The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
Both versions are fine by me.
[QUOTE=Trek;52854484]The textures are looking kind of flat. What's their resolution by the way?[/QUOTE]
I'm not too sure tbh. Those MP are still the one from the Beta so their texture should be updated in the release version.
[QUOTE=cynaraos;52804955][t]https://i.imgur.com/UZ51t5i.jpg[/t][t]https://i.imgur.com/XhsCCjq.jpg[/t]
[t]https://i.imgur.com/SooP8pI.jpg[/t][t]https://i.imgur.com/71UKcKG.jpg[/t]
Brought to you by Mesh Stacking®
[editline]not an actual automerge[/editline]
[t]https://steamuserimages-a.akamaihd.net/ugc/862855045258077045/D163F81B1CE884554DCF7C9C11A6AB235FFBCC0A/[/t][/QUOTE]
Could somebody explain to me how mesh stacking works? If there's any tutorials? I assume the .vmt file must be really long?
why would "the VMT file" be long?
French medic. The inner layer of the trench coat is transparent for some reason so I gotta fix that but for now, this is what I got.
[T]http://www.wduwant.com/index_uploads/uploads/23155bba.jpg[/T]
[T]http://www.wduwant.com/index_uploads/uploads/0efdea984a.png[/T][T]http://www.wduwant.com/index_uploads/uploads/df1c44fd.jpg[/T]
Another look at the British commando from a different angle:
[T]http://www.wduwant.com/index_uploads/uploads/c447e88a3ea1.jpg[/T]
[QUOTE=Crazy Knife;52861105]Could somebody explain to me how mesh stacking works? If there's any tutorials? I assume the .vmt file must be really long?[/QUOTE]
based on [url=https://www.youtube.com/watch?v=TXZrDilAP5c]Fredrika's YouTube video on colored specular[/url], the way I've done it with my Ferrari model is to have 3 'instances' of the paint mesh - one with a normal opaque base material (with phong and whatever), then on one top of that with a material without any diffuse lighting with $additive enabled, then another one on top of [I]that[/I] with a $translucent material for baked-in ambient occlusion (the texture having a black diffuse with the ao texture as the alpha). I just export it all into one SMD without messing with the order of the mesh instances since it's just somehow sorted out when it's rendered
and that's just for the paint - if you noticed it, you could see that I've used mesh stacking for the glass on the headlights that has refraction - in that case, there's one mesh instance for the refraction, and another instance for the $additive reflections (and diffuse lighting). which is also in just one SMD since it too is sorted out automatically (I think I need some [url=https://pastebin.com/00ecBi7j]QC code[/url] for this though)
the material code for everything looks pretty normal. my additive materials are even relatively short, even with the $additive lines included.
[QUOTE=Prettyflacko;52861159]The inner layer of the trench coat is transparent for some reason [/QUOTE]
Just add $nocull 1 to the vmt of the upper body. Also, something's not right with the normals on the british model.
[QUOTE=cynaraos;52861169]based on [url=https://www.youtube.com/watch?v=TXZrDilAP5c]Fredrika's YouTube video on colored specular[/url], the way I've done it with my Ferrari model is to have 3 'instances' of the paint mesh - one with a normal opaque base material (with phong and whatever), then on one top of that with a material without any diffuse lighting with $additive enabled, then another one on top of [I]that[/I] with a $translucent material for baked-in ambient occlusion (the texture having a black diffuse with the ao texture as the alpha). I just export it all into one SMD without messing with the order of the mesh instances since it's just somehow sorted out when it's rendered
and that's just for the paint - if you noticed it, you could see that I've used mesh stacking for the glass on the headlights that has refraction - in that case, there's one mesh instance for the refraction, and another instance for the $additive reflections (and diffuse lighting). which is also in just one SMD since it too is sorted out automatically (I think I need some [url=https://pastebin.com/00ecBi7j]QC code[/url] for this though)
the material code for everything looks pretty normal. my additive materials are even relatively short, even with the $additive lines included.[/QUOTE]
seems to be needlessly pointless. you can just bake the AO into the texture itself without needing to do anything extraneous. multiply it over your albedo or diffuse and you should be good. i don't know what the point of the second one is either, it also seems extraneous and not terribly useful. also don't export 3 stacks as one SMD, that will cause certain parts to not render at all due to how source handled render passes. that's locked at a 2 stack. even then you're going to have more luck exporting each SMD separately and setting up their compile order via QC. you're better off doing just 1 mesh instead of stacking since mesh stacking is when you want to do hacky shit. it's also expensive, which you really want to avoid as much as you can.
[QUOTE=Trek;52861359]Just add $nocull 1 to the vmt of the upper body. Also, something's not right with the normals on the british model.[/QUOTE]
don't use $nocull. that shit's a pretty expensive VMT command that's not even worth it considering how it reacts to light. better off duping the mesh, deleting what you need to and flipping those faces. it could be that the bump on the model has a flipped green channel if the Y side of things isn't looking quite right. couldn't say for sure since i haven't looked at that yet.
Yeah I've been using $nocull for a long time and I regret it fully. There are only a few cases where it's useful, better leave it out.
Overhauled the metalness pbr to source workflow once again. Will try and finish the write up for that this week or the next.
[T]https://orig00.deviantart.net/9391/f/2017/309/3/a/reaper_dracula_by_blueflytrap998-dbsv0ls.jpg[/T][T]https://orig00.deviantart.net/8ffb/f/2017/310/7/b/oof_by_blueflytrap998-dbt0a3k.jpg[/T]
[T]https://orig00.deviantart.net/f981/f/2017/302/6/c/laven_s_sword_redux_source_by_blueflytrap998-dbs4mzv.jpg[/T]
And man has it come a long way.
[T]https://orig00.deviantart.net/837d/f/2017/302/8/7/31to1_by_blueflytrap998-dbs4w7f.jpg[/T]
Just started porting from COD WW2, here's some fortifications to start us off with.
[t]https://steamuserimages-a.akamaihd.net/ugc/871871701961620552/0BEFE47248C7AF8BE0E06F6AA33EA18FA622378B/[/t]
I'm also porting from CoDWW2, here are some screenshots of a few of the [del]164[/del] [B]205[/B] models I've already ported :
[t]http://i.cubeupload.com/buNncr.jpg[/t][t]http://i.cubeupload.com/SfNvTM.jpg[/t][t]http://i.cubeupload.com/WsLjdG.jpg[/t]
[t]http://i.cubeupload.com/RJXUn8.jpg[/t][t]http://i.cubeupload.com/88O3K9.jpg[/t][t]http://i.cubeupload.com/o4Hki7.jpg[/t]
I'm also making some roads and terrain using heightmaps :
[t]http://i.cubeupload.com/h9jHaY.jpg[/t][t]http://i.cubeupload.com/ziv5c3.jpg[/t][t]http://i.cubeupload.com/rNHAIy.jpg[/t]
"164"
I knew you didn't sleep.
And I still have the same amount waiting to be compiled, I find new interesting models everyday : today I found some foxholes and alot of snowy foliage.
Noice.
Hauptmann, you're killing it. Keep up the good work!
[t]https://steamuserimages-a.akamaihd.net/ugc/860612736350424455/C9F4E5B108994AA74E7BDCC8036CD01B84B43D75/[/t]
cod ww2 mp28
Sadly this was the best I could do with the full textures. Since I do not know how to do faux-pbr, it does not look that great.
[t]https://steamuserimages-a.akamaihd.net/ugc/860612736350768643/E8654215C969EEDD8DDA4F2CBF35488EA76ECA7F/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/860612736350933120/8058B028592AC65C9D93EC4ADE4BC0A5EF4AB4FA/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/860612736350946247/9552E452C1DEB12FEFC74841378BA7AC65AE0C87/[/t]
Ran a few more shading tests, sadly I have not yet found a good look.
[QUOTE=Hauptmann;52865977]I'm also porting from CoDWW2, here are some screenshots of a few of the 164 models I've already ported[/QUOTE]
Whoah.
Do you automate the process in any way? Or doing it all manually??
I'm doing everything manually, but I use vmt and qc templates to make things easier, everything has more or less the same phong settings because I'm porting everything I can first, then I'll tweak each vmt individually before release.
[t]https://steamuserimages-a.akamaihd.net/ugc/862864563527507690/F7D97E9E16C4D564B8143D649702A6DD36050503/[/t]
I have been trying some more.
That is some sweet ass shine.
[QUOTE=Ageha;52861708]seems to be needlessly pointless. you can just bake the AO into the texture itself without needing to do anything extraneous. multiply it over your albedo or diffuse and you should be good.[/quote]
I've already tried adding the ambient occlusion as a sort of diffuse with $detail, but it disappears under the reflections of the metallic paint, which I don't like.
to avoid that, I could use the ambient occlusion texture as a phong mask, but then I'd have to give up the really neat tiled bumpmap that gives the paint its nice noisy reflections.
even if I were to use the ambient occlusion texture as a regular $basetexture in a material that also doesn't have the bumpmap, it'd still disappear under the metallic reflections.
I think I've also tried $bumptransform to reach a sort of middleground, but it doesn't seem to work in Garry's Mod, or, at least, VertexLitGeneric.
[quote]i don't know what the point of the second one is either, it also seems extraneous and not terribly useful.[/quote]
the $additive bit? that's for the glossy un-tinted reflections of the metallic paint - the entire reason for why I'm mesh stacking to begin with.
to get close to what I've got with mesh stacking, but in a single material, I'd have to work with phong warp textures, which don't allow for different colors without looking weird, and I'd have to export perhaps dozens of individual textures, each sized at a megabyte or more, just for different paint colors after setting up individual materials.
instead, with mesh stacking, you could just use the color tool ingame to get completely different paint setups that don't look weird, with ease[url=https://my.mixtape.moe/dseian.mp4].[/url]
[quote]also don't export 3 stacks as one SMD, that will cause certain parts to not render at all due to how source handled render passes. that's locked at a 2 stack. even then you're going to have more luck exporting each SMD separately and setting up their compile order via QC.[/quote]
I wouldn't export all 3 stacks into one SMD if it didn't work, but for some reason, it just does.
Source just happens to render $additive and $translucent materials in the order I want them to, with how I've stacked them.
also, I'm pretty sure exporting individual stacks to different SMDs would make bodygroups for different bumpers and such really bothersome to change, which would be lame with visual upgrades if a model's source has them.
[quote]you're better off doing just 1 mesh instead of stacking since mesh stacking is when you want to do hacky shit. it's also expensive, which you really want to avoid as much as you can.[/QUOTE]
the thing is that I'd [I]like[/I] to do hacky shit to make things look much nicer, since the pros seem to outweigh the cons.
and from the average player's perspective - someone who's found my car addons by stumbling upon them on the workshop - if they don't like how my models are more expensive to render than with most other car addons, they could just look for addons by other people.
there are probably hundreds of them.
[QUOTE=cynaraos;52869238]I wouldn't export all 3 stacks into one SMD if it didn't work, but for some reason, it just does.[/QUOTE]
Are you using 3ds max? if so, are you using game zombie's exporters? If so, update to the latest version if you haven't. Otherwise it exports all of the objects in the scene.
[QUOTE=Stiffy360;52869278]Are you using 3ds max? if so, are you using game zombie's exporters? If so, update to the latest version if you haven't. Otherwise it exports all of the objects in the scene.[/QUOTE]
I do use 3DS Max and Game Zombie's plugins, but I haven't had any problems with what they export. I've always used the "export selected" function, since I constantly do things with bodygroups.
Some shading and bonemerge tests:
[T]https://cdn.discordapp.com/attachments/327022921065299968/377877085370187776/bf4_scope_lenses2.jpg[/T][T]https://cdn.discordapp.com/attachments/327022921065299968/377877082107019264/bf4_handlebars.jpg[/T]
[T]https://cdn.discordapp.com/attachments/216947420284715009/377685905856659456/bf4_ping_long_gongs.jpg[/T][T]https://cdn.discordapp.com/attachments/327022921065299968/377879648001851403/bf4_bonemerge_test01.jpg[/T]
[QUOTE=cynaraos;52869238]-words-[/QUOTE]
no, the pros don't outweigh the cons. you're putting on more stress memory-wise. seeing as the general program is 32-bit, memory is severely limited. you can still do more with less. just have to be more conservative.
of course AO is going to be lost under reflections, especially on metallic parts. they don't have any occlusion going on because of their dense nature. having it on its own stack is wasteful.
i won't deny, it does look nice. i just don't see it being worth the memory consumption that it can bring if you're not careful. take into account texture resolution, the specific VMT commands and all should give you a good idea. model stacking should be used very sparingly or when 100% necessary. if you have colored specularity, PBR or anything like that then stacking's fair game. otherwise, don't do it.
back on topic, i've been busy.
[T]https://orig00.deviantart.net/dd8a/f/2017/312/7/3/ubersoldat_by_yare_yare_dong-dbt4tvu.png[/T]
Well maybe not. Getting reflections and scale to play nice and efficient is harder to do in garrysmod given it has a larger list of incompatibilities between parameters than the sfm does.
Cynaraos probably set it up as elegantly as possible at the cost of performance rather than memory. Which is a fair trade.
If it was for the sfm exclusively though yeah it could be made more efficient.
fair enough in that case.
the texture files for the paint are like 25 mb at most
~1.3 mb each for two shared textures that would be used in other different models
~22 mb for the unique ambient occlusion, which isn't even compressed
when it comes to how many polygons are rendered, it's like 300-350k, which isn't exactly unheard of for models that don't even have mesh stacking
Finally got back working on BJ Blazkowicz again. Got the rest of his [I]Quake Champions[/I] models.
[t]https://i.imgur.com/wkSwBDt.jpg[/t]
Just gotta do Terror-Billy now.
Mats done by[I] Ageha[/I] because he's a god.
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