Author Topic: More WIP on R3PU  (Read 26653 times)

Michael Lobko-Lobanovsky

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Re: More WIP on R3PU
« Reply #60 on: August 04, 2018, 05:19:38 pm »
Code fixed as advised, thanks!
Mike
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Michael Lobko-Lobanovsky

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Re: More WIP on R3PU
« Reply #61 on: August 04, 2018, 08:51:23 pm »
- The color of the "mask_gen" mesh has been reworked to better match the original.

No way.

The mask_gen material should be identical to the surrounding material. (see top render from SketchFab)

Our mask_gen has a material similar to its surroundings but we're using roughness maps as specular maps, and therefore our materials appear as glossy metal rather than dull metal. (see bottom render by ObjReader) But it still looks like a veritable metal of similar physical characteristics.

From what I can see in your render, your mask_gen looks as if it is blued like a handgun barrel similar to the objective lens hoods, which isn't "original" at all IMHO.
Mike
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Patrice Terrier

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Re: More WIP on R3PU
« Reply #62 on: August 04, 2018, 09:07:32 pm »
That is my personnal mask_gen version, and that is the way i want it, the official version is kept unchanged.  :)

See the original blender screen shot of Nika Zautashvili attached to this post.

https://www.artstation.com/artwork/xggaR
« Last Edit: August 04, 2018, 09:11:59 pm by Patrice Terrier »
Patrice
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Patrice Terrier

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Re: More WIP on R3PU
« Reply #63 on: August 04, 2018, 09:16:40 pm »
Indeed the look of the LP SketchFab version and the HP Blender's are quite different.
Patrice
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Michael Lobko-Lobanovsky

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Re: More WIP on R3PU
« Reply #64 on: August 04, 2018, 09:38:01 pm »
Exactly!

Thanks for the original links! The Blender renders use absolutely different lighting (lit from top). The helmet and face metals seem to be all blued; the skull metal is of a different darker tint and glossiness. And the model uses a full set of ambient occlusion maps that we don't have at all.

Yet our render looks very good too and also very close to SketchFab. :)


[ADD] As a matter of fact, we can also add a 4th directional light source -- top-to-bottom. 8)
« Last Edit: August 04, 2018, 09:43:28 pm by Michael Lobko-Lobanovsky »
Mike
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Patrice Terrier

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Re: More WIP on R3PU
« Reply #65 on: August 04, 2018, 10:23:22 pm »
Quote
As a matter of fact, we can also add a 4th directional light source -- top-to-bottom.
Indeed that would be very handy ;)
« Last Edit: August 04, 2018, 10:26:52 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: More WIP on R3PU
« Reply #66 on: August 04, 2018, 10:31:49 pm »
Indeed that would be very handy ;)

I'll see what I can do. :)

BTW where did you get your HP version, Patrice? The .blender file Nika offers for free is extremely low poly, far lower even than SketchFab...  :-[
Mike
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Patrice Terrier

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Re: More WIP on R3PU
« Reply #67 on: August 04, 2018, 11:04:21 pm »
I am using the exported fbx version from blender.
This one uses hyper nurbs.
And very detailed individual meshes

Patrice
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Michael Lobko-Lobanovsky

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Re: More WIP on R3PU
« Reply #68 on: August 04, 2018, 11:53:00 pm »
And very detailed individual meshes

This is what his .blender file looks like, and naturally its .FBX export too. :o

 :-\
« Last Edit: August 05, 2018, 12:16:38 am by Michael Lobko-Lobanovsky »
Mike
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Michael Lobko-Lobanovsky

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Re: More WIP on R3PU
« Reply #69 on: August 05, 2018, 01:09:43 am »
!!! AHA !!!

By applying render-time modifiers to the base meshes while doing a direct .OBJ export from Blender, I got a near 1GB large very high-resolution .OBJ file with perfect geo and normals and an associated material file but so far without any textures. There must be some obscure manipulations somewhere though to force Blender to dump the .blend model's built-in texture payload too...

8)
Mike
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Patrice Terrier

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Re: More WIP on R3PU
« Reply #70 on: August 05, 2018, 10:33:34 am »
Here is a link to the textures i have been able to export from Blender in HP mode (380 meshes for the fbx version)
http://www.objreader.com/download/demo/_textures.zip
Patrice
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Michael Lobko-Lobanovsky

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Re: More WIP on R3PU
« Reply #71 on: August 05, 2018, 02:50:45 pm »
Wow! Dastisch fantastisch Patrice!!!  ;D

These contain the AO and cavity textures we can also use in our shader! I still wish I can export the textures (at least diffuse ones) directly from the .blend model and into the .MTL file myself...

... (380 meshes for the fbx version) ...

The .OBJ export seems to contain a few null meshes (without any visual representation), so the actual usable mesh count may well be 380, rather than 388, meshes all in all.

Mike
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Patrice Terrier

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Re: More WIP on R3PU
« Reply #72 on: August 06, 2018, 05:44:54 pm »
Psychotronic revisited.
« Last Edit: August 06, 2018, 06:23:33 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: More WIP on R3PU
« Reply #73 on: August 07, 2018, 08:32:31 am »
Aha! The brain pedestal has become completely opaque, and the jaw, transparent. :)
Mike
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Patrice Terrier

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Re: More WIP on R3PU
« Reply #74 on: August 07, 2018, 11:42:54 am »
Here is something new i have been playing with in c4d (converting a 2D texture into 3D mesh).
Good for bump mapping replacement…


Patrice
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