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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Sat Dec 26, 2009 1:45 pm 
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ratty redemption wrote:
I've not done any more work on the crack normal layer today, but I think I've improved the diffuse and basic/detail normal layers.

in this perspective image, the camera is quite close to the cliff face and there is still a lot of high frequency detail. next on my to do list is try to mix in some more variation to the diffuse and then add to some cracks, over the next few days I'll then work on the other 2 sections of this cliff.

Image

Nicely done :twisted:

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Sat Dec 26, 2009 9:39 pm 
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thanks sturm :)

I need to do more work on the diffuse and I've decided that the other 2 sections of the this cliff model (which join onto the end nearest the camera in the latest image) will probably have a smoother shape to them, ie look less like bolders.

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Sat Dec 26, 2009 11:17 pm 
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here's two images of the latest diffuse tests. I used a photo source of real rocks for the basic diffuse layer and a smaller tiled dirt texture for the detail layer. the normal maps are the same as in the last images. also none of these recent images have ao or spec maps, just the uniform spec lighting that comes with blender.

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Thu Dec 31, 2009 11:07 am 
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in between mainly doing real life stuff over the last few days, I've managed to do enough of the new rock material to be satisfied for the time being. so for the next few days I can focus on the meshes again. after that I'll probably do some more work on the crack normals.

Image Image

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Tue Jan 26, 2010 2:35 am 
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I've had a ton of real life distractions so far this year, but over the last 3 days I finally got some work done in blender.

the red section of this cliff face is new and I've tried to get more of a flow to the edgeloops.

Image

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Fri Jan 29, 2010 2:01 am 
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I managed to do some more blender work today. here is the 2 cliff sections with their unique normal (low frequency) layers. they share the same diffuse, spec and normal detail (high frequency) layers.

Image Image

although not very obvious from this camera distance and fov, I couldn't find a way to tile the materials across the sections so there is a seam. this was due to apparently the baking needing all the uv's to be within the default image space, usually uv's can extend beyond that space if the materials use tiling diffuse, spec layers etc.

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Sat Jan 30, 2010 2:39 am 
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although it was quite easily to model a deep crack in the meshes to hide the texture seam, I didn't realise the shared spec map would look wrong. as shown in the image below. I don't want to make unique spec maps for each cliff section so I'm going back to the previous version of the mesh and see what else I can do.

Image Image

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Mon Feb 01, 2010 3:39 pm 
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I haven't had much time over the last few days to work in blender but the 2nd image below shows the progress I've made with the seam. still wip though.

Image Image

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Mon Feb 01, 2010 8:44 pm 
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It's cool to see the progress of your stuff & putting some picture with descriptions really helps enjoying the thing.

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Tue Feb 02, 2010 4:07 pm 
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@ Sebultura, thanks and this latest workflow is a lot faster then I've previously been able to do, but frustratingly I've not had much time this year to do any blender work until the last few days. I do hope to make up for lost time though.

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Fri Feb 05, 2010 4:14 pm 
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while I'm working on the mesh for the 3rd cliff section, here's an image of the seam between the first two sections. the results turned out better then I thought they would, with only really the smooth group shading indicating where the seam is, and from a distance it's barely noticeable :)

Image

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Fri Feb 19, 2010 2:58 am 
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for the first time since my hdd died last week, I've been able to get on with my blender work. these images show the 3rd cliff section (in blue)

Image Image Image

tomorrow I hope to get the uv's and baking done.

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Tue Feb 23, 2010 2:25 am 
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I think I've finally finished the meshes, uv's and baking for these 3 cliff sections.

Image Image Image Image Image

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Tue Feb 23, 2010 4:48 am 
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very, very sweet. :)

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Wed Feb 24, 2010 6:04 am 
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thanks a lot friar 8)

I've done some tweaking today to the mesh's edge loops and rebaked the normals. the last two posts of mine have had their images updated. the differences are subtle but I think the rocks look slightly more natural.

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 Post subject: Re: (WIP) ratty d3 hell map
PostPosted: Mon Apr 05, 2010 1:04 am 
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just a text update: I had more pc and isp problems and went several weeks without a computer to work on. I've since then moved flats and now have a better broadband service. and although I don't have my own pc yet, I've been borrowing my gf's laptop and have successfully installed blender on after udating the video drivers. hopefully within the next few days I'll be working on the hell map project again. I'll ul some wip images as soon as I have something to show.

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