Outerra forum
User mods, screenshots & videos => Static models => Topic started by: C. Shawn Smith on October 20, 2014, 02:22:55 pm
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Because ... Stargate ;D
Still puzzling out the materials file format, so it's looking a bit ... waxy ... right now. Also, model not mine (http://tf3dm.com/3d-model/stargate-78106.html) (Model licensed for Educational purposes, Fan art, Game mods, Machinima)
(http://www.thedavincian.net/shawn/stargate.jpg)
Stargate OTX File (http://www.thedavincian.net/shawn/Stargate.cshawnsmith.otx) *updated*
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Who did polish that thing so much ? :D
(http://upload.wikimedia.org/wikipedia/commons/9/91/Hubble_mirror_polishing.jpg)
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lol seriously.
I haven't been able to make heads nor tails of why it's so glossy in appearance. I've tried setting f0 : 0.0 and roughness : 0.8, but I'm still getting the gloss (it appears that it's just the sky reflecting off it).
{
"version" : 512,
"mats" : [
{
"name" : "StargateRingC_Smoothing",
"color" : ".639,.639,.639,1.0",
"f0" : "0.0",
"roughness" : "0.8",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "StargateRingC_D.dds",
"tex_normal" : "StargateRingC_N.dds",
"tex_roughness" : "StargateRingC_S.dds",
"tex_opacity" : "",
"tex_reflectance" : "",
"tex_environment" : ""
},
{
"name" : "StargateRingB",
"color" : ".639,.639,.639,1.0",
"f0" : "0.0",
"roughness" : "0.8",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "StargateRingB_D.dds",
"tex_normal" : "StargateRingB_N.dds",
"tex_roughness" : "StargateRingB_S.dds",
"tex_opacity" : "",
"tex_reflectance" : "",
"tex_environment" : ""
},
{
"name" : "StargateDHD_Smoothing",
"color" : ".639,.639,.639,1.0",
"f0" : "0.0",
"roughness" : "0.8",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "StargateDHD_D.dds",
"tex_normal" : "StargateDHD_N.dds",
"tex_roughness" : "StargateDHD_S.dds",
"tex_opacity" : "",
"tex_reflectance" : "",
"tex_environment" : ""
},
{
"name" : "StargateRingA_Smoothing",
"color" : ".639,.639,.639,1.0",
"f0" : "0.0",
"roughness" : "0.8",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "StargateRingA_D.dds",
"tex_normal" : "StargateRingA_N.dds",
"tex_roughness" : "StargateRingA_S.dds",
"tex_opacity" : "",
"tex_reflectance" : "reflectivity.dds",
"tex_environment" : "reflectivity.dds"
},
{
"name" : "StargateBase",
"color" : ".639,.639,.639,1.0",
"f0" : "0.0",
"roughness" : "0.8",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "StargateBase_D.dds",
"tex_normal" : "StargateBase_N.dds",
"tex_roughness" : "StargateBase_S.dds",
"tex_opacity" : "",
"tex_reflectance" : "",
"tex_environment" : ""
}]
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maybe the normal and roughness textures too intensive ?
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This is what I'm guessing, but I haven't had time to look at them yet. I just took the original textures and converted them over to DDS last evening, but haven't taken a hard look at them. At this point, that's all that's really left though, unless I'm just missing something in the MTL file.
I've been away from Outerra for 2 years+, and except for a little playing around last week, this is the first time I've tried to really sit down and look at the importer.
I wish there was a quick texture refresh key binding, so I wouldn't have to keep closing/reloading Outerra :)
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Was definitely the roughness texture itself. Thanks for pointing me in the right direction:
(http://www.thedavincian.net/shawn/stargate2.jpg)
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Was just gonna hop in and say to change every
instance of:
"f0" : "0.0",
"roughness" : "0.8",
to this:
"f0" : ".028",
"roughness" : "1.0",
And you will enjoy the results.
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Was just gonna hop in and say to change every
instance of:
"f0" : "0.0",
"roughness" : "0.8",
to this:
"f0" : ".028",
"roughness" : "1.0",
And you will enjoy the results.
Yup!
Now, if we can just get some rudimentary Particle FX added ....
(http://www.thedavincian.net/shawn/stargate3.jpg)
Can't wait to explore the importer a bit more. This has been fun :)
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Stargate's may not be the worst idea for traveling in this vast universe. But my money is still on blimps.
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But my money is still on blimps.
(http://2.bp.blogspot.com/-jRImJFcE19s/UC8h8WM5yEI/AAAAAAAAAtA/7tnmTdoVdXI/s1600/ff12-airship-ifrit.jpg)
.... ;D
Was definitely the roughness texture itself.
Well, they have a great intensity range, but good to mimic multiple materials at one UV.
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I'm used to specular maps being white is bright; Outerra seems to be inverted. I can adjust to it, but it was what was confusing me.
Eventually I'd like to clean up the model's UVs, but I've been out of modeling practice for a very long time, and I have other projects that I need to work on for now. But hopefully I can use some of those projects' models to port to Outerra for fun :).
I have an idea for a character I want to pursue, but I'm going to wait until I can add all the proper animations and hotkeys for him to be fully functional.
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I have an idea for a character I want to pursue, but I'm going to wait until I can add all the proper animations and hotkeys for him to be fully functional.
Sounds like a plan ... Cant wait !
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Very nice. A Pyramid would be great. 8)