#NFSU2 (Need For Speed Underground 2)

1 messages · Page 35 of 1

cloud crypt
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then go sleep

jade briar
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Ok

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Just keep my idea in mind

cloud crypt
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i will

jade briar
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I'll remind you again anyways

cloud crypt
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ah i see, you thought of smth like this

ember river
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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

cloud crypt
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i had forgot it XD

cloud crypt
restive magnet
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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?

ember river
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Tbh, that sky isn't right. Its much brighter than it should be comparing to open world skybox

restive magnet
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But is it possible to change brightness of the sky in the lobby without changing it in the game world?

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Loving the new platform though

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But maybe, just maybe

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Brushed/pressed aluminium with puddle stains would look more fitting

balmy chasm
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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

balmy chasm
restive magnet
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Then maybe just a gradient png can be a solution

restive magnet
# balmy chasm Nah, not possible. That's the point

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

balmy chasm
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Adjusting exposure will affect entire scene

restive magnet
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But only this scene or entire game?

balmy chasm
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Entire game

ember river
balmy chasm
ember river
ember river
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Rather than 360 degrees

balmy chasm
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I mean these guys. We discussed what to put in place of them

ember river
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Well, I have no idea how many, but should be less or equal to as many different garages the are

ember river
balmy chasm
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Cuz I got an idea for one :D

ember river
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Maybe by parsing many captures one could link the mesh hashes to their materials and count

balmy chasm
ember river
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And trees that grow on the pavement, nothing out of the ordinary

balmy chasm
desert ridge
balmy chasm
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Have you succeeded?

desert ridge
# balmy chasm 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.

balmy chasm
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Oh, I meant the performance issues you experienced before. Have you achieved details with no performance hit?

desert ridge
restive magnet
balmy chasm
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Albedo with Alpha channel

restive magnet
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Won't the same technique work for that cityscape.png?

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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

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I can help with that at least

vague sparrow
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Let's be honest

We're doing EA a favor with our work

balmy chasm
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We have 4 types of Old Spice ads. Want them all tranfered into Remix?

restive magnet
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Ye, 4 is too much fo sure

balmy chasm
restive magnet
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Ads for in-game stuff?

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Like for url racers or car manufacturers that are present

balmy chasm
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As for in-game stuff we have a few: Burger King, Cingular, AutoZone, BestBuy

restive magnet
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Nah, i mean actual in-game stuff

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Stuff that doesn't exist in real world

balmy chasm
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Is Cingular a thing?

restive magnet
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Bestbuy was a thing

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And bk still is

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I can design boards with "welcome to bayview" or something like that

balmy chasm
restive magnet
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Just gotta keep it consistent with early 2000's style

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Ah

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I see

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Can't do much with my integrated graphics

balmy chasm
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Can't launch Remix at all?

jade briar
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Why is bro here

balmy chasm
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Who?

jade briar
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Guess

balmy chasm
jade briar
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I don't think you understand

balmy chasm
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That's why I ask

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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

desert ridge
restive magnet
balmy chasm
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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

restive magnet
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That's great! I'll start when i get home

cloud crypt
balmy chasm
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Okay... I'm yet to choose which billboard to replace with it

jade briar
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ahahaha

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lol

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Also

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what the hell is

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"UV's"

balmy chasm
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We all use UV's instead of UVs

jade briar
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Not me

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Why

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Because that sounds

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stupid

balmy chasm
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It is lower case friendly

jade briar
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UVs

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there you go

balmy chasm
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uvs

jade briar
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lower case friendly

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no

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but

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UVs

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is

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better

balmy chasm
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You can complain about that on the next billborad

jade briar
ember river
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Its stupid because it is an ad thing, I've seen ppl using 's like that quite a lot and got equally annoyed Peepo_Kek

severe solstice
jade briar
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Another Alexlol gif

jade briar
severe solstice
trail quail
severe solstice
tawny elk
tawny elk
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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.

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I might get the USDAs setup like how eman said while I retexture them and start placing them around to test

balmy chasm
tawny elk
balmy chasm
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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

tawny elk
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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.

balmy chasm
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You can search up for topics 'Dilation' and 'Padding'

tawny elk
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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. NODDERS

restive magnet
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ayo im working on a texture for airport billboard

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just in case

cloud crypt
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this how the scene currently looks (used free cam)

cloud crypt
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any suggestions for changes or improvements?

tawny elk
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The buildings seem a bit dark on the right shrug

ember cobalt
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🌗

cloud crypt
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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:

tawny elk
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It’s not the neon it’s just in general

cloud crypt
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ok, and why should it be bright there when where are no lights in the scene?

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doesnt make any sense

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even in the og game it isnt lit there

tawny elk
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Was just a thought SAD

ember cobalt
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it just looks really drab now to be honest

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in some places, imo it's okay to deviate a bit from the original. this would be one of them for me

cloud crypt
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i am not mad, i am just wondering why you would want to add light there

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i maybe can figure smth out which is not too bright and doesnt ruin the scene but ads a bit light over there

desert ridge
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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.

tawny elk
cloud crypt
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made the ones on the sides facing the car

desert ridge
ember river
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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 Peepo_Think

tawny elk
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I can sketch up some comments when I get home and have my tablet for ya

cloud crypt
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a "fake moon" is kinda a great idea

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and since the sky is a bit bright i would make even more snese

ember river
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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

cloud crypt
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as i said ill get smth done

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i see what you meant

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still a bit bright, but getting somewhere

desert ridge
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I believe the left side requires more lighting.

cloud crypt
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why the left?

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ah you meant the left of the right scene

desert ridge
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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.

tawny elk
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Ideally, you'd want the three point lighting to show off the curves of the car.

tawny elk
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If you switch to a glossy car it's a lot easier to see

cloud crypt
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ok, let me coog guys, i will get it done

cloud crypt
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ok, i think for now ive got done the moon light thing, now i will try to get 3 point lighting working

cloud crypt
jade briar
tawny elk
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Here's some notes on what I'm seeing

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Here's a studio shot of an r34 for reference

jade briar
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Here's a render made using the original cubemap used in the garages

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Just a big soft box

cloud crypt
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currently going like this

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PC crashed... seems my ram is broken

cloud crypt
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smth like this?

tawny elk
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Move the left light towards the camera so the front fender isn't dark

cloud crypt
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how much?

jade briar
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Until it isn't dark

tawny elk
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Make it the length of the car and move it way closer

cloud crypt
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but then i have this bright spot

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maybe that way

cloud crypt
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hm, i dont know, adjusted the lights now guite a bit

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withouth the "softbox"

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This how it would look with rachels car

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@tawny elk sry for the Ping, but i need your opinion

cloud crypt
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a "softbox" would be really noisy

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but also would look awesome

tawny elk
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A softbox is just a big rect light source?

cloud crypt
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ive set it in " "

tawny elk
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What's wrong with the softbox?

cloud crypt
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wait a minute

jade briar
cloud crypt
tawny elk
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I don't understand how you made a rect light source noisy..

cloud crypt
tawny elk
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  1. Exposure should not be negative
cloud crypt
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you had it set negative in all your lights

tawny elk
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I don't remember ever setting things to negative exposure

cloud crypt
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non the less, even with only the big rect light its extremely noisy

tawny elk
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  1. It's just a big rect light source.
cloud crypt
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its not

tawny elk
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Just one big rect light source, don't need 5

cloud crypt
tawny elk
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Just the big one

cloud crypt
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still the same, noisy af

tawny elk
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What's the output settings set at?

cloud crypt
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Power 15000 and exposure -13.5

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even with Power 10 and exposure 0.1 its noisy af

tawny elk
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What about 10 and exposure of 1

cloud crypt
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its overbright then, cant see shit

tawny elk
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How about 1 and 1?

cloud crypt
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the same noisyness

tawny elk
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Copy one of the other rect light sources and make it the same as the big soft box and see if the noise persists

cloud crypt
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it does, because they all were at the same levels

tawny elk
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Is it only the car that's noisy?

cloud crypt
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yes

ember river
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It is almost as if the temporal denoising is gone

cloud crypt
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maybe because the mesh has to less triangles... dont know

jade briar
cloud crypt
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used these settings to make cars shiny, didnt changed any material because when i do the car goes blackout

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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)

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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

jade briar
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Wonder if mark could solve the niose problem

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Hey @zinc meteor Do you know why a large area lamp might cause tons of shimmering and noise?

jade briar
ember river
cloud crypt
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yeah, found it, i am trying to lean how to create custom meshes now XD

ember river
# cloud crypt 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
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I'll make a tutorial at any time (tm)

cloud crypt
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thank you mate, helps a lot, also found a good guide on youtube on how to model

cloud crypt
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old mesh

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new mesh

ember river
cloud crypt
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if you think of how its scaled ingame it could work

ember river
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Cool, looking good

cloud crypt
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well, i tried

ember river
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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

cloud crypt
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but good thing, my first ever made mesh is working XD

ember river
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I'll go to bed rn Peepo_GoToBed , if you get some trouble I can help yah tomorrow Peepo_ThumbsUp

cloud crypt
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no problem, have to go bed now too

balmy chasm
tawny elk
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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. pain

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Or at least the ones in substance weren’t exporting right or something.

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Anyway, I will have the generic light sources here within the few days. At least the basic ones. catJAM

balmy chasm
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Painter can modify UVs?

tawny elk
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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.

balmy chasm
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You can DM me if you ever need to investigate what the issue was

tawny elk
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Will do later today when it inevitably happens again KEK

desert ridge
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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.

tawny elk
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If ya need a reference for that type of construction lemme know, I have a building nearby that has that exact style

zinc meteor
balmy chasm
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May be those 4 lights were not enough

zinc meteor
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err, looks like you have 1 big one and 4 smaller ones overlapping?

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I'm curious how it'd look with something like a 10x10 grid, either of rect lights or of sphere lights

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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

tawny elk
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More lights you say?

balmy chasm
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Emissive plane 🥲

tawny elk
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Can model an actual soft box above the car out of frame

desert ridge
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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.

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I discovered some similar pictures of buildings on the internet.

balmy chasm
balmy chasm
desert ridge
desert ridge
tawny elk
zinc meteor
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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.

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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.

tawny elk
tawny elk
cloud crypt
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Uh, still have to work 3.5 Hours, then i will rescale the Mesh i made for the neon tube, cause currently its tick

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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

tawny elk
tawny elk
tawny elk
# balmy chasm This one?

I think this image is somewhere in Europe so I’m not confident on its size.

But yea that is a commercial double door.

balmy chasm
desert ridge
tawny elk
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They were still figuring things out KEK

ember river
desert ridge
tawny elk
zinc meteor
desert ridge
tawny elk
zinc meteor
# jade briar That still didn't fix it

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.

ember river
tawny elk
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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.

zinc meteor
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have yall messed with the render settings? do you still get the noise if you go back the the defaults for those?

tawny elk
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When I was doing it mine were all set at the default shrug

balmy chasm
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Yeah, it's been tested in HellRaven's setup only. Settings can vary on his machine

jade briar
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ohhhhhhhhhhhh

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I completely forgot about that

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hellraven was messing with the denoiser settings

ember river
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yeah, though, he mentioned not being able to save to rtx.conf

zinc meteor
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I would definitely try it at default settings

ember river
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@cloud crypt could you confirm the noise goes away if you use the rtx.conf at rtx-remix-defaults/?

zinc meteor
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like, back up your rtx.conf, then delete everything that isn't texture lists or other basic game setup

jade briar
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We have a shared conf file. It's on the repo. The denoiser and render settings on it are default.

desert ridge
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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.

cloud crypt
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And its only the car, nothing else

cloud crypt
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But i cant test... still am at work

cloud crypt
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Its a shame because it looks so good...

tawny elk
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Y’all still doing that inverse method to add gloss to vehicles? I wonder if that has something to do with it.

cloud crypt
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I am back home now

cloud crypt
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will now rescale the mesh, 10mm you said Adam? thats like 0.001 in Blender because of UG2 scaling XD

tawny elk
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Yea in diameter

ember river
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If you export using those settings I sent you yesterday, it should ignore transforms and only care about the actual vertices positions

cloud crypt
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yeah i know, i will get it right, no worries

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it may be my first mesh, but im not dumb XD

cloud crypt
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made it way smaller

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Thats how it does look with it

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What you guys thinking?

jade briar
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What does the lighting setup look like?

cloud crypt
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its still the same, have to change it, was making the mesh so i had no time for it yet

jade briar
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So far so good

ember river
cloud crypt
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took me only 2 hours to make XD (cause im a noob in blender XD)

jade briar
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2 hours for what?

cloud crypt
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the mesh

jade briar
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Yes but

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Which mesh?

cloud crypt
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for the neon

jade briar
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Ah

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Did it take 2 hours to make that?

cloud crypt
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alligning, editing, aligning again and that over and over and over again

jade briar
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Hmm

cloud crypt
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the angles where the worst part, thats why it took me so long

lyric hull
# cloud crypt

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.

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With the long parts, you could remove the vertices without losing any quality

cloud crypt
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thats the old mesh

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the first 1 i made

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i already made a new one which is simpler, way simpler

lyric hull
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Oh awesome 😁
I’ve been meaning to help out with some of the modelling, but it’s hard to find the time lol

cloud crypt
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true haha XD

lyric hull
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Is there a checklist or Google doc or something with all of the meshes that need to be done?

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That way we can tick them off as we go, and avoid working on the same meshes?

jade briar
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Anything that looks old. Probably is old. And needs replacing.

cloud crypt
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we want to replace literally nearly every mesh

jade briar
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Now I didn't say that

cloud crypt
jade briar
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good

cloud crypt
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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

ember river
cloud crypt
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even using 17 rect lights will be noisy af

ember river
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with emission

cloud crypt
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hm? rect quad mesh?

cloud crypt
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dont know if it has any use anywhere XD

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i didnt made it, just found it interesting
same for this one (could be used for the ball lights at the airport)

ember river
ember river
cloud crypt
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haha XD

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was white reflective and black non-reflective for roughness and metallic maps?

ember river
cloud crypt
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ah ok, thx, because i try to get Rachels 350Z Done 😉

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and yes, thats all done with maps, no settings from rtx remix conf

ember river
cloud crypt
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without metallic map?

ember river
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no I mean, its still a bit rough still

cloud crypt
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let me test

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chrome paint XD

ember river
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wait, wut?

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is it full metallic?

cloud crypt
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yes

ember river
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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 Peepo_Think

cloud crypt
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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

ember river
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yeah, thats what we've got for now. I still think its worth though, for the 350z as a first boot experience

cloud crypt
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yeah, thought the same, thats why i started with it XD

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but i think, exhaust paints, rim paints, brake paints and engine paint is doable too

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just will take a while

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maybe the vinyl should be upscaled, or i can find online a hd version of it

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and yes, now we see the extreme noise

jade briar
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Best result

cloud crypt
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i am working with maps

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not with settings

jade briar
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Then a hsv value of .2

cloud crypt
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Going to bed now, will try a bit again tomorrow

tawny elk
cloud crypt
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Missing: 399/400

tawny elk
sharp sinew
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Looks perfect Adam, nice one

desert ridge
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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.

tawny elk
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Not sure where that would be used quite yet monkaHmm

desert ridge
tawny elk
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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.

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Note if budget is a concern, marmoset is way cheaper and includes an amazing library of materials and hdris.

desert ridge
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Which software do you think is better for one-click procedural materials? I struggle with texturing and would like an easier solution.

tawny elk
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Substance has much better usd support imo so I’d go with that

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For purchasing substance, there is a one time purchase on steam, if that’s the route you wanna take. 👀

restive magnet
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what y'all think about this billboard?

cloud crypt
tawny elk
cloud crypt
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With the remix tool by e-man it should be possible to add the models to them

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And i think with the right scaling it could look good

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Like making that light not that long, like a rect/quad light

ember river
tawny elk
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For the era this is set in their either long strips joined together, or bunch of wallpacks in a row

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I wanna say the original game had wallpacks shoved up in the top of tunnel on both sides.

ember river
tawny elk
#

Not my photos 😦

ember river
#

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:

tawny elk
#

Has pretty much every plant that I know of

desert ridge
ember river
tawny elk
#

If speed tree wasn’t the most expensive thing in the world I’d whip foliage up for ya 😦

ember river
#

Now that I've got my geo nodes setup from the zahidi palms it would be faster to just make them again

cloud crypt
#

Guys, i cant wait to see on how the game will look like when we are finished

median iron
ember river
cloud crypt
#

Yes, i like that old classics getting a new chance to shine

vague sparrow
#

Your work might have a negative impact on paid mods

#

That charge 5 dollars for reshade presets

lone dragon
#

have fun

vague sparrow
#

Holy

#

Are they free

#

👀

lone dragon
#

most

#

no login or whatever either

#

it's a community of pros fucking over the industry for fun

vague sparrow
#

@jade briar we need this high quality rat model in the game frfr

jade briar
#

ok.

vague sparrow
#

ok.

lone dragon
#

but there is no rats in...

#

ok

vague sparrow
#

All hail the mighty congo rats

#

🙌

lone dragon
#

dead ass replace the golf with this rat

vague sparrow
#

Nah bruh well only see the 🐀

#

Butt

#

💀

#

Ok nvm I'm shit talking here again

#

Sry

cloud crypt
#

🤣

cloud crypt
lone dragon
#

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

vague sparrow
#

We all know that GTO is the clear winner here

#

No second thoughts

cloud crypt
#

GTO worat car in the game

#

Golf was ok, it handled well but was a bit slow

vague sparrow
#

Pontiac something lol

#

It sounds cool asf

cloud crypt
#

And golf is the best driftcar itg

lone dragon
vague sparrow
#

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...

▶ Play video
ember river
lone dragon
#

oh that is a topic i find weird

ember river
#

who'd like to be the accountant 🤣

lone dragon
#

why are there total conversions for free, but some mofos charge people for reshade presets

ember cobalt
vague sparrow
#

Holy shit

@tawny elk @sacred yarrow

#

It's like going in a thrift store that's also free

ember river
ember cobalt
#

yeah, it's tempting to try to get money like that when you're broke, lol

lone dragon
ember cobalt
#

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

vague sparrow
#

Yeah

ember cobalt
#

also no angry people raiding your project chat about it, lol

vague sparrow
#

It's the paywall that I don't like

cloud crypt
#

By @restive magnet new cityscape

ember cobalt
#

i only jumped in the chat just now, sorry

cloud crypt
#

Haha no worries xD

ember cobalt
#

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

ember river
vague sparrow
ember cobalt
#

reshade presets are definitely not worth paying for. i mean things like total game overhauls

vague sparrow
#

If they are, they have the right to do what they want

#

Those are mostly free btw

ember cobalt
#

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

vague sparrow
#

😢

ember cobalt
#

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

vague sparrow
#

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

ember river
vague sparrow
#

That website also has a good amount of trash props one might place

#

In the game

ember cobalt
#

i'm also an advocate for open source software and mods in most cases to be clear

ember river
ember cobalt
#

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

vague sparrow
#

Shiny trash is still trash tho

#

😛

ember river
ember cobalt
#

that would be cool, or we could set up a github repo to host it as well and use plugins to pull from it

vague sparrow
#

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

ember cobalt
#

whatever would be easiest

tawny elk
#

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.

vague sparrow
vague sparrow
#

Hmmm

#

I'm just tossing Ideas for now

#

😅

ember river
ember cobalt
#

hopefully it's all fine

desert ridge
#
Texture Fun

Free Texture

Public Domain Textures Free Textures for everyone Next Level Textures! All textures on this site provide very good quality up to 8K in texturesize in PNG and JPG. See the difference! CC0 License All Textures on this Site are under the CC0 License. You don’t need to worry about license problems and you can use … Home Read More »

ember cobalt
#

added all but 1, thanks

cloud crypt
#

found on sketchfab

tawny elk
#

Way too low poly don't you think?

cloud crypt
#

yeah maybe, the high poly cost money, these are free

tawny elk
#

Is there a specific pole light you'd like? I can probably source it shrug

cloud crypt
#

no need to, im just curious of how the 2nd light would look like because these type of lights are used at the airport

tawny elk
#

Emissive on the lens and a sphere light around it if needed.

cedar estuary
#

anyone know why my ground textures could be missing?

cloud crypt
#

nope

ember river
#

the 4 sided ones?

cloud crypt
#

wait ill show you

ember river
cloud crypt
ember river
#

Oh, ok

tawny elk
#

It's like this, but square

cloud crypt
tawny elk
#

Can you post a photo of the mesh?

ember river
#

Their shapes are quite weird

cloud crypt
#

its lighting as a complete but i think as a round light it looks better

tawny elk
#

Oh yea they took a sphere and smooshed it for sure

ember river
cloud crypt
#

and we defenetly have to remesh this building completely XD and the pavewalk since its to short on one edge

ember river
#

lol that sidewalk textures stretched like, bruh KEK1KEK2

cloud crypt
#

and e-man, when do you think of creating this texture? Since you made the roads

ember river
cloud crypt
#

i would like to help and create that texture myself, there is only 1 problem: My Blender knowledge

ember river
cloud crypt
#

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

ember river
#

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

cloud crypt
#

ah ok

ember river
#

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

cloud crypt
#

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

ember river
#

As an example: Don't touch the thrash bin kekw

cloud crypt
#

i did not wanted to replace the trash bin XD

#

just the 2 lights

desert ridge
ember river
jade briar
#

I'm gonna

#

Model

cloud crypt
jade briar
#

What is this?

desert ridge
cloud crypt
jade briar
#

ah

#

don't worry then

desert ridge
jade briar
#

ah okay

cloud crypt
#

yeah, was i nice idea with a big downside

desert ridge
#

However, I believe I have already removed it from the GitHub repository.

cloud crypt
jade briar
#

@ember river

#

Can you help me out real quick?

ember river
#

wha up

jade briar
#

I want to make changes to this material so that it is in this sublayer instead of root

ember river
#

seems about right already, set as authoring layer and all

cloud crypt
#

just move it onto the layer you want to

#

elsewise looking right

ember river
#

you already made the changes but having the root layer as the authoring layer by mistake?

jade briar
ember river
#

yup. You can see the "over" result in the usda file (if you open in a text editor)

jade briar
#

alright

#

Because prim path says this

#

So I was worried it was gonna overwrite this

ember river
#

yeah, the content of your HASH_concrete.usda will have something like

over "RootNode"
{
    over "Looks"
    {
        Over "mat_74D..."
        {
            ...
        }
    }
}
cloud crypt
#

hm, dont know, its fitting but not fitting

jade briar
#

ugh. Why is that textures are much glossier in remix

ember river
jade briar
cloud crypt
#

too white

jade briar
#

Yeah. Cuz it's supposed to be really rough

ember river
jade briar
#

No

jade briar
cloud crypt
# jade briar

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

jade briar
#

That is

#

Not true

#

Is it?

#

Hold on

#

Lemme test

cloud crypt
#

black is like perfect mirror

ember river
#

oh, yeah, forgot about that. OV look of materials are quite weird

jade briar
#

ah

ember river
#

The MDLs dont describe exactly how they're gonna look like

jade briar
cloud crypt
#

thats with a plane black roughness map

#

its like a chrome color

jade briar
#

Yep. That's roughness

#

White = 1 = rough. More white = more rough. Hense, roughness

cloud crypt
#

but Rachels car is giving me some problems here, its black again...

ember river
jade briar
#

yes

cloud crypt
jade briar
#

Which layers do I need to save?

ember river
ember river
# jade briar Which layers do I need to save?

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

jade briar
#

I think I get you

#

God

#

Haven't done a replacement in a long time

tawny elk
#

Any reason an added mesh wouldn't show up in game?

ember river
#

did you remember to add the new layer in your mod.usda?

tawny elk
#

Whatcha mean?

ember river
#

or you're editing with mod.usda directly as authoring layer?

tawny elk
#

Huh?

desert ridge
ember river
#

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

jade briar
#

Watcha think?

tawny elk
ember river
#

I've been forgetting to reference my sublayers more often than I'd like to admit

jade briar
tawny elk
jade briar
#

get outta ere

tawny elk
cloud crypt
#

pom is missing

ember river
jade briar
#

porn is missing

tawny elk
desert ridge
ember river
#

does it shows if you remove the preserveOriginalDrawCall?

jade briar
jade briar
#

I don't think this can be mesh replaced

#

This is what the texture looks like

ember river
jade briar
#

Nope. Exact same spacs as the original texture

ember river
desert ridge
# jade briar

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.

ember river
# jade briar

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

jade briar
#

Todo:
Update bloom settings so that it doesn't look ugly.

cloud crypt
#

already have done that

jade briar
#

nuh uh

tawny elk
ember river
#

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

jade briar
#

Guys

#

I think I know why we can't get the lighting just right

cloud crypt
#

currently selected my neon tube, but dont know if it is placed in the correct sublayer

cloud crypt
jade briar
ember river
# tawny elk <:HMMHHM:977818961687224390>

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"

cloud crypt
#

in my first lighting versions vertex color was at 0.5

ember river
cloud crypt
#

yea, thats why i wouldnt recommend to change it yet

ember cobalt
#

i don't think that's "fake" color though. maybe ask Mark about what it does exactly. the description doesn't help much

jade briar
#

In case of remix, it just adds more confusion

#

Because now, we can afford dynamic lighting.

ember river
#

An option to select vertex color black/whitelist would be awesome

cloud crypt
#

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

jade briar
#

Why can I not export anymore?

tawny elk
cloud crypt
#

XD

#

on the right side select nothig and then try it

jade briar
#

nope

cloud crypt
#

and i think you have to be in layer menu

jade briar
#

I just wanna export a singular mesh

#

and it won't let me

#

mark pls bro

#

lemme export

#

uhh

#

guys

#

help appreciated

cloud crypt
#

right click, rtx remix, set for mesh replace

tawny elk
#

Don't you have emans plugin? You can right click setup for mesh replacement

jade briar
#

So that I can look at it

#

While making a mesh

tawny elk
#

Yea you can do that with the setup mesh replacement, just duplicate it in blender while you work

jade briar
#

lets see

#

Hey @ember river

#

Can u walk me thru mesh replacement

#

Also this thing is stuck on installing

cloud crypt
#

i shouldnt try to give it actual lighting and just should stay with emissive

#

its with vertics color at 0

jade briar
#

God, nothing works

#

It's getting frustrating

ember river
ember river
jade briar
#

ok wait

ember river
#

Console*

jade briar
#

I got it to work

#

Finally

jade briar
#

Because I don't know what I'm doing

ember river
jade briar
#

The extention works now

#

But I'm talking about the mesh replacement part

ember river
#

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

jade briar
#

Right

jade briar
#

Like the mod folder where everything else is located

ember river
#

Yup

jade briar
#

Does the name matter?

#

Like is it gonna be the final usd that the game uses?

ember river
#

The exported one will be the one you will import and blender and reexport in the same file

jade briar
#

okay

#

usd, or usda?

ember river
#

Usd

jade briar
#

alright

ember river
#

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

cloud crypt
#

new cityscape is too dark...

ember river
#

Its lacking some bloom tbh, and the bg is too bright

jade briar
ember river
#

Not sure if I ever tried regular blender

jade briar
#

aight

#

lets see what happens

ember river
#

The usd branch has more exporting options

#

So you can just copy those settings I pasted sometwhere

cloud crypt
#

now looking like that

ember river
#

Maybe the bloom falloff is too harsh/hard edges Peepo_Think

cloud crypt
#

or we just stay with this one

ember river
#

Tbh, that sky doesn't helps deciding much

cloud crypt
#

i didnt made it

ember river
#

Ik, I did kekw
But didn't make the garage ones so bright. Its something else affecting them

#

Their meshes and materials should be replaced all together

cloud crypt
#

i kinda want it to look like this, with a mountain to indicate the heights

jade briar
#

Okay, I'm gonna head off for the night. Think I understand stuff now

lyric hull
cloud crypt
#

well going to bed now, have to work again in 7 hours

balmy chasm
# jade briar ugh. Why is that textures are much glossier in remix

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

cloud crypt
#

and here we go again... a paid reshade and retexture mod...

ember cobalt
#

the names are so cheesy

sacred yarrow
trail quail
#

💀

#

Only 99$ for the cataract reshade preset

#

🥰

cloud crypt
#

sry for bad quality... recorded in wrong resolution and with the wrong codec

#

thats why there is no sound too XD

timid prairie
ember river
cloud crypt
#

the thing is, the lobby looks fine 😂

jade briar
#

That's a plan for another day. I say we stick with vcols until release because they break a few other things as well

cloud crypt
#

yeah

cloud crypt
#

that is kinda interesting... the 2 lamps in the lobby is just 1 mesh

cloud crypt
#

new concept

#

what ya think?

tawny elk
#

Too plain. It’s missing the detail that the other one had PeepoInvestigate

cloud crypt
#

the other one had its details just from texture

#

and i stated that it is a concept since i am still learning to model

tawny elk
#

For things like this, it’s easier to trace the outline and extrude it on the x axis NODDERS

cloud crypt
#

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

jade briar
#

I like the old lamp

#

You can just use curves to make the texture details

cloud crypt
#

decide, i think version 2 would work the best in that scene

jade briar
#

No

cloud crypt
#

yes

#

the last one is basically what it looks original

#

the middle one is a combination of the last and the first

jade briar
#

I like the original look

cloud crypt
#

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

jade briar
#

Mmm

#

Double work

cloud crypt
#

no problem for me

#

i dont need to work today (its 4:25am in germany)

balmy chasm
surreal ruin
#

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

cloud crypt
#

Yeah, ths why i will create both varisnts and then we can decide

balmy chasm
vague sparrow
#

please have that same over saturated look to it

#

with tonemapping and such

#

i liked it, and that's why it should be preserved

teal wolf
#

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

vague sparrow
# teal wolf Like hd reflection or sm

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

teal wolf
#

Oh so no mods can be used?

vague sparrow
#

not that I mean but, you can try

teal wolf
#

What about hud

teal wolf
vague sparrow
surreal ruin
teal wolf
teal wolf
#

And my car lights are not working

vague sparrow
#

which has remastered textures

teal wolf
#

Remix 0.2.0?

#

I downloaded it

vague sparrow
teal wolf
#

It's fixed in alpha?

vague sparrow
#

man 🕳️

teal wolf
#

Ok sir 🫡

jade briar
#

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.

trail quail
#

yea, cry bout it

balmy chasm
# jade briar Huh

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

surreal ruin
#

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

jade briar
balmy chasm
#

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

jade briar
#

Just look at portal rtx. Every single object looks like the original but higher resolution.

balmy chasm
balmy chasm
#

a.k.a "your work doesn't follow our guidelines written [there], we're not adding it to the project"

jade briar
#

hahaha

#

sorry

#

these gifs

cloud crypt
#

this is version 2 i showed, version 3 is work

elfin beacon
cloud crypt
#

what do you mean

elfin beacon
cloud crypt
#

ah ok haha XD

#

borrito has a 4090

elfin beacon
#

Tbh, i was the person who saw it physically so yeah.(CHAMP EMOJI)

cloud crypt
balmy chasm
#

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

cloud crypt
#

i searched for models that look like the one the game used, but couldnt find any

balmy chasm
#

I mean, a photo(or product page) of real one, not the model

cloud crypt
cloud crypt
#

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

cloud crypt
#

Ok guys, now i ask you, Version 2 or version 3 Type1/2?

balmy chasm
#

Sorry, which one is which?

vague sparrow
#

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?

cloud crypt
#

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

desert ridge
#

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.

https://physicallybased.info/

A database of physically based values for CG artists

jade briar
#

This is a good website. I use it all the time

ember river
# cloud crypt

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

desert ridge
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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.

vague sparrow
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actually lets see how these fixtures are made irl

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and then try to copy that

desert ridge
desert ridge
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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.

ember river
balmy chasm
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He refers more to the beveled edges

ember river
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I mean, stuff like the second pic, the melted metal welding marks

desert ridge
ember river
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Gotcha

desert ridge
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Additionally, using welds can make the modeling appear more realistic and believable.

vague sparrow
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The question raises

Do we need THAT much detail?

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😢

jade briar
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no

vague sparrow
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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

cloud crypt
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a mid poly model would be enough

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not to high not to low

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its a small mesh

desert ridge
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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.

vague sparrow
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Yeah now, buildings are where we could use some high details and probably even actual interiors

cloud crypt
#

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cloud crypt
restive magnet
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Sup guys, i have an idea

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So there's this project called 2unreal4underground

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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?

desert ridge
jade briar
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Or if they need help

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Both versions have quite different visions and requirements

ember river
jade briar
ember river
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Hmmm interesting. So they are reworking some stuff

cloud crypt
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Yeah, but dont like that style of textures because its looking like gta v😂

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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

ember river
vague sparrow
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plus made of concrete or something

jade briar
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I know you do

jade briar
jade briar
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They're remaking max payne

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So look out for that

vague sparrow
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ok.

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(i will now pretend that i did not know that already)

jade briar
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(i will now pretend that I let someone know something new)

cloud crypt
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Yes i like GTA V, but only with graphics and physics mods

jade briar
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Weak

cloud crypt
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Main game is ugly as hell 😂

jade briar
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nuh uh

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Looks great

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What do you expect from a 10 year old game?

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It still looks great all things considered

surreal ruin
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It's easy to forget

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But that fucking game

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Managed to run on the 360

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That's nothing short of impressive

jade briar
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And it ran well enough

cloud crypt
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Well, it ran way worse on PS3

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XBox360 had no texture loading issues and was locked at 25fps

jade briar
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Please explain to me

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The joke

vague sparrow
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left unanswered ey?

jade briar
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Seems like it

cloud crypt
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which joke

jade briar
cloud crypt
jade briar
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Not funny, didn't laugh

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But good job getting back

vague sparrow
jade briar
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It means the video was cringe

vague sparrow
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cant enjoy seeing a old lady listening to chunes

jade briar
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Not funny

vague sparrow
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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

jade briar
cloud crypt
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tried the bevel tool XD, but somehow it still looks like shit...

desert ridge
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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.

cloud crypt
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looks goot to me, way better than my lamps XD (i currently only like 1 i made)

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and its this one:

desert ridge
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I should create a geometry node to generate custom stairs. It's quite frustrating to keep recreating things repeatedly.

tawny elk
ember river
cloud crypt
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maybe this will go somewhere

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any tips from the pros?

tawny elk
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When you make a bend, extrude it rather than using a bevel.

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Makes UV's easier

cloud crypt
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i use extrude for it