#NFSU2 (Need For Speed Underground 2)
1 messages · Page 35 of 1
i will
I'll remind you again anyways
ah i see, you thought of smth like this
So we have 2 tasks labeled as 0.3.0-alpha, the bridges underside has been completed by hellraven. What are these other about? And do we have an estimate to finish them up?
@desert ridge @jade briar
i have closed the issue now
i had forgot it XD
made a new issue which is relevant for 0.3.0 release
Can you put a black gradient texture behind the city's background image, so that it won't stand out as much with that bright skydome?
Tbh, that sky isn't right. Its much brighter than it should be comparing to open world skybox
But is it possible to change brightness of the sky in the lobby without changing it in the game world?
Loving the new platform though
But maybe, just maybe
Brushed/pressed aluminium with puddle stains would look more fitting
There's a chance I have placed a light source facing the window to balance out glowing and emissive values. Check this out in OV
Nah, not possible. That's the point
Then maybe just a gradient png can be a solution
But is the camera in that menu separated from the gameplay camera? Sorry for this kind of question, it's just that i dont know how remix works and i assume that cameras here work like in blender or 3ds max and if this is the case, then solution will be to lower camera exposure and increase power of lights in this scene
Adjusting exposure will affect entire scene
But only this scene or entire game?
Entire game
Unless you create a new material and assign to that mesh with custom exposure
Do you know by any chance how many types of billboards we have?
Sadly the runtime doesn't supports partial transparency quite well, only cutouts/alpha tested or actual translucent materials like glass, crystals, etc
You mean, the sky bg? Its a concave mesh sort of like a sky dome but just for the visible side
Rather than 360 degrees
I mean these guys. We discussed what to put in place of them
Well, I have no idea how many, but should be less or equal to as many different garages the are
Ohh, actual real life billboards, not in game dev terms. Well, that I surely have no idea 
Cuz I got an idea for one :D
Maybe by parsing many captures one could link the mesh hashes to their materials and count
🤔
Vanilla bollards 
And trees that grow on the pavement, nothing out of the ordinary
That's the best part of it
Tonight, I will share some updates on the replacement of buildings.
Have you succeeded?
Whether it's deemed successful or not depends on how closely you examine the details. I enjoy adding numerous small details, so personally, I don't consider it highly detailed enough. However, compared to many game buildings that rely solely on textures for detail, I believe I have achieved better quality in terms of overall appearance.
Oh, I meant the performance issues you experienced before. Have you achieved details with no performance hit?
I believe the previous performance issue was caused by handling too many instanced meshes at runtime. Even when loading the buildings in Omniverse, it takes some time to load all the instanced meshes. However, if it's a single mesh, there are no issues.
But how does the smoke work if it's partially translucent 🤔
Albedo with Alpha channel
Won't the same technique work for that cityscape.png?
As for billboards i'd suggest just to remake them in 4k ultrahd 60 fps remastered quality as they are kinda iconic for some players
I can help with that at least
Let's be honest
We're doing EA a favor with our work
We have 4 types of Old Spice ads. Want them all tranfered into Remix?
As for in-game stuff we have a few: Burger King, Cingular, AutoZone, BestBuy
Is Cingular a thing?
Bestbuy was a thing
And bk still is
I can design boards with "welcome to bayview" or something like that
Well, that's up on you to find where it is and which material HASH it has
Just gotta keep it consistent with early 2000's style
Ah
I see
Can't do much with my integrated graphics
Can't launch Remix at all?
Why is bro here
Who?
Guess
?
I don't think you understand
That's why I ask
Billboard hash list (may be incomplete...)
Name matHASH imageRatio
Pontiac02 C9D6BEB590AF46D2 2:1
Pontiac01 1592C6B370904E8B 2:1
OldSpice04 47F5EAD70E701471 2:1
OldSpice03 E578FA80E3888FEF 2:1
OldSpice02 4C903EA92D359DDA 1:1
OldSpice01 1DB6E39506187AF9 2:1
Edge 1E900B3487493759 2:1
D3 FB47BCF02111043A 2:1
Cingular02 828F41755043FFED 1:1
Cingular01 8363C0886D47B716 2:1
Campbella 82338B1D57CC42E8 1:1
Burger02 60842DB773684ABB 2:1
BestBuy E7BF75A1EC6F5CF7 1:1
AutoZone02 CD0DF36F5240E173 2:1
AutoZone01 3B5CA5BD5A031F88 2:1
Currently, the smoke is using the AperturePBR_Opacity.mdl material, but for a realistic refraction effect, we need to use the AperturePBR_Translucent.mdl material. Unfortunately, this material doesn't support transparency textures at the moment, so the entire surface, including the transparent parts, is displayed.
Yep, only thing i can do is photoshop stuff. Just tryna be helpful
Fine, just find some stuff you wish to remake and show on map where it is. We can find a hash when you prepare a replacement
That's great! I'll start when i get home
You did, but the lights were faced in the wrong direction. I fixed that and added more of them
Okay... I'm yet to choose which billboard to replace with it
We all use UV's instead of UVs
It is lower case friendly
uvs
You can complain about that on the next billborad
Its stupid because it is an ad thing, I've seen ppl using 's like that quite a lot and got equally annoyed 
Another Alexlol gif



“UV Stretching? In my BlackBox game?! // It’s more common than you think.”
I couldn’t get proper exports from substance to work in OV so I’m going to redo the materials in marmoset since it exports out as a nice clean single texture instead like 20.
I might get the USDAs setup like how eman said while I retexture them and start placing them around to test
I've been working with Substance Painter all this time. What's the issue?
Just how it exports all the texture maps and then the (exported) mesh doesn’t seem to have the right UVs or something.
It happen sometimes when UVs don't cover 1001 UV space in certain spots. And no fix for this. But workaround can be adding a plane to the mesh which cover all the UV space. Though I didn't have a need to do so while working on lobbies. Just had to adjust UVs on 2 materials and that's all
Yea it’s happening on everything I export so not really vibing having to mess with UVs after spending a good amount of time getting the UVs right in the first place.
You can search up for topics 'Dilation' and 'Padding'
As much as I’d like to spend time figuring it out, marmoset seems like it’ll work a bit smoother for me. I’ll try substance again once I need its material library. 
this how the scene currently looks (used free cam)
any suggestions for changes or improvements?
The buildings seem a bit dark on the right 
🌗
i reduced the brightness of the neons that normaly are there. Dont know why they arent shown, but neons shouldnt be as bright as this:
It’s not the neon it’s just in general
ok, and why should it be bright there when where are no lights in the scene?
doesnt make any sense
even in the og game it isnt lit there
Was just a thought 
it just looks really drab now to be honest
in some places, imo it's okay to deviate a bit from the original. this would be one of them for me
i am not mad, i am just wondering why you would want to add light there
i maybe can figure smth out which is not too bright and doesnt ruin the scene but ads a bit light over there
Consider adding spotlights (using basic 3-point lighting) on the front side, directing them towards the car to provide some additional illumination to the front.
already have that
Yea that’s the challenge of lighting.
Hm... maybe the whole scene could use some back lighting, as there is nothing behind the camera. The dark buildings could be lit by a fake moon, city lights or something. Maybe you could replicate the cityscape png from the bg behind the camera to add some reflections and such 
i will get smth done
I can sketch up some comments when I get home and have my tablet for ya
a "fake moon" is kinda a great idea
and since the sky is a bit bright i would make even more snese
thing is, the sky mesh is just a quarter side of a sphere, so it doesn't lights up the front face of the scene
as i said ill get smth done
i see what you meant
still a bit bright, but getting somewhere
I believe the left side requires more lighting.
Because it serves as the key light to highlight the subject, it's important to provide more lighting on the left side. Additionally, since the car has more reflective surfaces on the side, creating reflections on the car would be beneficial. The game showcases the right side of the car instead of the left side because the right side has a greater ability to reflect light from the key light source.
Ideally, you'd want the three point lighting to show off the curves of the car.
Exactly
If you switch to a glossy car it's a lot easier to see
ok, let me coog guys, i will get it done
thx for the example picture, it sure will help
ok, i think for now ive got done the moon light thing, now i will try to get 3 point lighting working
like this? with the glossyness
Yea
Here's some notes on what I'm seeing
Here's a studio shot of an r34 for reference
Here's a render made using the original cubemap used in the garages
Here's what it looks like
Just a big soft box
smth like this?
Move the left light towards the camera so the front fender isn't dark
how much?
Until it isn't dark
Make it the length of the car and move it way closer
hm, i dont know, adjusted the lights now guite a bit
withouth the "softbox"
This how it would look with rachels car
@tawny elk sry for the Ping, but i need your opinion
A softbox is just a big rect light source?
ive set it in " "
What's wrong with the softbox?
wait a minute
Have you tried?
I don't understand how you made a rect light source noisy..
- Exposure should not be negative
you had it set negative in all your lights
I don't remember ever setting things to negative exposure
non the less, even with only the big rect light its extremely noisy
- It's just a big rect light source.
its not
Just one big rect light source, don't need 5
still the same, noisy af
What's the output settings set at?
What about 10 and exposure of 1
its overbright then, cant see shit
How about 1 and 1?
the same noisyness
Copy one of the other rect light sources and make it the same as the big soft box and see if the noise persists
it does, because they all were at the same levels
Is it only the car that's noisy?
yes
It is almost as if the temporal denoising is gone
maybe because the mesh has to less triangles... dont know
yes it really does
used these settings to make cars shiny, didnt changed any material because when i do the car goes blackout
ok, ive setted all on DLSS Ultra Performance...
On DLSS Quality the Noise is not that aggressive
its still there but mainly on the hood and on dork objects (only car)
Ok, found why there are no red neons anymore: someone replaced the mesh... Now i have to search for it, thx... without the red/magenta neons this scene isnt complete and not ready for release 0.3.0
Wonder if mark could solve the niose problem
Hey @zinc meteor Do you know why a large area lamp might cause tons of shimmering and noise?
like this
Its in the 02011601_garageLobby.usda file, but their textures are weird 
yeah, found it, i am trying to lean how to create custom meshes now XD
- I recommend using blender from omniverse launcher, it has the best support for importing and exporting USD files.
- In OV, you can install the extension I created to work with remix: https://discord.com/channels/1028444667789967381/1146527055664652449
- Once installed, you should see a RTX Remix option on the right click context menu just like in the thread pics
- Select the mesh you want to replace, right click > RTX Remix > Setup for Mesh Replacement. A dialog will allow you to chose where to export the game mesh as a USD file (don't forget to have the correct authoring layer enabled)
- If you want to tottally replace the mesh, also delete the original "mesh" prim inside the "mesh_HASH" prim.
- Import that USD file in blender, edit, and once done, export as USD replacing the same file using this settings in the pic
I'll make a tutorial at any time (tm)
thank you mate, helps a lot, also found a good guide on youtube on how to model
Som thick neon tubes
Cool, looking good
well, i tried
Hmm yeah, still quite thick, and they need an emissive material.
In blender, you can scale them inwards along the normals by selecting everything and using Alt + S
For the materials, you should setup on OV
but good thing, my first ever made mesh is working XD
I'll go to bed rn
, if you get some trouble I can help yah tomorrow 
no problem, have to go bed now too
Default Intensity and negative Exposure is my approach. I made just a few light with more custom numbers
I ended up reading up on the dilation stuff for substance and messing with that, but it just turns out the my UVs weren’t getting transferred when I converted to USD. 
Or at least the ones in substance weren’t exporting right or something.
Anyway, I will have the generic light sources here within the few days. At least the basic ones. 
Painter can modify UVs?
I have no idea. I just know that every time I tried applying the exported textures it seemed to never line up with the UVs I had before. I think the key was that I started just converting everything to USD after decimating/cleaning up the mesh if needed.
You can DM me if you ever need to investigate what the issue was
Will do later today when it inevitably happens again 
Oh my goodness, when I tried to capture the progress of the building modeling, I realized that I had completely messed up the gaps between the bricks.
If ya need a reference for that type of construction lemme know, I have a building nearby that has that exact style
I think it has to do with how light sampling works, but I'm not very familiar with that part of the code. You might get a better effect if you break it down into a bunch of smaller lights instead of one big one
That still didn't fix it
like this
Still noisy
May be those 4 lights were not enough
err, looks like you have 1 big one and 4 smaller ones overlapping?
I'm curious how it'd look with something like a 10x10 grid, either of rect lights or of sphere lights
alternatively, throwing an actual emissive surface in the places where your lights come from often helps too, since right now your indirect bounces are conflicting with the light visibility rays
More lights you say?
Emissive plane 🥲
Can model an actual soft box above the car out of frame
Is the proportion okay as it is, or should it be smaller? The male figure in the reference image is approximately 1.8 meters tall.
I discovered some similar pictures of buildings on the internet.
Alright, if we're talking about that, just slap a skydome with white square pre-baked on it
Even too much similar
I definitely need this, a close-up of the details. Thank you very much!
Hey Mark, I have a question. Is Remix optimized for light object ray tracing or can emissive textures achieve similar performance? In 3D rendering, using light objects is known to optimize performance.
I like the idea of having a stage lighting setup 
That's a complicated question, and I don't fully know the answer. I do know that lights and emissive surfaces aren't equal, and lights generally have less noise than emissive.
but when the lighting doesn't make sense physically, the algorithms generally handle it worse than when it makes sense. So having both a sphere light and an emissive light fixture will usually better than either by itself.
Here’s a quick selection of ones I can go to. Lemme know if they work for ya.
Maybe my next generic fixtures could be some stage lighting things 👀
Uh, still have to work 3.5 Hours, then i will rescale the Mesh i made for the neon tube, cause currently its tick
And then i will see what i can do with the top lights of the Plattform, maybe devide size by 2 so instead of 4 its 16
The door arch should be equal to the window arches. Your doorway is quite massive as modeled now. A standard commercial double door entry in the US is only around 1.8m in width and 2.1m tall.
This one?
Nice, thanks.
Neon is about 10mm in diameter for scale by the way.
I think this image is somewhere in Europe so I’m not confident on its size.
But yea that is a commercial double door.
It is similar. I want to say that it's part of glass structure thing
Thank you for the information. The original mesh of the game misled me and made me think that the door is much larger than the window.
Don’t trust BlackBox games to have proper proportions or scale on most things.
They were still figuring things out 
U know what, I've been thinking about it for some while. Oc its a back alley, but its being used as a garage where ppl mess with they cars. Some studio light, diffusers and such would look nice to do the "make sense" part mark mentioned
I believe I should conduct a stress test in the game to compare the results. For example, testing the performance of 100,000 light objects versus 100,000 emissive textures objects.
Why not both with Chess Titans and Sponza
there’s a candle lit option with a few thousand emissive and light source candles.
I'm curious to see your results.
I haven't tried that yet, but I might download it to give it a try later. For now, I'm focusing on making the buildings.
Yea that’s the end goal with the garages in MW for sure since it fits the vibe perfectly.
Alright, asked an actual expert. splitting up the big area light into smaller lights won't help. adding emissive surfaces to the lights will help if the boiling comes from the direct lighting pass. if the boiling is more in the indirect lighting pass, then it may be caused by some highly shiny surface in the surrounding environment.
Could it be that the lights are way too close to the car? The two bulbs in the middle are the headlights, as reference
What’s weird is that I’ve had a setup similar with rect and sphere sources in pretty much every shop and garage with no noise.
have yall messed with the render settings? do you still get the noise if you go back the the defaults for those?
When I was doing it mine were all set at the default 
Yeah, it's been tested in HellRaven's setup only. Settings can vary on his machine
ohhhhhhhhhhhh
I completely forgot about that
hellraven was messing with the denoiser settings
yeah, though, he mentioned not being able to save to rtx.conf
I would definitely try it at default settings
@cloud crypt could you confirm the noise goes away if you use the rtx.conf at rtx-remix-defaults/?
like, back up your rtx.conf, then delete everything that isn't texture lists or other basic game setup
We have a shared conf file. It's on the repo. The denoiser and render settings on it are default.
I may have an idea of what is causing this problem. It seems that the front area lacks objects, resulting in insufficient light bounce within that area. As a result, many lights bounce out into infinite space, causing the denoiser to struggle in capturing enough light for sampling. This is why the image appears noisy.
Already tested that yesterday because i had the same thought, but no, still tje same noisy car
And its only the car, nothing else
Maybe adding a flat plane object through the remix toolset by e-man on top of the scene could fix that
But i cant test... still am at work
Nah, works all fine without tje top lights
Its a shame because it looks so good...
Y’all still doing that inverse method to add gloss to vehicles? I wonder if that has something to do with it.
I am back home now
will now rescale the mesh, 10mm you said Adam? thats like 0.001 in Blender because of UG2 scaling XD
Yea in diameter
You can completely ignore blender units and transforms at all. Make sure to apply your rotation/scaling transforms before exporting (if you press N on blender you can see their values)
If you export using those settings I sent you yesterday, it should ignore transforms and only care about the actual vertices positions
yeah i know, i will get it right, no worries
it may be my first mesh, but im not dumb XD
What does the lighting setup look like?
its still the same, have to change it, was making the mesh so i had no time for it yet
So far so good
Looking good 
took me only 2 hours to make XD (cause im a noob in blender XD)
the mesh
for the neon
alligning, editing, aligning again and that over and over and over again
Hmm
the angles where the worst part, thats why it took me so long
I’ve been lurking a bit 👀
No offence, but this is too complex. Being emissive, you shouldn’t see the normals if you made it simpler.
With the long parts, you could remove the vertices without losing any quality
thats the old mesh
the first 1 i made
i already made a new one which is simpler, way simpler
Oh awesome 😁
I’ve been meaning to help out with some of the modelling, but it’s hard to find the time lol
true haha XD
Is there a checklist or Google doc or something with all of the meshes that need to be done?
That way we can tick them off as we go, and avoid working on the same meshes?
Anything that looks old. Probably is old. And needs replacing.
we want to replace literally nearly every mesh
Now I didn't say that
fixed XD, missed a word
good
thats all noise, ive tried to eliminate it with an additional sphere light, but thats not working, default denoise and rtx conf also dont fix
Hi there 
We have a GitHub Project board for managing tasks. Thats how we usually tell whether someone is already working on something, but u still got to keep up with the threads
even using 17 rect lights will be noisy af
Try modelling an actual rect/quad mesh and add it on top
with emission
hm? rect quad mesh?
dont know if it has any use anywhere XD
i didnt made it, just found it interesting
same for this one (could be used for the ball lights at the airport)
Yeah just export a simple quad from blender and set it up with some emissive color in OV instead of using lights
Funny thing, I'm working on those light poles on main avenue at this very moment 🤣 (while trying to learn substance painter)
haha XD
was white reflective and black non-reflective for roughness and metallic maps?
roughnes is 0-1 for shiny-rough, and metallic is 0-1 for dielectric-metallic, respectively
ah ok, thx, because i try to get Rachels 350Z Done 😉
and yes, thats all done with maps, no settings from rtx remix conf
What if you use a full mirror-smooth surface?
without metallic map?
no I mean, its still a bit rough still
ah. Try playing a bit with their values. I might be wrong but car paint is made by sprinkling metallic bits on top of a non-metallic base paint, so the average appearance isn't fully metallic nor fully non-metallic 
the only problem would be, that every time you edit the vinyl of a car, the mat changes, and since there are thousands of combinations its only an option for pre tuned cars like the sponsor cars and some opponents like Nikki andthe Boss or reaper crew
yeah, thats what we've got for now. I still think its worth though, for the 350z as a first boot experience
yeah, thought the same, thats why i started with it XD
but i think, exhaust paints, rim paints, brake paints and engine paint is doable too
just will take a while
maybe the vinyl should be upscaled, or i can find online a hd version of it
and yes, now we see the extreme noise
Keep the metallic at .2
Best result
Then a hsv value of .2
Going to bed now, will try a bit again tomorrow
Okay got one fully put together 
Missing: 399/400
I’ll get there one day
Looks perfect Adam, nice one
What a music :D
I have created a light mesh model specifically for the tunnel in my GTASA remix (which hasn't been publicly released yet). If you like, it could potentially be included in the game.
Not sure where that would be used quite yet 
It seems like I really need to learn a PBR material creation software like Substance or Marmoset Toolbag. The textures for adding imperfections are truly beautiful.
Marmoset is a useful tool in general, but it’s pretty niche. Substance has way more tutorials and materials available, but is kinda chunky and not quite meant for games.
I figured out my problem with substance was I have to export the mesh from substance and then use that usd for remix for whatever reason.
Note if budget is a concern, marmoset is way cheaper and includes an amazing library of materials and hdris.
Which software do you think is better for one-click procedural materials? I struggle with texturing and would like an easier solution.
Substance has much better usd support imo so I’d go with that
For purchasing substance, there is a one time purchase on steam, if that’s the route you wanna take. 👀
what y'all think about this billboard?
Tunnels city core to heights
The tunnel lights are wallpacks or strips tucked up at the top. I’m not sure how fitting this one would be in it
With the remix tool by e-man it should be possible to add the models to them
And i think with the right scaling it could look good
Like making that light not that long, like a rect/quad light
Looking pretty cool. By its look it seems somewhat cheat type of lamps, can see them be placed on some private areas, back alleys, etc. The fixture seems a bit fragile to be placed in wide open/exposed environments, thinking about maintenance and depredation, so they fit more on places with less flow of ppl, traffic, like the ones I mentioned
For the era this is set in their either long strips joined together, or bunch of wallpacks in a row
I wanna say the original game had wallpacks shoved up in the top of tunnel on both sides.
Mexican Fan Palms!
Can anyone here take some highres texture pics of their barks and other details, pls?
Not my photos 😦
Ik, just saw them and remembered I need some references
I got some but they aren't exactly the same specie
I've never seem one im my life, their bark seems to be more like this as the leaf scars starts to fall:
Great reference! I also need this image. Thank you! GTASA and NFSU2 share some similar elements, so if I create them, I believe I can reuse them in the game.
My man, that is great!
Now I just need to find some bark textures
If speed tree wasn’t the most expensive thing in the world I’d whip foliage up for ya 😦
Now that I've got my geo nodes setup from the zahidi palms it would be faster to just make them again
Guys, i cant wait to see on how the game will look like when we are finished
same, you guys are doing a fantastic job
I see a bright future for remix in general. As more and more ppl start remixing games, our work will be one of the many mods out there ppl can install and overlay on the game. Lots of cool stuff coming up
Yes, i like that old classics getting a new chance to shine
Your work might have a negative impact on paid mods
That charge 5 dollars for reshade presets
most
no login or whatever either
it's a community of pros fucking over the industry for fun
@jade briar we need this high quality rat model in the game frfr
ok.
ok.
dead ass replace the golf with this rat
🤣
A good thing i would say, mods shouldnt be paid
I would see a patreon for our work as a support for poeple who want to support to get paid models so we wouldnt have to create everything ourselfs. But it remains free for everyone
seriously, it would be kinda funny if you replace the golf with the rat just to piss of the people that unironically think that it's a good car
And golf is the best driftcar itg
btw i saw that earlier people were trying to figure out how to do palm trees https://polyhaven.com/a/palm_tree_bark
https://youtu.be/qsgA6HE6dKc?si=E3-PF9xfcxebVW8R
What I meant was that it's a great sounding car
This Pontiac GTO it's a beast! :D
PONTIAC GTO, Engine Sound after Performance Upgrades in NFS Underground 2.
Engine Sound Timelines:
Stock - 00:00
Street - 00:36
PRO - 01:30
EXTREME - 02:24
Stock Dyno Run - 03:29
Street Dyno Run - 03:58
PRO Dyno Run - 04:31
EXTREME Dyno Run - 05:03
Stock Free Run - 05:34
Street Free Run - 06:43
PRO Free Run - 08...
Thats is good. Though I'm looking specifically for a mexican fan palm. Their bark is like the pictures I sent earlier
Polyhaven rules 🔥
.
oh that is a topic i find weird
who'd like to be the accountant 🤣
why are there total conversions for free, but some mofos charge people for reshade presets
as long as i get all the money 😛
Holy shit
@tawny elk @sacred yarrow
It's like going in a thrift store that's also free
most are greedy, the others just broke af
yeah, it's tempting to try to get money like that when you're broke, lol
again, pro's that come from a humble background made to fuck over the gatekeeping industry
i do personally support "let's accept donations for this project, but keep the content free". it seems like a nice balance, and many people are happy to donate
Yeah
also no angry people raiding your project chat about it, lol
It's the paywall that I don't like
By @restive magnet new cityscape
Thats what i said
i only jumped in the chat just now, sorry
Haha no worries xD
i will admit that i don't fully understand why paid mods are so hated if they're made from scratch. it's a lot of hard work
I personally as someone looking for gigs in this already incredibly niched industry find this gatekeeping quite frustrating. Seeing humble ppl doing stuff like that feels really wholesome
Are $5 Patreon reshade presets made from scratch?
reshade presets are definitely not worth paying for. i mean things like total game overhauls
for most reshade presets, all you have to do is slap together a few shaders and tweak their values
i've made many, i would actually feel very bad charging for them
Explain that to their defenders
😢
i just don't engage with those people, it's a huge part of why i'm not in that community anymore
ah well, didn't mean to start a debate about this. i was mostly wondering what you guys thought of it, and why
Alright well coming back to the topic of free high quality assets
I've seen a trash can on that website that Kevin linked
Might be a good shot at replacing the main menu trash with that
I guess
well, software industry as a whole wouldn't be a 10th of what it is today if it wasn't for the open source ecosystem. I personally am more on the contributor than on the profiteer side 🙂
i'm really just stuck in between. as someone who's quite poor, i feel like charging for something you've put a lot of time into isn't inherently a bad thing. however there are definitely bad ways to go about it, which is what most paid mods seem to do.
i'm also an advocate for open source software and mods in most cases to be clear
I wonder why this trash bin is such a hot reoccurring topic 
Guess might be for it being one of the first scenery props everyone sees when opening up the game
if you guys could DM me some links to various websites with free models and PBR textures, that'd be much appreciated. i'd like to make a better help section for that in #1055002308649427004
a lot of people have asked, and i don't know where to find them myself despite looking
If I was in power I would have done it already....
just doing my job at raising my voices so others could do it
Shiny trash is still trash tho
😛
Just a thought that came to my head: Recently I've been thinking about this whole omniverse integration thing with remix, and maybe it could be a nice thing for ppl to post their mod assets on omniverse library so more ppl could use 
With the toolkit also being a omniverse app just like USD composer/Code/etc., it should integrate really seamlessly
that would be cool, or we could set up a github repo to host it as well and use plugins to pull from it
We could have a plugin for remix toolkit that could import assets directly from polyhaven like it does with blender
This might be actually good
whatever would be easiest
I might yank some trees and some grass from polyhaven but I’ve never used stuff from it since it never really doesn’t mesh with lots of art directions.
How do I let the devs know about it?
Think it would be more of a #1095534398134300682 type of work than allocating NV devs on it 
Also, writting extensions for Omniverse is incredibly easy
https://github.com/Ekozmaster/NvidiaOmniverseRTXRemixTools/tree/main/exts/ekozerski.rtxremixtools/ekozerski/rtxremixtools
https://github.com/Ekozmaster/NvidiaOmniverseRTXRemixTools/blob/main/exts/ekozerski.rtxremixtools/ekozerski/rtxremixtools/extension.py
Great ones, for sure 😉
i posted whatever i knew of already
hopefully it's all fine
@ember cobalt
https://www.texturecan.com/
https://texturefun.com/
https://cc0-textures.com/
https://3dtextures.me/
https://publicdomaintextures.com/
Offers free PBR CG textures, free 3D models for 3D artists. All high quality textures and 3D models are free for commercial use. All materials have at least 4K resolution. SBSAR files are available for CG artists to fine tune procedural texture details.
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added all but 1, thanks
found on sketchfab
Way too low poly don't you think?
yeah maybe, the high poly cost money, these are free
Is there a specific pole light you'd like? I can probably source it 
no need to, im just curious of how the 2nd light would look like because these type of lights are used at the airport
Emissive on the lens and a sphere light around it if needed.
u mean those?
nope
the 4 sided ones?
wait ill show you
Oh, ok
It's like this, but square
nop
Can you post a photo of the mesh?
Their shapes are quite weird
its lighting as a complete but i think as a round light it looks better
Oh yea they took a sphere and smooshed it for sure
A sqhere
and we defenetly have to remesh this building completely XD and the pavewalk since its to short on one edge
lol that sidewalk textures stretched like, bruh 

I claimed to myself the rework of roadways walls meshes and have since then being a prisoner of a neverending task 
Its my next thing after finishing this big boy
https://github.com/users/Ekozmaster/projects/1?pane=issue&itemId=37552462
i would like to help and create that texture myself, there is only 1 problem: My Blender knowledge
I haven't used blender to make them at first. This last iteration I did, but its not mandatory. For some reason the road textures don't look the same in blender and in the runtime 
oh XD
i like them, for real, but i think there is missing a bit glossiness
they should be atleast a bit reflective, not as much as the first ones but a tiny bit more than this
go for it. I struggled quite a bit trying to get the grains of asphalt to be small at scale while having 1024x normals looking good on shiny surfaces so we decided to ditch it out for dry asphalt
ah ok
I have improved some workflows for working with the runtime now and would also like to give another go to the asphalt textures, but well, walls...
if you feel like giving it another go, go for it, I aint got time for it atm
haha yeah, i understand you, even the lobby isnt finished yet, and i would like to get it near to perfect without too many mesh replacements for now
mesh replacements (walls, ground, windows) in the lobby should be the final step. I maybe replace the 2 lamps, but thats it then
Just beware that many things might change with new meshes, so you might end up wasting some time if you work on something that is gonna be replaced
As an example: Don't touch the thrash bin 
It's easy to model. Do we really need this? I can handle it.
If hell won't pickup them, go for it 😉
nah, im still learning, you guys can go for it
i think i have to follow that guy
Blender 3.3 quick tutorial on how to make a perfect arch. The full tutorial is on my channel👉 @LMHPOLY #short #blender #tutorial
What is this?
There are many different ways to do this. I start by using a circle, while others may use the spin tool. However, I find the circle method more controllable.
was deleted from the files, i think Hemry uploaded it again somewhere
This applies non-reflective materials to all the objects in the scene, except for the car.
ah okay
yeah, was i nice idea with a big downside
However, I believe I have already removed it from the GitHub repository.
yeah you did, but its still mentioned in mod.usda
wha up
I want to make changes to this material so that it is in this sublayer instead of root
seems about right already, set as authoring layer and all
you already made the changes but having the root layer as the authoring layer by mistake?
So if I make changes to this specific material, it'll be moved to the sublayer I created?
yup. You can see the "over" result in the usda file (if you open in a text editor)
yeah, the content of your HASH_concrete.usda will have something like
over "RootNode"
{
over "Looks"
{
Over "mat_74D..."
{
...
}
}
}
hm, dont know, its fitting but not fitting
ugh. Why is that textures are much glossier in remix
There are some cast iron materials in rtx-remix\mods\gameReadyAssets\03_meshes\01_props\01_roadways\Fences if you want to test them out
too white
Yeah. Cuz it's supposed to be really rough
its the same as the tiny fences near the cathedral and casino area
sRGB?
No
you may want it more to be from 0 to 1 and use as height instead of roughness, because roughness map = glossiness map
in remix black = glossy and in ov black = rough
black is like perfect mirror
oh, yeah, forgot about that. OV look of materials are quite weird
ah
The MDLs dont describe exactly how they're gonna look like
So yeah. That's roughness. Glossiness is the inverse where black = rough
but Rachels car is giving me some problems here, its black again...
try using 0.2 mettallic like burrito mentioned 👀 (Overlay a 20% opacity white layer on top of a pitch black layer in PS)
yes
oh, that translation helps, thanks
Which layers do I need to save?
or you could leave without a texture and just set the mettallic constant on the material
depends, if the 74D11...usda is already being referenced in the uncle_burrito.usda if you open it with a text editor and you don't wanna keep any changes made in the uncle_burrito.usda/RootNode/*, then no need to save uncle_burrito
did you remember to add the new layer in your mod.usda?
Whatcha mean?
or you're editing with mod.usda directly as authoring layer?
Huh?
Have you added the "custom int preserveOriginalDrawCall = 1" parameter? If there are no light objects added to the mesh, you don't need this parameter.
If you added that mesh in OV, you had a layer set as authoring layer, unless you accidentally modified the capture itself. Otherwise, you will either be authoring your changes directly in the mod.usda, or have a sublayer that you maybe forgot to add to your mod.usda
Watcha think?
It's a little too earthy. Should be more gray
I've been forgetting to reference my sublayers more often than I'd like to admit
right
||I'm in MW to test things, not U2..||

pom is missing
Ik, what is your mod.usda like?
porn is missing
Nothing special. It's referenced fine as far as I can tell.
Not mesh replacement?
does it shows if you remove the preserveOriginalDrawCall?
Just texture
The seams between each precast block seems a bit thick. Is it the UVs stretched again?
Nope. Exact same spacs as the original texture
I mean, the seams crevices themselves, not the block length
After watching the video, I realized that you created the texture for the bridge. I had thought that you made the texture for the streetlights before seeing the video.
Yeah, the game original ones are also quite big, about a foot wide, as if the blocks have large bevel edges. Those pics show a bit what I mean, they're really tight
Todo:
Update bloom settings so that it doesn't look ugly.
already have done that
nuh uh
Is this the correct structure for a mesh replacement usda?
Oh, you forgot to set "Xform" as the default prim. That is another annoying thing. As you add your usda file as reference to a mesh_HASH prim, you can chose what prim it is gonna show. If you don't set any, it will pick "default prim", which hasn't been set
currently selected my neon tube, but dont know if it is placed in the correct sublayer

my lighting was about right 😉😏
We're literally fighting with fake color added to the scene.
try dragging your material inside the "Xform_mesh_0" prim and delete the "Looks" Scope/folder. Also, if it still don't work, try renaming the "Xform_mesh_0" to something more unique like "AAAAAA"
in my first lighting versions vertex color was at 0.5
Great finding man. Only thing is, we lose neon colors, those light beams and such become all white 
yea, thats why i wouldnt recommend to change it yet
i don't think that's "fake" color though. maybe ask Mark about what it does exactly. the description doesn't help much
It's vertex colors. Old games used to use those to bake in lighting
In case of remix, it just adds more confusion
Because now, we can afford dynamic lighting.
An option to select vertex color black/whitelist would be awesome
yeah it would be, short question: on which dxvk builds are you guys?
without vertex color
with vertex color
my lobby lights are already pretty optimized

nope
and i think you have to be in layer menu
I just wanna export a singular mesh
and it won't let me
mark pls bro
lemme export
uhh
guys
help appreciated
right click, rtx remix, set for mesh replace
Don't you have emans plugin? You can right click setup for mesh replacement
No I need to export it first
So that I can look at it
While making a mesh
Yea you can do that with the setup mesh replacement, just duplicate it in blender while you work
lets see
Hey @ember river
Can u walk me thru mesh replacement
Also this thing is stuck on installing
i shouldnt try to give it actual lighting and just should stay with emissive
its with vertics color at 0
because then i get this
Hmm, gimme a sec, filling tummy rn 😋
What does the logs says?
ok wait
Console*
Ok so you gotta help me out here
Because I don't know what I'm doing
Did the extension installed/worked? How did you install it, from github or from the extensions store?
Oh so nvm the console/logs
If you have an authoring layer, you can right click a mesh and setup for mesh replacements. It will export the original mesh to the location you chose and setup the prims for a working replacement. It replaces the mesh with itself, sort of
Right
So should I export it to the game ready assets folder?
Like the mod folder where everything else is located
Yup
The exported one will be the one you will import and blender and reexport in the same file
Usd
alright
Its just mesh data, best to optimize with the binary format
The original mesh is kept in case you just want to add more meshes to that one. If you want to actually replace it, just delete the "mesh" prim so it wont render
new cityscape is too dark...
Its lacking some bloom tbh, and the bg is too bright
So will exporting using the normal blender version work, or do I need the usd build?
Not sure if I ever tried regular blender
The usd branch has more exporting options
So you can just copy those settings I pasted sometwhere
Maybe the bloom falloff is too harsh/hard edges 
or we just stay with this one
Tbh, that sky doesn't helps deciding much
i didnt made it
Ik, I did 
But didn't make the garage ones so bright. Its something else affecting them
Their meshes and materials should be replaced all together
i kinda want it to look like this, with a mountain to indicate the heights
Okay, I'm gonna head off for the night. Think I understand stuff now
I think this looks a lot better. Maybe just increase the roughness of the platform
well going to bed now, have to work again in 7 hours
It is just an assumption, but it can be color profile difference. Just like we have with conversion from Substance Painter to UE5. I haven't tested it though. So all I did is just setup textures in Painter like normal and adjust values(and re-export) when they look too much in Remix. Also Remix has drastic differences with OV as well
and here we go again... a paid reshade and retexture mod...
the names are so cheesy
[insert word] vision
Blind vision
💀
Only 99$ for the cataract reshade preset
🥰
i dont know how i feel about it when vertices are off
sry for bad quality... recorded in wrong resolution and with the wrong codec
thats why there is no sound too XD
i dunno, resolution feels quite crisp, its the codec that makes the day
its all washed out. Think we'd need to rework lighting and colors after migrating to no-vertex colors mode
the thing is, the lobby looks fine 😂
That's a plan for another day. I say we stick with vcols until release because they break a few other things as well
yeah
that is kinda interesting... the 2 lamps in the lobby is just 1 mesh
Too plain. It’s missing the detail that the other one had 
the other one had its details just from texture
and i stated that it is a concept since i am still learning to model
For things like this, it’s easier to trace the outline and extrude it on the x axis 
i dont like the old lamp, its just so curvy and isnt fitting the scene in my eyes
i thought of making it a bit more modern without breaking the games idea
i mean, i also could make the top tube as a plane metal sheed like the mounting and make the edges a bit rounder
and texturing would be done in substance painter
decide, i think version 2 would work the best in that scene
No
yes
the last one is basically what it looks original
the middle one is a combination of the last and the first
I like the original look
i can make both as a model and then we can decide for the one that looks best ingame. No need to hurry things to much
If you're in Germany right now, I'm super curious which type of work you have .-. You literally have free time in the night-morning, work in the evening and sleep between that
Just a little tip for you guys! Considering the project has no art director or anything like that, I'd be careful with re-designing things too much because you like it better that way
If everyone making assets does this, things can very quickly and very easily end up feeling non-consistent and get really messy
Yeah, ths why i will create both varisnts and then we can decide
As I asked Buritto to show off his vision of the project to be the only reference for us all. But he hasn't answered yet
please have that same over saturated look to it
with tonemapping and such
i liked it, and that's why it should be preserved
Hello
Can I use any mods with remix to make my car not matte?
Like hd reflection or sm
I tried scout hud mod but the menu text was not readable
That would require setting up the car body to have PBR with very reflective metalness map
But the downside seems to be that hash changes each time when you set a paint or apply vinyl
Oh so no mods can be used?
not that I mean but, you can try
What about hud
Okayy
what about it
In short, no you can't.
Yeah I jus tried
Hud remaster which works with remix
And my car lights are not working
these are added i think in the github version of the project
which has remastered textures
It's fixed in alpha?
Ok sir 🫡
Ah hell no
Huh
There's two types of people.
"I don't like the original so I'm gonna alter it"
And
"This should be exactly the same as the source"
I want things to be exactly the same as the source
No changing things just because you didn't like the original
Don't like it? Go sit in the corner and cry because I ain't letting it in.
yea, cry bout it
I'm not saying 'original to trash'. You need to specify the borders where "it's too far from original" and where it's not. Because the true essence of 'original' is the NFS U2 itself, with no remix or mods at all
I think in its core it's about "Is this the same object I'm looking at?"
It could have a new model, new textures and all that good stuff, but it still needs to feel and look like the same object
Like for example for my SH2 RTX remix
Here's the original urinal
And here's mine, not textured yet
Completely new model, but still clearly the same object
Bascially what I think burrito wants are updated versions, not re-designed
Yeah like what traggey said. If it fits, it sits.
yes
As you can see we have a bit different approach to the same task.
HellRaven did wall with texture almost identical in lines to original texture, but upscaled. E-Man made sideawalk texture ignoring most of original aspects, while maintaining same material used in original. I made textures following type and color of material, but not other aspects of it. And same goes for lights, which nobody know how to work with as original game has them all artificial.
So nobody here is trying to rework U2 into other game. We just have our own limits to what is acceptable for 'semi-orignal' look
Just look at portal rtx. Every single object looks like the original but higher resolution.
Tragey is also right about "No art director" thing. Which proves the point that current state of things is not beneficial. I just suggest to finally deal with the most common reason features get disapproved
a.k.a "your work doesn't follow our guidelines written [there], we're not adding it to the project"
this is version 2 i showed, version 3 is work
Your specs are
what do you mean
Tbh, i was the person who saw it physically so yeah.(CHAMP EMOJI)
i didnt said i want to change it completly, it has to be true to the game, version 1 was just a concept and im fine when you guys say it wouldnt fit. So i am working on version 2 which is pretty close to the original with a bit more modern touch and version 3 to stay as close to the original as possible
Me personally would feel fine even if you get a real lamp with the same mounting points as a reference. It will result in more details in the end
so I'm good with number one as long as it's good model overall
i searched for models that look like the one the game used, but couldnt find any
I mean, a photo(or product page) of real one, not the model
these are just concept ideas, final version when we have decided for 1 would be detailed (im new to blender but found out to do some things), so i think that i could get the lamps looking good
ah hell nah (type 1)
smoothing doesnt work quite well on that rect arm, i try it as a tube. Outcome should be somewhat similar
Sorry, which one is which?
can you mix 1 and 3? the lower bar seems more suiting
and the light fixture seems better placed in 2
hard to decide
not like someone is going to cry 5 minutes about it being redesigned
...right?
i dont think so.
I maybe get it mixed
Should be no problem
i basically just have to rescale the lower bar and add the top bar from picture 3
Hey guys, I was browsing the web doing some research on creating physically accurate materials. I came across this website that offers a wide variety of materials. What's great is that they provide the parameters for Omniverse. We can simply copy and paste the values or use them as a basis to adjust our PBR textures for accurate physical rendering.
This is a good website. I use it all the time
Physically speaking, it feels more realistic if the lower arm is the one the lamp hangs on and the upper arm serves as a weight support being tauted, or, the lower one supports the upper arm as in a cross arm scheme
In terms of physical accuracy, the supports shouldn't intersect like this. However, since he is new to modeling, we should give him some time to learn the basics first. I would also advise against relying on tutorials that focus on low-poly modeling because the mesh structure is quite different from high-poly modeling.
What I mean is that the supports should have some welds connecting them, rather than just crossing through each other.
Here is a photo showing welds in two styles: Pretty style and Standard style. The Pretty style is easier to achieve as it involves simple primitives, while the Standard welds require more advanced modeling skills.
Thats is a lot of detail for modelling. Normal/heightmap painting would suit it much better
He refers more to the beveled edges
I mean, stuff like the second pic, the melted metal welding marks
The welding marks can be approximated using textures, but the supports need to have beveled edges. I don't think he has learned this aspect yet, as he is still at the beginning stages of modeling. Using simple primitives for the welding style (pretty weld style) would be easier for him.
Gotcha
Additionally, using welds can make the modeling appear more realistic and believable.
no
Like is that effectively going to make the model look better, when viewed from a distance
Or is it required only because of the showcase of rtx remix
Since we are discussing physical correctness, I appreciate your opinions. In Remix, we have an unlimited polygon limit, so adding a few more polygons won't impact performance. It would also be beneficial for you to learn more advanced modeling skills to progress to the next level. However, if you believe that a mid-poly approach is sufficient, that's perfectly fine. The decision is up to you.
There is a typhoon in my area today and tomorrow, which means I have a full day to dedicate to modeling. I can make more progress on the buildings and I will share some screenshots later.
Yeah now, buildings are where we could use some high details and probably even actual interiors
https://youtu.be/0Ch7qlc0fE8?si=BamtkTNm9vxrrSzs
Maybe its smth for you hemry
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Thx mate, totally forgot that haha😂 ok, i will try a bit around, watch some more tutorials so maybe i can model more complex things than just a simple lamp model to help out more on this project instead of just textures and lighting
Sup guys, i have an idea
So there's this project called 2unreal4underground
Maybe we could create some sort of a library of models that we have created/used so that 2u4u team could use them in their project to save development time?
Thank you! I've seen this video before, and the addon showcased in it is excellent for creating typical buildings. Perhaps I can use it to replace some buildings in the City Centre. However, I'll need to make some modifications to enable interior creation as well.
If the tufu Devs allow us, then sure.
Or if they need help
Both versions have quite different visions and requirements
I might be wrong, but 2u4u afaik is just recreating the original game, not upscaling and reworking graphics and assets like us
This texture that I was playing with the other day is from tufu
Hmmm interesting. So they are reworking some stuff
Yeah, but dont like that style of textures because its looking like gta v😂
But I like theyre work. They actually aim for more realistic handling (R34 GTR with dynamic differential for example). Which is obviously not possible to obtain for us
That is pretty cool. Imagine having a full simulator mode with also car interiors. I'd love to slap my g27 in it 
it will have a lot of repeating patterns
plus made of concrete or something
But everyone likes gta v
I know you do
Just a test
(i will now pretend that I let someone know something new)
Yes i like GTA V, but only with graphics and physics mods
Weak
Main game is ugly as hell 😂
nuh uh
Looks great
What do you expect from a 10 year old game?
It still looks great all things considered
It's easy to forget
But that fucking game
Managed to run on the 360
That's nothing short of impressive
And it ran well enough
Well, it ran way worse on PS3
XBox360 had no texture loading issues and was locked at 25fps
left unanswered ey?
Seems like it
which joke
this
this was meant as smth like: im working on it again
it means your dopamine receptors are fried
It means the video was cringe
Not funny
reminds me of this
nvm we got offtopic
burrito lets talk about how you're going to experiment with ruining the art style of UG2 by adding road textures that look like GTA 5 ones
me rn
tried the bevel tool XD, but somehow it still looks like shit...
It took me 4 hours to model the stair area, and I had to change the design multiple times to make it fit the hotel lobby area. Next time, I should create a floor plan for the hotel floor and reception area first. My fingers are very sore now because I haven't done modeling in a long time. I need to take a break and rest my fingers.
looks goot to me, way better than my lamps XD (i currently only like 1 i made)
and its this one:
I should create a geometry node to generate custom stairs. It's quite frustrating to keep recreating things repeatedly.
There's a builtin addon for them I think
Seems like something that could make better use of a bezier curve than geo nodes
i use extrude for it
