Author Topic: Jagernaut  (Read 1464 times)

Patrice Terrier

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Jagernaut
« on: October 08, 2019, 09:50:44 am »
I am working on this project
https://sketchfab.com/3d-models/jagernaut-beyond-human-977e3a466dbc4c859071e342c6b6151e

https://www.artstation.com/contests/beyond-human/challenges/24/submissions/21418


That would be nice if we could have an easy way to produce glowing effect like those used in it.

Sound is also something that we could add into OR ;)
« Last Edit: October 08, 2019, 03:25:47 pm by Patrice Terrier »
Patrice
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Patrice Terrier

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Re: Jagernaut
« Reply #1 on: October 08, 2019, 06:31:08 pm »
The model has been posted into the "Character" collection.

I did from my best to render the glowing effects.
Patrice
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Michael Lobko-Lobanovsky

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Re: Jagernaut
« Reply #2 on: October 08, 2019, 11:05:28 pm »
My friend,

You really did your best to render the glowing parts as good as ObjReader only can ATM.

But there are other faults that need correction before the model goes into the Collection.

1. All normal maps need inversion. The armor seams are rendered incorrectly (recessed rather than popping up).

2. Please remember that Ns is glossiness rather than roughness. The brighter the gloss map, the more glossy (shiny, metal-like) the parts should look. Conversely, roughness is the inverse of glossiness; the brighter the map, the less metallic (more plastic) the parts should look. That means all the roughness maps should also be inverted before application, especially in the absence of specular maps.

I can prove that with artifacts in your model but I'm too lazy to do so at 12 p.m. Just take my word that all the normal maps should be inverted in CrazyBump, and roughness maps, in Photoshop, to make the model look correct. I'd also increase the scene lighting to 70% to make the armor look more shiny metallic.

 8)
Mike
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Patrice Terrier

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Re: Jagernaut
« Reply #3 on: October 09, 2019, 08:31:01 am »
Thank you for the heads up!

I have reworked the model following your advice, and i have added a custom lighting mode as you can see on the attachment.

And here is a brighter lighting

#Light frontAmbient 0 0 0
#Light frontDiffuse 123 123 104
#Light frontSpecular 31 31 32

#Light leftAmbient 0 0 0
#Light leftDiffuse 112 128 144
#Light leftSpecular 127 127 121

#Light rightAmbient 0 0 0
#Light rightDiffuse 126 85 73
#Light rightSpecular 127 127 121

#Light topAmbient 119 136 153
#Light topDiffuse 255 240 245
#Light topSpecular 245 222 179
« Last Edit: October 09, 2019, 08:44:22 am by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Jagernaut
« Reply #4 on: October 09, 2019, 10:21:02 am »
Yesssss!

Now you can see for yourself that the big scar (welded seam) on the character's green armor smaller chest plate below his chin looks popped up whereas it looked like an ugly deeply recessed scar in the initial submission. The lighting is also much better. The face looks a little too plastic (specular) now but it can be corrected with an appropriate specular map if needed.

Thank you! :)

Re. sound, if you're talking about streaming music rather than shader sound synthesis like on ShaderToy, I think it should be no problem using bass.dll.

The only issue is that different audio formats take different time to load, MIDI being the longest AFAIK. This poses a sync problem to make the sound/music start exactly at the moment when a (large) model is fully loaded and begins to render on screen. Wouldn't you like to develop appropriate code for OR to acquire the sound option?
Mike
(3.6GHz Intel Core i5 Quad w/ 16GB RAM, nVidia GTX 1060Ti w/ 6GB VRAM, Windows 7 Ultimate Sp1)

Patrice Terrier

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Re: Jagernaut
« Reply #5 on: October 09, 2019, 11:32:47 am »
Quote
Wouldn't you like to develop appropriate code for OR to acquire the sound option?
Of course, i can use the MBox64 code to do it ;)
« Last Edit: October 09, 2019, 02:27:52 pm by Patrice Terrier »
Patrice
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Patrice Terrier

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Re: Jagernaut
« Reply #6 on: October 09, 2019, 05:18:14 pm »
Audio has been added to OR

New global metas

#PLAY_AUDIO Back to Amiga roots (1992).mod
#PLAY_VOLUME 50
#PLAY_LOOP

Note: The audio file must be put into the project folder.

Your thought?
« Last Edit: October 09, 2019, 05:49:38 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Jagernaut
« Reply #7 on: October 09, 2019, 06:05:09 pm »
Why not

#play audio Back_to_Amiga_roots_(1992).mod 50 loop

?

Note we can't load texture or material files with spaces in their names either  (map_Kd, map_bump, etc) ... So shouldn't we just preserve the style?
Mike
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Patrice Terrier

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Re: Jagernaut
« Reply #8 on: October 09, 2019, 06:23:53 pm »
Quote
Note we can't load texture or material files with spaces in their names either  (map_Kd, map_bump, etc) ... So shouldn't we just preserve the style?

OK, i shall use this syntax
#playaudio Back_to_Amiga_roots_(1992).mod 50 loop

Added:
I am done with it, i shall prepare the ZIP file for sync purpose.
« Last Edit: October 09, 2019, 07:21:51 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Jagernaut
« Reply #9 on: October 09, 2019, 07:21:08 pm »
Agreed! 8)
Mike
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Patrice Terrier

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Re: Jagernaut
« Reply #10 on: October 09, 2019, 07:22:54 pm »
I am preparing the zip for sync purpose (i shall open a new thread for it)
Patrice
(Always working with the latest Windows version available...)