didn't change anything, sorry. I'm over it, prop set to dynamic looks good enough for me, ill cover some imperfections with other things, thanks for all time invested.
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#1
Materials and Textures / Re: brushes converted to models look different
August 25, 2016, 05:35:30 PM #2
Materials and Textures / Re: brushes converted to models look different
August 25, 2016, 03:48:12 PM
Screen shot with normals from both sides -> http://puu.sh/qOe5N/3d6708a5af.jpg
movie with rotations to see more clearly -> http://puu.sh/qOec2/044d0794ba.mp4
and also i experimented with the model and made it as prop_dynamic and it looks a lot better - http://puu.sh/qOdeT/518acad849.jpg
Its a little bit brighter but has proper shadow casting on itself and looks good overall. I wonder what that changes.
movie with rotations to see more clearly -> http://puu.sh/qOec2/044d0794ba.mp4
and also i experimented with the model and made it as prop_dynamic and it looks a lot better - http://puu.sh/qOdeT/518acad849.jpg
Its a little bit brighter but has proper shadow casting on itself and looks good overall. I wonder what that changes.
#3
Materials and Textures / Re: brushes converted to models look different
August 25, 2016, 03:08:31 PM
Well i already was final compiling with all parameters and thats what I got
#4
Materials and Textures / Re: brushes converted to models look different
August 25, 2016, 02:12:14 PM
Ok so I made single mesh, simplified model, deleted unnesesary faces/edges, played around with smoothing groups. Normals seemed to be ok and facing correct directions. Materials do not use bumpmaps, it's just bitmap in tga format.
I ended up with those results: http://puu.sh/qO6Y3/ddfed3477a.jpg
From outside it looks fine, inside is still kinda messy but better than last time and I actually changed lighting origin with info_lighting entity to be in the middle of the room cause it being in pivot point of model was making it look worse.
I tested it a little bit and this pic -> http://puu.sh/qO6N7/516e6e4c6b.jpg
Actually model itself looks really good when its placed in you could say constant lighting (if there is such a thing xd) but when its in frame i prepared for it, its like it was shown before. Maybe this has something to do with shadow that brush above is casting on model or there is two different lighting environment on both sides and thats why. I dont know, but i'd like to have this model properly lit from right side on the left side. Is there some baking technique or something? ^^'
Any help will be appreciated
I ended up with those results: http://puu.sh/qO6Y3/ddfed3477a.jpg
From outside it looks fine, inside is still kinda messy but better than last time and I actually changed lighting origin with info_lighting entity to be in the middle of the room cause it being in pivot point of model was making it look worse.
I tested it a little bit and this pic -> http://puu.sh/qO6N7/516e6e4c6b.jpg
Actually model itself looks really good when its placed in you could say constant lighting (if there is such a thing xd) but when its in frame i prepared for it, its like it was shown before. Maybe this has something to do with shadow that brush above is casting on model or there is two different lighting environment on both sides and thats why. I dont know, but i'd like to have this model properly lit from right side on the left side. Is there some baking technique or something? ^^'
Any help will be appreciated
#5
Materials and Textures / Re: brushes converted to models look different
August 24, 2016, 11:33:13 AM
Thanks for the respond, I'll take a look at those things and hopefully that'll fit my needs. I have no idea about those smoothing groups (Im still kinda new to all this) so I guess I gotta find same good tutorial for it. Thanks a lot once again.
#6
Materials and Textures / brushes converted to models look different
August 24, 2016, 10:18:34 AM
I use hammer for level desing and wanted to make models from some more coplex brush geometry. I'm currently working on the church building and have those curved windows where's gonna be stained glass (http://puu.sh/qMGQS/a15343daa7.jpg) It is built with brushes but it takes a lot of brushsides limit which i want to avoid and make models out of them. So i cut them, imported to 3ds max (here it is -> http://puu.sh/qMGZU/2b5c53b89d.jpg) made every important change to export them succesfully, exported materials and model. But they look kinda dark in hammer (pic here from both sides ->
http://puu.sh/qMImS/fc301e1ef6.jpg) I thought when i compile the map and play the game it won't be that noticeable but it turns out that it looks even worse, there is some weird lighting issues and overall this just looks bad (pics -> http://puu.sh/qMIEq/07b810b213.jpg - the one looking weird is model, other is set of brushes).
Well tbh I didnt expect it to work perfectly. I knew there'll be some differences between model and brushes but it just looks horrible :/ Is there something i can do? At least to make it berely noticeable and not having this huge ugly square in the middle of the building?
I use CSGO SDK
http://puu.sh/qMImS/fc301e1ef6.jpg) I thought when i compile the map and play the game it won't be that noticeable but it turns out that it looks even worse, there is some weird lighting issues and overall this just looks bad (pics -> http://puu.sh/qMIEq/07b810b213.jpg - the one looking weird is model, other is set of brushes).
Well tbh I didnt expect it to work perfectly. I knew there'll be some differences between model and brushes but it just looks horrible :/ Is there something i can do? At least to make it berely noticeable and not having this huge ugly square in the middle of the building?
I use CSGO SDK
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