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WIP => WIP => Topic started by: Patrice Terrier on January 22, 2019, 09:41:51 am

Title: Unreal
Post by: Patrice Terrier on January 22, 2019, 09:41:51 am
I am working on a mix of these two models

https://sketchfab.com/models/4fc39165d2be4fc984c94537edbcf008
and
https://sketchfab.com/models/815b7d1a78f646e3a1614236351377a4
or
https://sketchfab.com/models/2f0bddd6c3b1411d9094025c090ea449

to produce the attached screen shot
Title: Re: Unreal
Post by: Michael Lobko-Lobanovsky on January 22, 2019, 12:41:56 pm
Cool! 8)
Title: Re: Unreal
Post by: Patrice Terrier on January 22, 2019, 12:51:44 pm
Here is the OR unreal resulting work.
Title: Re: Unreal
Post by: Michael Lobko-Lobanovsky on January 22, 2019, 03:31:10 pm
WOW! The shading is very nice indeed!

BTW why do you think a robot would ever need a breathing tube in its helmet?
Title: Re: Unreal
Post by: Patrice Terrier on January 22, 2019, 06:19:13 pm
The model has been added to the collection without the breathing tube ;)
Title: Re: Unreal
Post by: Michael Lobko-Lobanovsky on January 22, 2019, 06:53:14 pm
If I may add a pinch of my somewhat lame and unenlightened criticism, I think the body normal map should be inverted before being applied to the model. Unreal Engine follows the DirectX, rather than OpenGL, orientation of surface normals.

See below how your unpainted bare metal scratches look (BEFORE) and how they would look in the real world (AFTER).

The body_bump.png texture inverted in CrazyBump is attached below.
Title: Re: Unreal
Post by: Patrice Terrier on January 22, 2019, 07:08:26 pm
Good catch, i didn't seen it myself  ::)

The zip file has been updated...