ObjReader Community

WIP => WIP => Topic started by: Patrice Terrier on August 16, 2018, 07:33:20 pm

Title: The Blender challenge
Post by: Patrice Terrier on August 16, 2018, 07:33:20 pm
What about this?
https://cloud.blender.org/p/gallery/57e5084f0fcf294119c5055c
Title: Re: Next challenge
Post by: Michael Lobko-Lobanovsky on August 16, 2018, 08:01:45 pm
!!! TERRIFIC !!! 8)

Looking forward to this one! Sci-fi is my eternal passion! :D
Title: Re: Next challenge
Post by: Michael Lobko-Lobanovsky on August 17, 2018, 08:51:24 am
Patrice,

Can you bake high-resolution normal maps in your Cinema 4D? Are there any tools for that in its material editor?
Title: Re: Next challenge
Post by: Patrice Terrier on August 17, 2018, 10:54:42 am
Mike

Doing a quich search on google with
how to bake high-resolution normal maps in C4D
i found a video from Toby Pitman, and several other links.
However it is something i am really not comfortable with, in my R17 Prime version  :-[
Title: Re: Next challenge
Post by: Michael Lobko-Lobanovsky on August 17, 2018, 01:52:04 pm
Yes,

The materials in this model are insane. I bet most of them are procedural lighting and shadow casters, hence all these trashy semi-transparent surfaces...

I asked about normal map baking because before you start to decimate the model (I think without decimation, we won't be able to run it in ObjReader), it would be reasonable to generate hi-res normal maps to be used on the resultant low LOD...

Do you think this crazy building in the background is worth keeping in the model? There's not a single texture to it BTW. :-\
Title: Re: Next challenge
Post by: Michael Lobko-Lobanovsky on August 20, 2018, 01:22:07 am
This looks very very nice, my friend! :)

I hope you aren't forgetting to add specular textures to metal parts nor a strong emissive component, to diode and neon glow lights? (I guess you can get both diffuse and matching specular maps from the robocop model)

Please don't overlook normal maps either. We would like this model to be rendered with good GLSL effects, wouldn't we? :D
Title: Re: Next challenge
Post by: Michael Lobko-Lobanovsky on August 20, 2018, 11:04:59 pm
Patrice,

This is absolutely fantastic though it loads forever! :)

I have noticed just one texturing artifact on both sides of the chest; see the picture below. I'm planning to add a couple of normal maps that I think would be better than the current flat normals. But I'm in no rush to do that as I'm pretty busy this week in my real life.

What is your FPS count? I'm seeing 12FPS on my video card.
Title: Re: Next challenge
Post by: Patrice Terrier on August 21, 2018, 11:13:38 pm
There was an overlapping problem with the right hand, the right glove, and the underware.
So far i was unable to fix the chest artifact, because C4D UVW mapping is totaly different from Blender  :(

I shall post a new WIP tomorrow.
Title: Re: Next challenge
Post by: Patrice Terrier on August 22, 2018, 06:32:12 pm
Here is the reworked version, i think it is the best i could do while preserving the quality :-\
Further size reduction could be done only with decimation, or by removing all the hidden parts...
Title: Re: Next challenge
Post by: Michael Lobko-Lobanovsky on August 22, 2018, 10:54:42 pm
Wunderbar!!! :D

I think we should leave it at that till we can post-process it to add emissive neon glow. :)


(Patrice, I'm going out of town tomorrow morning. I will be available again starting Saturday evening.)
Title: Re: Next challenge
Post by: Patrice Terrier on August 23, 2018, 03:32:06 am
Yes, emissive neon glow would be a great addition !
 :o

Added:
I have updated the official version to build # 2.53 (it is compiled with VS 2010 to produce smaller binary)
When you have time, could you please post a better description of what has changed into version 2.53,
here: http://www.objreader.com/index.php?action=post;msg=3251;topic=2.0

Thank you!
Title: Re: The Blender challenge
Post by: Patrice Terrier on August 25, 2018, 10:54:46 am
I have released the official BlenderMan in the Sci Fi section.

I made a few changes in order to enhance the blue led emissive color, with a new mesh named "glossy_light_blue" to come closer of a glowing effect.
I have also removed the wrong text shown on one of the glove, thus shaving a few more vertices ;)
Title: Re: Next challenge
Post by: Michael Lobko-Lobanovsky on August 25, 2018, 09:24:42 pm
I have updated the official version to build # 2.53 (it is compiled with VS 2010 to produce smaller binary)

Thank you Patrice,

Please make sure that the scale and bias variables hardcoded in the shader of your precompiled build 2.53 available for public download are set to 0.04 and -0.025, respectively. Currently these values produce the best effect in the models we offer but they may change to some other values or even turned into user-controlled shader uniforms at some future point in time.
Title: Re: The Blender challenge
Post by: Patrice Terrier on August 25, 2018, 11:15:33 pm
Ok, i have restored the code like this (previous value was "float scale = 0.15;\n")
but the official version still use the previous one  :-[

"float scale = 0.04;\n" // Mike told me to use this value 08-25-2018
//"float scale = 0.15;\n"
"float bias = -0.025;\n"
Title: Re: The Blender challenge
Post by: Michael Lobko-Lobanovsky on August 25, 2018, 11:38:43 pm
Can you re-upload the official version, Patrice? I was experimenting with another set of textures (besides the "parallax test") when I sent you the sources without first rolling back the variable's value. That's how the offending setting crept into the code. Sorry, it was my fault. :-[
Title: Re: The Blender challenge
Post by: Patrice Terrier on August 26, 2018, 10:14:01 am
Quote
Can you re-upload the official version, Patrice?
It has been done...