from later Halo games I've ever seen surface on this forum, despite their age. The shaders and rigging were always fantastic right out of the box. I, personally, would kill to see some more of that.


SeL
Joined: Dec 15, 2010

Born perfect, Born different, Born better.


Posted: Aug 9, 2017 11:21 PM    Msg. 732 of 735       
hi waffles sick afvatar


XlzQwerty1
Joined: Aug 6, 2009

MORISUMMER!


Posted: Aug 16, 2017 07:01 AM    Msg. 733 of 735       
hi waffles welcom bak


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Aug 17, 2017 04:35 AM    Msg. 734 of 735       
o hai Qwertz


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Aug 25, 2017 05:30 PM    Msg. 735 of 735       
Glad to see old buddies coming back.

 
Page 21 of 21 Go to page: · 1 · ... · 14 · 15 · 16 · 17 · 18 · 19 · 20 · [21] · Prev

 
Previous Older Thread    Next newer Thread







Time: Sat November 18, 2017 9:04 AM 219 ms.
A Halo Maps Website