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AzAkiR NaLDa
Council of Exiles
Brave Collective
#341 - 2013-05-19 17:26:46 UTC
AzAkiR NaLDa wrote:
with some help of Theo Samaritan we fixed a nasty issue with the normal maps and inverted tangents in 3ds max 2013 :)

as you can see in the screenshot of the Astarte above the colors aren't showing correctly even though everything reflects the Shader files.
And if you look really close you can see a small seam running along the middle of the ship hull.

now here is a screenshot of the tangent issue if you haven't noticed it yet :

http://imageshack.us/a/img841/1144/guardianseam.jpg

The nasty light seam in running through the entire model is caused by the mirrored geometry and the UV's of the brighter side of the screenshot are inverted.

after alot of fooling around and trying to find a fix Theo found it.

It is pretty simple. in 3ds max go to customize > Preferences > Gamma and LUT settings and disable it by removing the tick from the check box

once that is done you get this as a result:

http://img577.imageshack.us/img577/2995/astartelayers02.jpg

This is the same Astarte from the max file i gave the link to. so try it out.

so big thanks to Theo Samaritan for finding this fix


Just to show the issue: this is found on page 15

Lone Star Warrior

Gaylen Pellaz
Lucid Vortex
#342 - 2013-05-19 18:15:29 UTC
AzAkiR NaLDa wrote:


I really wanted to say dump the mac, but not gonna do it. But as far as I know black2json requires a full blown windows environment cause of some essential parts that it requires. Instead of trying to convert them you could try to use a binary reader.

You cannot load the black riles in blender because of the fact that it is a binary model information file. Black2json makes it readable for us in a easy way. The way around it which is a bit harder but it can be done.


Redid my lighting and tried to fix the seam in my cube. But with the sun added into the scene it immediately looks alot better.

http://citadel-consortium.com/downloads/venture_05.jpg


Thanks for the assistance, I guess I will go and drop the cash for a cheap windows laptop to read the black files. Turns out a corp-mate wants me to make some models for a recruitment video he is doing.

I kind of figured it was an issue with the non-native windows environment. Even though it is a full windows installation, it isn't running in its native space. Always love to see your work, keep it up. It inspires us fledgeling folks.
Harvister
Deep Core Mining Inc.
Caldari State
#343 - 2013-05-19 18:34:51 UTC
Here is what i have so far, instead of decomposing the rgb to map the texture uv i used the render tree to extract the layers i needed directly from the DDS file in softimage, the GPU/CPU is having a hard time but i think i can fix it if i optimize the render tree a little bit, Current progress

AzAkiR NaLDa
Council of Exiles
Brave Collective
#344 - 2013-05-20 09:58:40 UTC
Harvister that looks good. But from what I can see in the screenshot it seems like you are missing the engine material | this isn't really important to have in still front or sideways views I guess | but I also do not see the mask and submasking layers. Each of these have their own reflection levels and colors. So if it is in there would you care to demonstrate how you did it?.

In max I blend 4 different materials together to get the layering done. I use the base material, then copy it for the mask and submask and adjust it where needed while using the masks from the pgs green and red channels to hide the parts that don't need the adjustments. And then a 4th light material is used to create the ship lights and have them emit light into the scene.

Lone Star Warrior

Gaylen Pellaz
Lucid Vortex
#345 - 2013-05-21 04:51:43 UTC  |  Edited by: Gaylen Pellaz
Well here is what I have...

Things that I see wrong/still left to do:

Too dark. (I used minimal lighting on this render to see how much light was coming from the HDRI background)
Diffuse color is not quite right even though I am using values from the black file. (Will continue tweaking this)
Glow/Luminance not applied yet.
I think I may have the fresnel affecting the wrong value or set too strong.
Only working on the hull material at the moment


Please feel free to add input/critique

https://www.dropbox.com/s/fnwixbrmcr0ljnz/rifter_wip.png
cerbus
Carpe Noctem.
#346 - 2013-05-22 10:56:39 UTC
so much love for this thread.

amidoingitrite? http://i.imgur.com/CjRH6h.jpg


This character is no longer affiliated with the Caldari Prime Pony Club.

AzAkiR NaLDa
Council of Exiles
Brave Collective
#347 - 2013-05-22 11:37:26 UTC
cerbus wrote:
so much love for this thread.

amidoingitrite? http://i.imgur.com/CjRH6h.jpg




i love mr smiley :)

what software are you using? and how did you get the decals on it?

nice work in any way

Lone Star Warrior

cerbus
Carpe Noctem.
#348 - 2013-05-22 13:10:25 UTC  |  Edited by: cerbus
AzAkiR NaLDa wrote:
cerbus wrote:
so much love for this thread.

amidoingitrite? http://i.imgur.com/CjRH6h.jpg




i love mr smiley :)

what software are you using? and how did you get the decals on it?

nice work in any way


3dsmax

Some more, using a dx shader (good for rapid previz):

http://dl.eve-files.com/media/corp/Tamber/aperture_oracle_previsualisation2.png
http://dl.eve-files.com/media/corp/Tamber/white_apocolypse.png

This character is no longer affiliated with the Caldari Prime Pony Club.

AzAkiR NaLDa
Council of Exiles
Brave Collective
#349 - 2013-05-22 14:09:29 UTC
a custom dx shader or the default shaders from max?

Lone Star Warrior

Gaylen Pellaz
Lucid Vortex
#350 - 2013-05-22 21:02:16 UTC
Gaylen Pellaz wrote:
Well here is what I have...

Things that I see wrong/still left to do:

Too dark. (I used minimal lighting on this render to see how much light was coming from the HDRI background)
Diffuse color is not quite right even though I am using values from the black file. (Will continue tweaking this)
Glow/Luminance not applied yet.
I think I may have the fresnel affecting the wrong value or set too strong.
Only working on the hull material at the moment


Please feel free to add input/critique

https://www.dropbox.com/s/fnwixbrmcr0ljnz/rifter_wip.png

Well, I revisited the nodes setup and did some tweaks of the maps in Gimp and this is the result...

I am much happier with the colors now, but the spec is still not quite right.


https://www.dropbox.com/s/vvccmu51w09apdh/rifter_wip1.jpg
Lupus Hekki
Doomheim
#351 - 2013-05-23 15:51:06 UTC
I managed to figure out how the masks work out. wip

How CCP manages it's specularity is a mystery to me.
So far I discovered that PGS -> (R) Mask, (G) Specularity, (B) SubMask, (A) Glow
The Color values from the .black files usually are from 0 to 1.

Messing around a bit I made this, some have terrible specularity, some have none.
It's all done in blender, the masks are set to overlay and RGB to Intensity with the color from the .black file.
Also from the black files, you'll see FresnelFactors, which made me believe that the diffuser is fresnel.
Mardante Soliest
Realm of the Forgotten
#352 - 2013-05-25 22:04:14 UTC
Could someone please help me with the colours? I`m getting a bit desperate here... Oops

Using 3dsmax 2013 I come up to this:
http://www.rigolettostraat.nl/patrick/images/everenders/venture001.jpg
but it`s supposed to be yellow What?

There is no easy way.

AzAkiR NaLDa
Council of Exiles
Brave Collective
#353 - 2013-05-26 12:52:54 UTC
Mardante Soliest wrote:
Could someone please help me with the colours? I`m getting a bit desperate here... Oops

Using 3dsmax 2013 I come up to this:
http://www.rigolettostraat.nl/patrick/images/everenders/venture001.jpg
but it`s supposed to be yellow What?


try the following:

when you want to add the bitmap, add a color correction in the slot first. Then in the color correction map you can select the texture itself.

Then in the color correction map scroll down and tick the advanced box. Then RGB value's will be come visible that you can adjust.

From the black files take the rgb decimals and multiply them by 100

so for instance for the maller blackfile :

Quote:
{
"__i": 6,
"__t": "Tr2Vector4Parameter",
"name": "MaterialDiffuseColor",
"value": [
0.6980392,
0.6588235,
0.6196079,
1
]


becomes :

Quote:
{
"__i": 6,
"__t": "Tr2Vector4Parameter",
"name": "MaterialDiffuseColor",
"value": [
69.80392,
65.88235,
61.96079,
1
]


also make sure that the mask files are layered out in the correct way.

Lone Star Warrior

Mardante Soliest
Realm of the Forgotten
#354 - 2013-05-26 22:13:07 UTC
AzAkiR NaLDa wrote:

try the following:
......
also make sure that the mask files are layered out in the correct way.


Tnx so much for the info. I`m getting a bit closer now, but I think I`m not reading the files right. Also I don`t get the right mask files, where do I get them from?
http://www.rigolettostraat.nl/patrick/images/everenders/venture002.jpg

in the black file I found:

{
"__i": 6,
"__t": "Tr2Vector4Parameter",
"name": "MaterialDiffuseColor",
"value": [
0.2666667,
0.2666667,
0.2666667,
1
]
},

but thos numbers don`t add up to the yellow.

There is no easy way.

Sarmatiko
#355 - 2013-05-27 00:35:48 UTC  |  Edited by: Sarmatiko
AzAkiR NaLDa wrote:

From the black files take the rgb decimals and multiply them by 100

255, not 100.
And overbright values must be divided first for the max value and then multiplied for 255. Max value will be equal to 255.

Mardante Soliest wrote:
[quote=AzAkiR NaLDa]
in the black file I found:

{
"__i": 6,
"__t": "Tr2Vector4Parameter",
"name": "MaterialDiffuseColor",
"value": [
0.2666667,
0.2666667,
0.2666667,
1
]
},

but thos numbers don`t add up to the yellow.


That's because Venture's yellow color made with masks. Base material color is gray (and your fist picture was kinda correct, just without masks)
It would be easier for you if someone's with 3dmax experience just share with you example .3ds
AzAkiR NaLDa
Council of Exiles
Brave Collective
#356 - 2013-05-27 07:53:10 UTC
Mardante Soliest wrote:
AzAkiR NaLDa wrote:

try the following:
......
also make sure that the mask files are layered out in the correct way.


Tnx so much for the info. I`m getting a bit closer now, but I think I`m not reading the files right. Also I don`t get the right mask files, where do I get them from?
http://www.rigolettostraat.nl/patrick/images/everenders/venture002.jpg

in the black file I found:

{
"__i": 6,
"__t": "Tr2Vector4Parameter",
"name": "MaterialDiffuseColor",
"value": [
0.2666667,
0.2666667,
0.2666667,
1
]
},

but thos numbers don`t add up to the yellow.


You get the mask files can be retrieved from the pgs files. Red is the mask and green is the submask. I'll create a venture in max with the complete layout and materials done. I will also share the renders I get with the setup. For the setup I'll use mental ray instead of vray so you can see it.

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#357 - 2013-05-27 10:08:19 UTC
Sarmatiko wrote:
AzAkiR NaLDa wrote:

From the black files take the rgb decimals and multiply them by 100

255, not 100.
And overbright values must be divided first for the max value and then multiplied for 255. Max value will be equal to 255.

Mardante Soliest wrote:
[quote=AzAkiR NaLDa]
in the black file I found:

{
"__i": 6,
"__t": "Tr2Vector4Parameter",
"name": "MaterialDiffuseColor",
"value": [
0.2666667,
0.2666667,
0.2666667,
1
]
},

but thos numbers don`t add up to the yellow.


That's because Venture's yellow color made with masks. Base material color is gray (and your fist picture was kinda correct, just without masks)
It would be easier for you if someone's with 3dmax experience just share with you example .3ds


The 3ds max color correction map uses percentages.

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#358 - 2013-05-27 18:48:52 UTC
and as promised, here is the zip file containing the following:

- venture gr2. model
- venture .obj model
- Split out textures for
- - Normal map
- - Diffuse texture
- - Mask texture
- - Submask Texture
- - Specular Texture
- - Glow Texture
- Converted black file
- Max file completly with layed out material.

here is the result with MR

http://citadel-consortium.com/downloads/venture_MR.jpg

and here is the zip file.

http://citadel-consortium.com/downloads/venture.zip

hope this helps

Lone Star Warrior

Mardante Soliest
Realm of the Forgotten
#359 - 2013-05-28 08:18:50 UTC
AzAkiR NaLDa wrote:
and as promised, here is the zip file containing the following:

-zip-

and here is the zip file.

http://citadel-consortium.com/downloads/venture.zip

hope this helps


Tnx for the troubles and time.. just.. the link is broken What?

There is no easy way.

AzAkiR NaLDa
Council of Exiles
Brave Collective
#360 - 2013-05-28 10:10:37 UTC
Whoops forgot to capitalize the file name. http://citadel-consortium.com/downloads/Venture.zip

Lone Star Warrior