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despo20

Despo begins to modding :-)

146 posts in this topic

If you did the AO the way I described in a few places then you don't need to invert it, it is correct the way blender bakes it :)

 

Awesome house!... and say good bye to your life, this stuff is addictive...

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Posted (edited)

looks great !!

 

if you see some white lines.... verify your UVW and make sure it doesnt go further than should be.

Edited by Ketchup
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Thank you guys!

A quick test with the default AO. It seems better. Maybe a little too dark... I need to run more tests!

 

D20House_wip3.thumb.png.471d274e12d5917451c4e91bfd2509f5.png

1 hour ago, Necora said:

... and say good bye to your life, this stuff is addictive...

Yes, I know :D

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Posted (edited)

@despo20 It looks awesome. A couple of points, before you lighten the AO, consider that the environment lighting in game is rather, well, I don't know a nice way to put it, let's say unforgiving 

Spoiler

(crap)

My white areas of the AO are as white as can be, and I use a strong shading to it, yet the white AO areas still come out somewhat dark. I find that if the model looks great in blender, I will need to boost the saturation and contrast of all textures for it to look just as vibrant in game. In blender everything looks over saturated, but in game it comes out nice. I think it is because in the 'sun' the game casts some strange pale blue shadow on everything, and brightens it (but adds more contrast) in 'rain'. I would have thought it would be the opposite way around, or at least less blue wash in sun.

Try tinkering with the contrast/brightness/saturation of the textures before you change the AO.

The good AO from blender should not darken faces with no shadows cast on them, so roofs, walls etc. The AO simply adds some nice contrast around the beams, especially if you have the attenuation down to around 20 cm, which is what I use as default.

Edited by Necora
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Ok... I learned a little bit more.

Thanks @Necora!

I'll try to improve the AO generated from blender. Where you set this attenuation parameter? Can I ask you a screenshot? 9_9

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Wow, this looks great! I love buildings with little nooks and crannies like that, it makes things look so much alive.

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6 hours ago, despo20 said:

Obviously the first mod is a house

Ummm... but you have done some modeling before this, or?  O.o  No matter, you're doomed, lost to the dark side  xD

Looks good, like Bartender I'm a big fan of odd angles, nooks and crannies...  ;)

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I love the look of it!!!

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Yes @Paeng, I've done a lot of 3D models in my life :D

I'm an architect and I use 3D modeling programs nearly every day. But this is the first time with Blender and usually I make something much more "modern" xD

I'm very glad that you like it. Thanks guys!

 

The concept isn't mine. I found an image on Pinterest and I tried to reproduce it in Blender. This is the picture:

4c6b7ce3002f765ec7a1cd735f844e62.thumb.jpg.127a4c87c3871aeb9f32d4608d31a1f1.jpg

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@despo20 I gave wrote a late night, brief overview at WOB that a few people have recently deciphered, with no images. Here are some images for you, perhaps I will put it together into a blender AO tutorial when I get a chance.

 

Image 1

AO_Options1.thumb.jpg.dd6897ebbd53f12f82c1687a291f7cd1.jpg

1 - We start off in the 'World' menu.

2 - First, change the 'Ambient Colour' to 150, 150, 150.

3 - Tick 'Ambient Occlusion' and open up this drop down menu. The first option is 'Factor' which is how strong the effect will be. The higher the number, the darker the shadows.

4 - You can select to multiply or add each trace. Multiply gives a darker shadow. So each scan is multiplied by a factor of 2.5 in this set up.

5 - Tick 'Environment Lighting'. I'm not sure how much of an effect it has, but I was battling dark shading across the whole thing when I went through this so decided to tick it just because.

6 - Same with 'Indirect Lighting'. I didn't change any of the settings of either of these two.

 

Image 2

AO_Options2.thumb.jpg.d46a5776b534a127abb3b2921ea749ba.jpg

1 - Scroll down in the 'World' menu to find the 'Gather' drop down. Make sure 'Raytrace' is selected and it is set to 'Approximate'. Other settings give lower quality shadows (grainy).

2 - Attenuation - This is the distance between faces that will cast a shadow on one another. (note - this is my understanding of it!) AO is about the effect other faces have on the one that is being scanned. Blender will scan out in all directions from each face, and see what other faces there are to cast a shadow on it. Attenuation tells blender how far to look for another face. The default is 10 m (!!!) so any face within 10 meters will case a shadow, and result in a very dark AO all over! I use 20 cm, it seems to be a good one for definition on buildings. On smaller things I will go less, 5 cm for a tree or bush where many faces are close together. Play with this depending on the model to get the amount of shading you need, it is probably the most important thing for AO IMO.

3 - Samples - how many scans per face. The more you do, the longer it takes, the smoother the shading is.

There are also things like 'fall off' which is something to do with how quickly the shadow from another face stops having an effect, but I have not played with this yet.

 

Image 3

AO_Options3.thumb.jpg.c15816927dbc8e0a7e2422f966dc67c9.jpg

You probably have used these already! 

1 - Render menu

2 - Make sure normalized is ticked especially if you are using multi materials. This forces blender to assume all faces are bright white (ambient colour that we set earlier I think). If you don't do this, you can get dark/odd shading due to the textures applied to each face.

3 - Margin 10px. I don't know why, @Discrepancy said to do it ;) in his tutorial

 

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Oh and one more thing.. I'm not sure what this UI is called, it is the one that pops in or out when you hit 'N' on the keyboard in 3D Veiw and has the transformation options and things in it. If you scroll down to the shading menu, you can tick AO and it will display your values and some shading on the building (which I have made red here for fun). It is a rough estimate of how your values will come out, the result is a lot grainier than a proper bake in game, but you can play around with them to see the difference of changing certain things.

 

 

AO_Options4.jpg

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bah you see, this red color thing show you all the details where textures meet another texture or beams....

i am making all my AO and i never see a such difference because the result i get i never get these "red shadows" casted on my mesh+AO :(

and i dont know why :(

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Very clear, very helpful and many many thanks @Necora!!!

Thank you very much for the compliments everybody!

I want to model a lot of medieval buildings full of odd angles, nooks and crannies! :D :D

 

And now that the AO is perfect (thank you again Necora), I have to solve a little problem with the normals of the stone walls in the building phases xD

D20House_wip5.thumb.jpg.bab714a9547c27626115c664f3389ba2.jpg

 

D20House_wip6.thumb.jpg.e49b839f25800954c14777da24c25b2e.jpg

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backfaces being invisible is a problem with the material you're using, most materials cull these. You can either solve this by creating faces on the inside for the build meshes, or by changing the code in your material.rsc (if you are using a custom one). Inside the material.rsc there is probably a line saying 'CullMode _cullMode = BackFaces;' If you want no culling to happen, change this to 'CullMode _cullMode = None'.

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12 hours ago, despo20 said:

I use 3D modeling programs nearly every day

Cool... yeah, when I read "first mod" I thought "model?" and got sort of weak knees... LOL

 

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1 hour ago, Bartender said:

You can either solve this by creating faces on the inside for the build meshes

It's exactly what I did, but the inside faces had inverted normals :ph34r:

1 hour ago, Bartender said:

Inside the material.rsc there is probably a line saying 'CullMode _cullMode = BackFaces;' If you want no culling to happen, change this to 'CullMode _cullMode = None'.

I've noted your advice. Can be very useful in some situation ;)

 

A pair of winter pictures

D20House_wip8.jpg.23c26667c96119f2ccb74918cc7dc8b7.jpg

 

D20House_wip7.thumb.jpg.af40f71ff17db1150e8383b82e9cdc43.jpg

 

@Bartender I look forward to your Natural Diversity Mod. Mushrooms in the snow are a bit... unrealistic, to say the least xD

Now I'm playing a little with the AO in photoshop to remove the snow from the entrance steps and from the other covered parts.

 

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Posted (edited)

you seem to be very talented and extremly experienced in 3D @despo20  . everyone of us doesnt have a 1/10th of your 3D knowledge :)

 

specially the time it took you to do that ?

we are march 24th.... i would have done everything you did and we would be april 3th ^^

Edited by Ketchup
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