ObjReader Community
WIP => WIP => Topic started by: Patrice Terrier on July 11, 2018, 10:11:03 pm
-
This one has been on my back burner since monthes, it is the most complex model i have ever worked on.
The original model can be downloaded there
https://grabcad.com/library/mclaren-570s-2015-1
I still have much work to do on it before to get the final OR version.
...
-
This looks very promising! 8)
-
Judging by the screenshot, our multi-purpose ubershader is improperly clamped in its red channel and doesn't allow overbrightening in some essential specular spots... It renders dull gray where full white should be under Phong shading.
AFAIR that was a requirement to render the Iron Man model's GLSL normals mildly as in immediate-mode OpenGL's dull vertex-only smooth lighting mode in order to remove a few white speckles from some of its deeper creases.
Effectively that was the reason why I asked if Super Girl's normals were DAZ original or recalculated in some other 3D editor. The model features similar dark areas under sharp incident light angles on its cheeks, jaw, and neck.
Note that clamping these normals' color makes our ubershader slower than it can be. Please let me have the Super Girl and Iron Man duo model for shader testing purposes.
-
Judging by the screenshot
Do not make any conclusion from this screen shot, because i haven't used yet any real texture material, only ambient reflectfion using the chrome.png wallpaper.
I thought i sent you binome.obj in a previous post using the two models altogether, let me see if i can find it again in my trash can ;)
-
No, so far I only got Super Girl. Anyway, thanks for the model. I deleted the attachment from your previous message.
Regarding multilighting, I suspect there may be something wrong generally with the DAZ normals. DAZ is a physically based ray tracer, not an OpenGL renderer, and it may have certain deviations from the OpenGL usual methods of normal and lighting calc.
-
On a side note, there was a short period of time some years ago when DAZ were offering their full 32-bit Studio for free. I took that opportunity to install it. Also, I still have an official account with them (though I haven't used it for years), so the next time you're about to send something DAZ-like to your trash bin (wink-wink), let it be my trash bin, not yours. ;)
-
Mike
The problem with DS is that you can't provide the exported model to be used in another software, only 2D screen shots or static animation (movie).
MakeHuman seems to be a free alternative (with full source code ?) to the use of DS.
Have you ever used it?
-
It's only recently that the DAZ human models have become more or less nice. The worst looking body parts were traditionally hands, feet, hair, and faces. MakeHuman bodies were always even worse than those by DAZ. Haven't come back to MH for years though so no idea what they have in stock now.
What concerns rigging and posing, you can always rig, pose and animate any well-proportioned T-posed human model in general-purpose 3ds Max or Maya or even Blender using their stock bipeds or customizable skeleton hierarchies, so there's no real need for specialized and restrictive-use software as DAZ.
And there's a ton of free biped bone animations on the net including digitized mocap sequences like idling, walking, running, swimming, boxing, dancing, etc. etc. etc. for various types of known standard skeletons.
-
Is this an original, WIP, or final?
-
This is only a WIP reworked version, i still have much work to do on it with c4d, and also on the material file + textures.
As i said, this is the most detailed model i have ever worked on.
I had to mix several obj files altogether to create this version, and try to come close to the rhino original.
-
I have completed the attachment of all the meshes to specific materials.
Now i can start working on the new textures.
To speed up the loading, i don't know if i should decimate or not the model (by removing the hidden parts, especially from the engine).
-
No, I don't think the model should be decimated for this particular purpose. Turning ObjReader's format to binary (some day) will solve this problem automatically. In the meantime, the models should be left intact regardless of extra time IMHO. There are not so many models whose load time is downright unbearable anyway.
-
It starts to smell good, i have completed the different carbon textures.
...
-
It's cool you're trying to maintain the carbon texture scale uniform across the entire model.
-
The final model is excellent! :)
-
I have merged the meshes to match the material exactly, however i have kept one version unmerged if ever you need it.