#Lego Batman 1

1 messages · Page 2 of 1

dreamy helm
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I agreee

rain ore
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but this is beyond my paygrade, I'm lost ngl pepe_despair

dreamy helm
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do you see why I sometimes dont like to do this? lol

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and why I uninstalled it a few months ago?

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if I find something difficult in a way that I think is out of my depths, my brain shuts down!

rain ore
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it'd probably be best to create it through the toolkit. Ik you couldn't, but I mean it might be better to address that than try to work around it

rain ore
dreamy helm
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very true

rain ore
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there's gotta be some reason why, as there is with everything tech. But I wouldn't know where to begin

dreamy helm
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Yeah

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my pc works as intended for everything else too

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I have no issues with any admin stuff, etc

rain ore
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ok I was thinking about getting the game to create a project for you (who even knows if that would work lol) but it's a whole $20 weirdge

dreamy helm
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I asked Frisser, but the file was too big

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he doesnt have nitro

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wait hold on

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I have trials of nitro to give out

rain ore
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just send the mod.usda/projectname

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it'll be under the limit

dreamy helm
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Wouldnt I also need the captures layer that comes with it?

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or would I just be able to set it to my one

rain ore
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the captures themselves?

dreamy helm
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yeah, you know how captures get placed in their own folder?

rain ore
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yeah that might get fucky. Could zip up the capture data and send via drive

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this is what the directory is like for captures

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it'll have the .usd files themselves, and all the assets they reference in the folders above

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as you can see the capture.usda itself here is only 143KB

dreamy helm
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and replace that with my current capture folder?

rain ore
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actually yaou don't need the captures at all. idk why I'm thinking that

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you just would need your own captures to work from

dreamy helm
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ah okay

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which file would need to be sent?

rain ore
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safest way would be everything except the contents of the asset folders here

dreamy helm
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I'm struggling to realise which folder would need to be sent? lol

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I thought you said we didnt need the capture folder?

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I'm just being stupid, don't mind me

rain ore
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no I'm the one being stupid

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one sec

dreamy helm
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twinsiesss

rain ore
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in this directory, everything but the "Blender" and "Injested" folders (those r mine)

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I have additional layers in my project so that's why there's multiple .usda's

dreamy helm
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woohooooo

rain ore
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unfortunately

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my latest WIP. One piece of it took longer than I'd like to admit

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top is the original model

dreamy helm
dreamy helm
rain ore
dreamy helm
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Im gonna come off now tho lol, its getting late

rain ore
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take it easy salute

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also it's nothing you did, but I don't usually accept friend requests Praydge sorry

severe shoal
rain ore
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I'm juggling way too much to try other alternatives atm. Working on models, texturing, base game remix compatibility, working with modders of the game I'm working on to enable cool stuff / get rid of some headaches, sharing assets with another group working on their own non-Remix remaster mod, and lots of time in the server ofc

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it's quite a lot ThisIsFine

severe shoal
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That sounds like pain

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But if you enjoy it good for you

dreamy helm
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Lol jk

rain ore
dreamy helm
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You, erm

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Stinky bum bum

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Idk I'm struggling to say fake insults lol

dreamy helm
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Ooh ooh I have a good one I saw a while ago

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"You upper class crumpet"

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I don't know what it means 😭😭

severe shoal
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Now why did that pop into your head

dreamy helm
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Idk, I saw it on reddit a long time ago

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This is where I saw it

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This image was posted to reddit

severe shoal
# dreamy helm Expensive lol

True. They are industry standard though so I was wondering if he has a job as a modeller and therefore was using those tools as well

dreamy helm
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Because addons have been made to allow for faster edits

severe shoal
dreamy helm
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?

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Ofc I have

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Lol

severe shoal
dreamy helm
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Could you explain what an upper class crumpet is??

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And don't just say "a posh crumpet" lol

severe shoal
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Fine

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A posh piece of food

dreamy helm
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Lol

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Brits are posh sometimes

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The people in my area most certainly aren't

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Somebody was stabbed last week

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Literally like a 5 min walk away from where I live

severe shoal
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Oh dear

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Stay safe

severe shoal
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😁

dreamy helm
severe shoal
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Do you use google?

dreamy helm
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Yes

severe shoal
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Because I’m using DuckDuckGo lmao

dreamy helm
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Oof

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What do you get?

severe shoal
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2 on google

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I think just calling people food is funny

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When you like them ofc haha

dreamy helm
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Lol

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That sounds like a buzz feed quiz

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"Answer these 13 questions to find out what food you are"

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Im spaghetti and meatballs btw

fierce path
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1107 messages

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this chat is nearly as big as the bigger projects

fossil lark
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Opposite

wispy crest
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There's quite the thread following this, might need a TlDR lol

dreamy helm
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Not being able to create new projects

severe shoal
dreamy helm
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?

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I didn't need to

severe shoal
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So you fixed it by creating the project manually?

wispy crest
dreamy helm
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Yeah, that's kind of why I gave up

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Also because I was getting worried something was actually wrong with my pc

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But saying that, literally everything else works as intended

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So idk

severe shoal
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I'm done with exams so I should have more time to work on this over the summer

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Also I created a reference board on PureRef so if anyone wants it just lmk

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So far this is for the first level. I love the walls in these shots and the street lights

severe shoal
proven wedge
severe shoal
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Yeah I haven’t found a way to enable it

proven wedge
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@severe shoal Do you have any issues switching between captures in the toolkit? I've never had this issue before, seems to only be in this game

severe shoal
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Are you interested in helping me mod it?

proven wedge
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Oh sweet thanks that worked! peepoBlushReallyHappyDank Just playing around for now, I haven't played the game yet, might not be the best candidate Sacknana

severe shoal
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Also I need to share the code to allow asset replacement

severe shoal
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But I’m super passionate about it

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Anyway if you do want to help lmk. Currently we need a few textures to be created but I don’t know substance designer

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And it’s a big project

proven wedge
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Totally, I'll let you know 👍

severe shoal
severe shoal
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Progress was slow but it should be a lot quicker now that I understand remix and blender better 👍

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The current plan is to set the mood of the game by perfecting the lighting first. Areas inside are completely unlit, even with fallback lighting (which will not be in the final release) which makes it almost impossible to pass through which is why I will be prioritising lighting to get it out the way. Then after I complete lighting for a level. I will fix all of the broken textures as there are heaps. After I complete lighting and broken textures and the mood is set 🕯️ , I'll be looking to replace all textures which will involve creating a lot from scratch if anybody would like to help, but also will use 2k PBR textures from online.

lament swift
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Hi. How did you add the RTX Remix to the game?

severe shoal
# lament swift Hi. How did you add the RTX Remix to the game?

Start the game without remix and change the graphics settings (except resolution) to lowest. Keep textures on high.
Use this to download rtx remix #remix-beginners-guide message
Add the files (not the containing folder) into folder with the exe. Change the launch options in steam or epic and add “-borderless”. Find the pcconfig.txt file in appdata and make it the same as the one in pinned messages. Then start the game. 👍

lament swift
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I really want to try RTX Remix in LEGO games.

lament swift
severe shoal
severe shoal
lament swift
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Can you share the config with me?

severe shoal
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check the reply

lament swift
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Nice

severe shoal
# lament swift Yes

If you would like to help contribute, we could use someone who can create textures?

lament swift
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Send the textures that you have already made

severe shoal
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I'm trying to use the dark knight trilogy to influence the mod

severe shoal
lament swift
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I want to work with you.

lament swift
severe shoal
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They are on a truck. Remix didn't show the capture the objects so I had to place them on blind and get them aligned perfectly so it didn't show any overlapping texture

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Added lights above to better showcase them. Used the RPG scene in the dark knight in the tunnel for reference

lament swift
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Hi. I'm sorry it took so long. Check this one.

lament swift
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I also did this.

lament swift
severe shoal
# lament swift

Hey mate. Thank you for putting in the time. I'm a bit confused though. Is this for an existing texture or a new texture?

lament swift
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This is the normal map for the new texture.

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I'll send it today.

lament swift
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Hi. I made the texture on for some reason I can't bake it, I'll figure it out tomorrow.

lament swift
lament swift
severe shoal
lament swift
severe shoal
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With the normal and albedo map combined

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Have you got a roughness and height map?

lament swift
lament swift
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It's just that it's 00:58 in my region.

severe shoal
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Ah go to sleep. Cya

severe shoal
lament swift
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Baking has worked for me before.

severe shoal
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Ah

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Maybe someone can help you in #asset-creation

lament swift
lament swift
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Turn out

lament swift
lament swift
severe shoal
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Looks good so far though

severe shoal
lament swift
lament swift
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Roughness and Height

severe shoal
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I'll try them thank you!

lament swift
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.blend

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If everything works out, then I can start making the following textures?

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Albedo in 2K

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And Normal in 2k.

severe shoal
# lament swift

To be honest its not what I thought. Maybe there was some miscommunication. I'll annotate the original image

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@lament swift

lament swift
severe shoal
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Do you use node wrangler as well?

lament swift
lament swift
severe shoal
severe shoal
# severe shoal

Can you please make the UV maps work with this mesh? Its in the first level immediately to the left but I can't get the file because I broke remix

lament swift
# severe shoal

If it's not difficult for you, can you give me the timecode of this frame?

severe shoal
lament swift
severe shoal
lament swift
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Fixed the grid and UV map

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I'll probably finish the textures today and send them.

severe shoal
lament swift
lament swift
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Can you please roughly draw the shape of this.

severe shoal
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Not the fancy hilt ofc

lament swift
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Like this?

severe shoal
# lament swift Like this?

Yeah that’s looking really good! If you have time, could you add a bump above and below the swords, rounded above and levelled below like in the photo please?

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What software are you using to make the texture?

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I can’t wait to apply it. Then there is some toxic waste if you want to make

lament swift
lament swift
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It's an interesting experience for me, especially since I love LEGO games.

severe shoal
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Yeah same. I’m going to watch the review to try and find what makes Lego games so good so I can try and enhance it

severe shoal
lament swift
severe shoal
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Ah To contribute

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I really appreciate it

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And think once we have the finished game it will be marvelous

lament swift
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I will send all the textures within 13-14 hours.

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I'm sorry, I had a little technical problem today, so that's the only way

severe shoal
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Are you creating bump maps or displacement maps?

lament swift
severe shoal
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Which one though I mean? You only use one I think

lament swift
lament swift
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There are problems with baking again, I'll probably be a little late.

severe shoal
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Please don't say using emissives as lighting 😂

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I hate using stage lights

lament swift
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You can use two copies of the object. Make one white and turn the other into Volume.

rain ore
severe shoal
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markpls my head

rain ore
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@winter maple please inform frisser here that emissives are bad as a main source of lighting

rain ore
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u don't even have to say why just use the nvidia background to confirm

severe shoal
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Nvidia background?

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Like this?

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Does the general look and feel look good to you? Have you played a lego game before?

lament swift
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@severe shoal

rain ore
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so he'd know better than anyone. He's how I found out it's not the best idea

rain ore
severe shoal
severe shoal
rain ore
lament swift
severe shoal
lament swift
severe shoal
# lament swift

It looks good but I don't think remix is advanced enough to support volumes

lament swift
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We can bake it.

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Probably

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But I think not.

winter maple
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How much light a given spot receives from is calculated separate for emissives and lights. Lights from emissive (particularly emissives far away from the surface) tends to be very noisy, which results in boiling when you rely on it to light an entire scene.

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Emissives are great for lighting a small area around the emissive object, but for more stable overall lighting you want actual lights providing the majority of your lighting.

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This is particular to Remix's specific implementation, and may not be true in other engines. It also may not always be true of Remix - maybe someone will figure out a much better way of doing emissive lights that will flip this logic around. But for now, we've found that relying on emissive lights to light up the entire scene results in a lot of boiling, whereas relying on actual lights and just using emissives for accents provides much more stable lighting. (The specific test case for this was the floor lighting around the edges of rooms in Portal RTX, as well as the red light that comes from under some stair cases)

severe shoal
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How do you define a "small area"?

winter maple
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Do you understand what I mean when I say "boiling"?

severe shoal
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That effect

winter maple
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It's actually really hard to find good youtube videos of the effect I'm talking about, but it's basically an effect where if you just look at a wall, parts of the wall get brighter and dimmer continuously. It kinda looks like a pot of boiling water

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basically, how bright the wall is isn't stable

severe shoal
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Is it very noticable?

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Because I can't seem to find it?

winter maple
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yep. I know other people on this discord have run into it, which is when I originally recommended people rely more on regular lights over emissives

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best example I can find (it's still very subtle in this shot)
https://youtu.be/3MSUqm_-Dgk?t=690
look at the wall right above the 4th step and you'll notice it's constantly changing color / brightness

Portal RTX is our first look at RTX Remix, which has the potential to revolutionise older PC games, transforming them into RT showcases. This particular release dramatically modernises the Valve classic with all-new assets and a fully path-traced pipeline, transforming the look of the game. But what is path-tracing compared to the hybrid RT appr...

▶ Play video
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That room was actually super noisy like that when the red light below the stairs was coming from an emissive texture - like the entire wall and ceiling were constantly doing that, instead of just a tiny corner above one step doing it.

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we swapped to having a rect light below the stairs and it became a lot more stable

severe shoal
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Thanks for telling me what it is. Currently I do not spot it and using emissives are much quicker for this big project. If I do spot it I will know what it is and change the scene to proper lights 🤝

severe shoal
winter maple
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It's just a matter of algorithm. Sampling lighting from emissive surfaces is more random than sampling it from lights, so it winds up being noisier.

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maybe someone will figure out a better way, but for now that's just how it is

severe shoal
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I got very bored and implemented some new textures

severe shoal
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First Level is playable 🥳 A lot more work to do on it but it looks good

severe shoal
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Definitely not finished or playable but cool

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I'll do small posts like these if you want

rain ore
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Looks sweet

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Little progress posts are always fun

severe shoal
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Did you get to check out the video yet? Dw if you are still busy

rain ore
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Can't atm unfortunately

severe shoal
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Me when I see vertex errorshttps://youtube.com/shorts/Y7XvSHyXnVM?si=tMjTaEG7ZBy9YELG

I didn't know Colonel Sanders was chill like that 🤪🤪 get some stuff at nastee.co

#nosebeers #bumps #funny #humor #afters #comedy #party #rave #festivalvibes #mood #sesh #streetwear #short

▶ Play video
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Sorry for my terrible sense of humour. My sister hates it

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Anyway I had to redo the scene so that's why I haven't made further progress 😮‍💨

rain ore
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@severe shoal looking surprisingly far along from the first minute

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but the thing that stucks out most right away are these walls. They're in dire need of a PBR material + displacement

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the light from the window here looks oddly bright. I think having a dimmer or more directed light (that isn't so soft) paired with a dim moonlight would look more atmospheric

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okay yeah, general feedback is mainly the lighting from the windows looking really inaccurate. It works to have the play area be lit but visually it's not so great

severe shoal
rain ore
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for distant lights the position doesn't matter, only the angle

severe shoal
severe shoal
rain ore
severe shoal
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I don't think there are any

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I could maybe make UI a regular object?

rain ore
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also depends on what you mean by achieving the same look. Throughout the footage It's very very noticeable that you're using emissives for lighting. It feels too "vague" and directionless. Like in this shot I would imagine there being bright light coming from the windows onto the floor here but not extending further than that. And the lights in the back on the train would be almost like flood lights which would look striking

rain ore
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the UI exists in its own plane of reality. Very very rarely do games render the UI within a 3D space before projecting it onto the player camera

severe shoal
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I'm pretty sure mine does. It seems to keep defying expections 😂

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Let me check

severe shoal
rain ore
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focus on the vague and directionless part. None of the light sources look distinct or have any identity to them

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it all just kinda looks the same and a little awkward

severe shoal
rain ore
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actually lemme try

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one sec

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really quick and frankly somewhat shitty example bc I'm too lazy to do something better. Left is a real light source, the right is using emissives only

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the emissive just feels like "ok its adding light" and that's it. The real light source makes it actually look like a sort of spotlight that illuminates the area just as intended, giving it some ambiance

severe shoal
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Ok I see

rain ore
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btw this is using the same light intensity for each. However dedicated lights have more options like controlling softness and how wide the cone casting light is

severe shoal
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Also the UI was rendered in 3d for a few seconds but it was black. Then it popped back to normak UI

rain ore
severe shoal
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Characters?

rain ore
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if it's in the 3D worldspace then you could try using the alpha blending parameters to set it as a color emissive

severe shoal
rain ore
severe shoal
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Yeah but then when I'm in another area it will be hidden

rain ore
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but also you could lower the emissive intensity on most light sources and use sphere lights in their place, Would look more focused? for lack of a better word

severe shoal
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On windows?

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Aaargh that means redoing everything

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I want to quit this

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Here is the same scene with a bit of moonlight and some emissives disabled

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What do you think?

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Do you think moonlight looks like baked lighting?

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You know when you have the moon across the sea and the light is very directional and focused? How do I get that?

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Istg if you say changing the focus and direction

rain ore
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you wanna be able to see shadowws coming from it

rain ore
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of the directional light source I mean. Like literally rotating it

severe shoal
rain ore
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It's always infinitely far away

severe shoal
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Oh right thanks

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I like the shadows but something about it makes it feel so flat

rain ore
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i told you, change the color temperature

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toggle it and adjust the value higher

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but also there's another value, forgot the name, which adjusts how quickly shadows go from sharp to soft. You probably want it to be softer

severe shoal
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Its very slightly yellow. I don't know whether its too little or not?

rain ore
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higher = cooler

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you want moonlight to have a slight blue hue to it

severe shoal
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Ah right. I'll try that. The movies have a yellowish tint so that is what I was aiming for but blue will be more realitistic

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I got the ui to stay black

severe shoal
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What do you guys think? I have no idea what to think anymore

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I'm so tired from this. Might take a break

rain ore
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If I were to suggest possible changes, it would be to make the distant light temperature even cooler (so higher number -> more blue), I'd turn down the emissive intensity a bit on the lights and use sphere lights instead as the main source of light

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Something I may have not communicated very well before is that you're really supposed to use emissives and dedicated lights together. Emissives are great for that nice glow/bloom effect that a dedicated light source alone wouldn't give you typically

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You're absolutely heading in the right direction though, I see a ton of potential

severe shoal
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Working UI texture

severe shoal
severe shoal
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I’ll double check tomorrow. I’ve changed them 1000 times so I don’t know if that’s the current one

severe shoal
# severe shoal Working UI texture

So to explain myself because I realise now that this looks inconsequential, all ui except for text is being rendered in the 3d space as if even one asset of ui is marked as ui (except text) the ui flickers and the light breaks. I’ve attached it to the circle icon around a pfp and I hope it doesn’t change depending on the character played otherwise we have a big problem. I’m using a distant light to light everything. It’s giving me an early morning look. Lamps will be used for a small orange glow on the floor around them and the bloom effect which will be the same size as in the movies. Mark advised me not to use emissive lights as they cause a boiling effect, however after reviewing the game, I can’t see it so if I do notice it, I will handle on a case by case basis, but I don’t want anymore bonks on the head from auto unless aesthetically it looks bad.
This project is on its last legs as I want to focus on a course for Maya sometime in the future. Thanks to people who have contributed. I don’t know if anyone will read this.

severe shoal
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@rain ore Why can't more than two sphere lights exist at once?

severe shoal
rain ore
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Where are you getting that

severe shoal
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Maybe two lights can't be close to each other?

rain ore
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The important question is what are you parenting those lights under

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Like what model

severe shoal
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Two different models. I tried the same model as well

rain ore
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Because it could be culling related if it's parented to something that was no longer being rendered

rain ore
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Is it the lamp model that it's placed over?

severe shoal
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And then I tried the lamp stand

rain ore
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I saw Adam suggested it being possibly related to LODs. You can test that by disabling raytracing and running back and forth in that same spot. Pay close attention to those light models, and see if the quality swaps back and forth

severe shoal
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Then I attached it to another mesh that also a sphere light that is constantly showing and it still popped in and out

rain ore
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another possibility is that it's not an LOD swap but it's unstable geometry for whatever reason. You can see if that's the case by using the geometry hash debug view in the remix overlay. Run back and forth in that spot, see if the light changes color

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I suspect you'll find the answer by trying those two things out

severe shoal
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I'll record

rain ore
rain ore
# severe shoal I'll record

Roger, but I have something to do so it'll be a while until I can check. If that's fine with you then by all means

severe shoal
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It looks like noise

rain ore
# severe shoal Would unstable geometry still be the problem if I have attached the light to mul...

Think of it like this. Remix assigns a unique ID to every single model it recognizes when translating it through to the pathtracer. An unstable hash means Remix is recognizing the same object as multiple different meshes, each with their own IDs based on some behavior of the base game that doesn't play nicely. If you parent the light to the lamp model and the lamp model is unstable, then the light will only exist when that exact object ID is what's showing on screen. If it switches to a different ID (even if the object itself looks exactly the same), Remix won't have a light assigned to that so it goes poof

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Going on lunch break, I'll drop by again later

severe shoal
severe shoal
rain ore
severe shoal
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I took this picture on the way back and now my family think I’m weird so somebody better use it. Hopefully it will help as a reference for the new texture I am working on

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Its so similar to this it shocked me. I haven't found any textures like it online

severe shoal
rain ore
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I think @fossil lark might have an idea of how that would work because I have 0 clue

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He does photogrammetry stuff

rain ore
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Yep. Hard to get any better detail than what shows up in the real world

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I know instaMAT has an image->PBR conversion feature but that image as-is wouldn't be ideal for it, I don't know the process for making it a good input

severe shoal
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All I have to do is throw away my dignity and scan a wall

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Will be fun

rain ore
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Yeah that would definitely do the trick

severe shoal
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Don't say I don't do anything in Remix lol

severe shoal
rain ore
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Just join in on the photogrammetry craze. Adam pushed me to scan a rock for days

severe shoal
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I saw a demo of someone using their phone camera

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Lmao

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Did you?

rain ore
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Nah fuck those rocks

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Adam just sent me one he scanned himself lmao

severe shoal
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😂

rain ore
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Which I think I'm going to end up using anyways so

severe shoal
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There must be so many rocks already scanned on the internet?

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Do you want to use those or do everything yourself?

rain ore
severe shoal
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You can't pull them apart?

rain ore
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Like many different rocks piled up and full cliff faces with all the random bits of greenery or whatever that comes with it

rain ore
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You can't reasonably modify them

severe shoal
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Oh nvm then

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On my mod description, includes Satan spawn

rain ore
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My understanding is typically you use the scan as a high poly base, then use some simple cleanup features in modeling software to make the poly count and vertex distribution at least somewhat okay lol

severe shoal
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I suffer trying to clean up basic meshes

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I downloaded a software called Mesh Anything though, that could do it

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Probably

rain ore
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Or you can be like tadpole who's working on COD2 and is only using real world photoscans. Traveling about to find WW2 era guns and equipment to use and it looks insane. He manually retopologizes his scanned models and it looks fkn unbelievable for how low poly the wireframe looks. You'd have no idea it was such an optimized model looking at it alone

severe shoal
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Have you heard of it?

rain ore
severe shoal
#

#asset-creation message

#

Actually I need to speak to @amber shale about it

#

Spent many hours wrestling with python requirements for it not to work

#

Anyway you're probably busy. Ttyl

rain ore
rain ore
fossil lark
#

The ridge part is called banded rustication.

severe shoal
rain ore
#

Oh yeah, Adam is the material expert. If you need an idea of what something is in order to recreate it well, he's your guy

severe shoal
#

I'm trying to find it but I can't get something that looks like it. I'm searching for limestone, granite and sandstone

#

And concrete but that has too many bumps

#

Granite has flecks

#

So if anyone could find a pbr material for the wall I would be deeply grateful

#

Doesn't have to be the right colour

fossil lark
severe shoal
#

I’ll look at shrinking the texture with the UV in the morning thanks

amber shale
severe shoal
severe shoal
#

I also did like 1 or two texture replacements, for example the glass underneath the big sign

severe shoal
#

I’ve watched it like 4 times

severe shoal
#

@rain ore I figured out the problem with the distant light. Not all my assets were unmarked as UI so the assets originally intended as UI would jump back and act as if they were marked UI when I loaded a new scene. This would get rid of the distant light. So I unmarked it as UI and now all UI work. However this leaves me with a problem. I had to unmark text being UI so now I have no text. Any ideas?

rain ore
#

If I had to guess you have to mark the text texture as UI to see it. I don't think it'll work in-world, and I doubt it's drawn before the rest of the UI so there's a good chance it'll force the rest out of the game world too

severe shoal
rain ore
severe shoal
#

Why is my text disappearing then but the rest of the UI is fine when not marked as UI?

rain ore
severe shoal
rain ore
severe shoal
#

Ah so its a game issue. Damn

rain ore
#

The reason for that? I'm not sure, games are weird, with their own unique behaviors. In my project when I have the player's helmet enabled I can't mark the UI as UI, or it breaks the graphics to all be rasterized

severe shoal
#

Should I ask a dev if there is a fix?

rain ore
#

That's because in Republic Commando much of the UI is actually drawn LAST. Which is fucking awful given the behavior I mentioned before

rain ore
#

In the case of RC, I was able to get the UI rendering in world by marking it as terrain if you could believe it

severe shoal
#

Hm I'll try that

#

Terrain has affected my UI before

rain ore
#

But I believe this is unique to RC. It projects the HUD onto a mesh surface of the helmet. If the UI wasn't blended onto the helmet then this wouldn't work

#

A lot of odd Remix workarounds like the terrain tagging are going to be unique to how the game itself behaves. I think it's somewhat unlikely that Batman has a mesh overlay in front of the screen that does alpha blending for the UI

#

No harm in trying ofc

severe shoal
#

It didn't work 😢

severe shoal
#

Or could remix not create a mesh around the texture of the UI and assign the texture to that and render it in the world?

severe shoal
#

You’re like I’m done with Frissers crazy/stupid ideas

rain ore
rain ore
severe shoal
severe shoal
#

Did a Yeti invade your house this time lol? Jk

severe shoal
#

In the time autos taken to answer

rain ore
#

You could request something like that. I don't know how it would work in practice

#

Or if that's possible on a technical level

sand cave
#

Is the game updated?

#

Like ready to download with remix?

severe shoal
#

I haven’t published it yet

#

You can have it if you want but it’s not anything special yet

severe shoal
#

You’re the first person outside the regular community to ask for the mod 🥳I’m honoured you came here first

severe shoal
#

My entire project folder is 56Gb and I've only mostly only done the lighting for the first level 💀

#

Actual mod folder is only like 1.6Gb tho

severe shoal
#

Credits to @amber shale for the neon sign ❤️

#

Sorry for not tagging sooner

#

The project is going well 👌

severe shoal
# severe shoal

This is for robin to walk up with magnetic boots but Batman has to destroy nearby objects with a sonar gun to get the materials to repair the vent. So I thought it was quite fitting to include rust. I’ll be trying to use objects and materials for better storytelling. This is why remix is so interesting

sand cave
#

it would be amazing to relive lego batman with my brother as me and him used to play it as children and the og with the terrible graphics just kinda is differnet then the nostalgia as a kid but with ur hard work and fixing it up i just cant wait to play it

#

🙂

severe shoal
#

**Is anyone with experience in Remix able to help me with the project?? I feel I do not have enough experience with Remix to be able to work around the limitations and progress will be sped up a lot by having someone onboard. **

rain ore
#

My advice would be to focus on what you know you an do. Don't try and do everything at once like I did, it mindfucked me and made me have less progress overall than if I didn't

#

Something rune suggested to me a while back was to try and complete one small "thing" as a proof of concept it could be one fully remastered room, one remastered level, something that shows off what's possible.

severe shoal
rain ore
#

when I look at it I think "wow, he's making it happen". Getting burnout isn't uncommon, it happens to everyone at some point or another. It would be great if someone did come to assist though as it's true two sets of eyes are better than one. Unfortunately I'm all in on my SWRC project

severe shoal
#

Yeah I understand you can't 😢 Many people have expressed interest but are working on other things atm

#

I don't even know if it can be done which really bothers me

#

its dx9c

#

You know how pessimistic I am about Remix lol

rain ore
#

I can't remember the last time I saw a dx9c game get as far as what you have now. Usually it just stops at "well there's something happening"

severe shoal
#

Nothing about it works lol

rain ore
severe shoal
#

I'm extremely curious if the problems I have are in other non dx9c games?

#

For example, I can't replace every instance of an object automatically?

#

Extreme culling that isn't in the base game

#

If I replace objects that are meant to move, they don't move

#

Text aaaaaaaaaargh go f yourself

#

Vector colours

#

Objects are split up into 1000 pieces

#

I'm tempted to come back to this when remix has more compatibility but I feel the rate of progress is so slow and I've seen how informed the devs are so I'm really confused

#

It literally feels like I'm putting in heaps of hours into a project that can never be playable because of the issues

rain ore
rain ore
#

too early to throw in the towel saying it's joever. If you need a break or you want to move on to other things, there's no shame in those either.

#

give yourself breathing room. You'll thank yourself for it

severe shoal
#

And is it possible to change the image in Remix projects?

#

Thanks

rain ore
# severe shoal Remix is my life lol

mine too. I could handle it much better after I started letting myself do other things instead of tunnel vision. For me that's Cyberpunk and a couple multiplayer fps games. Very different from blender/remix toolkit lol

severe shoal
#

I've completely lost my interest in gaming lol, its weird. But do you have any games that I could check out then? I've played Cyberpunk

rain ore
severe shoal
#

Nah its not worth it thanks

#

Unless I am close to finishing it

#

And won't give up, there is plenty here that could help some people

rain ore
severe shoal
#

Good choices

#

I've played Outer Wilds and Prey. Maybe I'll try NieR Automata

rain ore
#

It's a good one. Also using a gamepad is a nice reset from the productivity KBM use lol

#

hope you enjoy it

severe shoal
rain ore
#

haven't actually, don't think it's my type of game though. Closest would be telltale's walking dead though I only played the first

severe shoal
#

Fair enough. It’s just a game that had a lasting impact on me because of its amazing story

severe shoal
#

I’ve submitted a bug report. I’m probably not going to do much until it is fixed. I cba with remix right now

winter maple
#

https://github.com/NVIDIAGameWorks/rtx-remix/issues/575
So, took a gander at that issue.

It looks like Remix captured a single support girder, even though multiple of them show up in game. I believe this happens when the game relies on vertex shaders to actually position the meshes, since all of those instances are using a single mesh hash (which is calculated before running the vertex shader), but after running the vertex shader they actually all have different meshes.
In this case, replacing that mesh will probably fail, since the mesh shader won't be run on the replacement mesh

What about shaders used to make textures? Lots of my objects in my game have no material assigned to them and i want to use texture replacements but can’t do an asset replacement to get a material because asset replacements don’t move in my game
Most likely, the game is using vertex shaders to position the meshes (which is why mesh replacement fails), and then using pixel shaders to actually render those meshes to the screen. This is outside of the scope of what Remix can support right now

#

If the game is using a mix of fixed function and shader pipeline for different objects, you might be able to mod the original game to use simple textures instead of shaders for those objects

severe shoal
#

Thanks for explaining. I’ll add it to the issue

severe shoal
#

And you might not be able to focus on this issue until months away

#

I’m just hoping to help sorry

winter maple
#

Well, if he can share some insight that will make supporting shaders much easier, then that work may get bumped up to happen sooner. Right now we're focusing on fixed function pipeline because we want some full mods to be released

rain ore
#

||^thats mark rushing me|| KEKW

severe shoal
#

Yeah auto stop being so selfish and taking your sweet ass time

#

Could I maybe get the creator role as well please? 🥺

severe shoal
#

Ooooh

winter maple
rain ore
#

I'm pulling your leg mark!!

winter maple
#

😌

rain ore
#

Lmao

fresh sonnet
#

I'm bored and saw someone ask about turning something into a material, so I did, kinda.

rain ore
#

conversion software im guessing

fresh sonnet
#

I don't even know what that would refer to lol

rain ore
fresh sonnet
#

i threw it in Materialize since that's what I have

#

but I just realized I could have made something better beforehand mmcDUDUDU

fresh sonnet
amber shale
#

You could make a better texture with a tiny bit more effort

rain ore
#

no offense my man but that does not work. It's very very easy to make good brick materials, you'd be surprised. "materialize" makes me think instamat right

#

you could get something way better in under 30 min

#

and that's assuming first time use

#

the materialize algorithm made it too puffy and soft, almost like clay

amber shale
#

Ngl you could add more effort but it all just boils down to the time required. If you don't have time to go through all the textures and apply the same details then something like an image to PBR works just fine

amber shale
#

Here's a simple geometry I made out of a plane texture then baked it later on. Much better results

fresh sonnet
#

You try it, then! >:(

amber shale
#

Is this upscaled?

fresh sonnet
#

no

amber shale
#

Have you tried #1263287747905327236 though

fresh sonnet
#

I do not have a capable computer / the necessary understanding to even use it.

rain ore
#

If so I can create an example for you on how to make something like that manually

rain ore
#

O

dense heath
#

It's an MIT license image manipulator with an extremely basic UI, but they used it to batch convert textures for Uncharted: The Nathan Drake Collection.

severe shoal
winter maple
rain ore
winter maple
#

Recreating the exact pixel that the original game would make when drawing the triangle to the screen isn't the same as trying to understand that triangle so it can be fed into a path tracer.

#

We can re-run the original game's shader to evaluate the color of a particular point on a triangle just fine - DXVK comes with that build in, and that's how all the UI gets rendered.

The problem is that it would be tremendously expensive to run those shaders every time a ray hits a triangle - and those shaders only output a color, not a PBR material.

severe shoal
# winter maple We can re-run the original game's shader to evaluate the color of a particular p...

Is it possible to convert those shaders into something the game can handle? For example I have trash cans that normally just look like a solid colour but for the material isn't captured by remix so its white. This might be because of what you said about shaders combining materials but if they are converted and then cached as a material replacement Remix won't have to run the shaders everytime and there won't be more work than a normal object?

#

In an ideal world, there would be some AI to analyse the difference between two meshes. For example I've got a big black shiny car, which could be a black albedo texture with a low roughness value

#

Thanks for checking the logs out

severe shoal
#

Or when my game uses shaders to translate its position which is why I couldn't capture the objects in that state, I could be able to set this as a static object so its cached once and its position can be reused or I could set it to a dynamic object and then its shaders can be used to determine the position frequently or like frame gen, its predicted or we would also be able to set a movement path for objects to loop in

winter maple
#

There are a lot of things we can experiment with when it comes to shader support, but it really all comes down to time - right now we're focused on fully supporting games that are highly compatible with our existing approach, over expanding partial compatibility out to games that stretch the limits.

severe shoal
#

Yeah ofc. I look forward to it 👍

severe shoal
#

Aaaaaaargh

#

Aaaargh

#

Anyway its coming along. I want to use emergency lights to light up the support beams so its covered in a soft red glow

#

New geometry to make the pipes and things more round

#

Sometimes I got lazy

#

And there are 3d nuts and bolts now

#

I'm trying to use a skylight for moonlight but the effect is only okay

rain ore
severe shoal
#

Why

#

Its a window

#

With a normal light above

#

Using bounce lighting not direct

#

And tinted

#

What more do you want from me lmao

rain ore
#

I think I'm not understanding the context so ignore me then lol

severe shoal
#

Or is there anything else I can improve?

#

I'm not creative so this is mostly a reskin

severe shoal
# severe shoal

Would you guys prefer a moody abandoned factory or a fun ice cream factory?

#

Or a mix of both?

#

I don't know the tone, need some help please

#

Fine a mix of both. I'll take inspiration from my favourite wheres wally lol, the cake factory

#

Unless someone has a better idea

rain ore
severe shoal
#

The most exciting and difficult creating yet, cardboard. Its got a little cave inside which I always wanted to create irl

#

Its better than this generic box

#

And people say I lose my head lol

severe shoal
lament swift
#

Was the normal map for the wall already in the game or is it a 3d model?

severe shoal
#

Not my texture

lament swift
#

Ok.

severe shoal
#

Special ice cream they are making

#

Any improvements let me know

severe shoal
severe shoal
#

Made it more glowy

severe shoal
#

It would be nice if someone could help me 😢 Anyone interested in LB and free?

#

I'm not paying

rain ore
#

Tbf no one would expect payment since it's modding lol

#

But I feel you, even with help in some areas I've been having trouble keeping everything together

severe shoal
severe shoal
rain ore
#

Agreed. I know I've found enjoyment working with modders of the base game just seeing what can be done with a hybrid mod (remix + vanilla game mod combined)

dreamy helm
#

I would help, but I have a lot of issues with remix

#

So I gave up

severe shoal
# dreamy helm So I gave up

That is understandable its not a polished software. I'm glad you are still following the project though. It won't be done anytime soon tho so maybe when Remix is more developed you can try again? I remember you had problems with installing and making a mod?

dreamy helm
severe shoal
dreamy helm
#

They've tried, but it ends up either being too complicated/taking too long, or not being able to sort it out

severe shoal
#

That's a shame. I'll look back at old messages when I have time

severe shoal
dreamy helm
#

So that might have been it

#

I might take a look tomorrow

severe shoal
#

Would someone be able to create a lego minifigure of Mr Freeze's wife who was frozen by Mr Freeze as she had an incurable disease which he was trying to cure. I will put her in an ice block in his observatory

#

Or would it be legal to rip the characters from Lego Batman 2?

lament swift
amber shale
lament swift
#

When you install the addon and import the model, do not forget to switch to Edit Mode, select all and click M -> Merge by distance.

severe shoal
#

Thanks very much

amber shale
severe shoal
# amber shale Can you show us the model for that? Not asking you to rip because that would be ...

Hello guys!
Here is another mod for Lego Batman 2 that gives you 10 new, never-before-seen characters:
-Batman (Superman Disguise)
-Bruce Wayne (Man of the Year)
-Bruce Wayne (Shadow)
-Darkseid
-Diana Prince
-Lex Luthor (Man of the Year)
-Nora Fries (aka Nora Freeze)
-Superboy
-Superman (Batman Disguise)
-Vixen

First Video (DLC and quickBMS tut...

▶ Play video
#

She was taken out the game

#

If its not illegal I will do it unless I can build her in mecabricks

#

@rain ore Hey Auto. Is it illegal to rip a model from the sequel and use that model?

rain ore
# severe shoal <@877718466398932992> Hey Auto. Is it illegal to rip a model from the sequel and...

Personal response, not related to being a mod here. I don't think the modding community as a whole cares too much about pulling models from other games. Is it illegal? Idk, maybe? It's never actually been tried in court because these companies tend to not care about modding at all. And I believe there's an aspect to IP law where if a company doesn't make any effort to protect parts of it, they can't go after any one person or group out of nowhere over it.

With that limited legal knowledge out of the way, whether it's responsible/good/bad/etc to use ripped models is a lot more of a gray area. I don't want to do it for my mod because I think it legitimizes the project more as a serious thing but it's also an ungodly amount of effort, so I'd never tell others they shouldn't out of principle. It also matters that I hope Nvidia gives my project coverage, which I think they'd be far less willing to do with ripped models being used. I doubt you're too concerned with that personally so take that as you will

severe shoal
#

You doubt my ambitions hahaha, except I wanted to rip instead of create lol

amber shale
severe shoal
#

The exact one

amber shale
#

Perfect

severe shoal
#

Are you looking to create it?

amber shale
#

i might i mean

severe shoal
#

Sure if you have time it would be much appreciated

rain ore
severe shoal
rain ore
#

Yeah unfortunately that's extremely unlikely

severe shoal
#

What about from nvidia?

rain ore
#

That said it's entirely possible you get featured on moddb and such

severe shoal
#

I know I'm not as good as you hahaha

rain ore
# severe shoal I know I'm not as good as you hahaha

Part of the reason I think I might have a chance being shown off by Nvidia is because the game I chose having a kind of legendary status from back in the day. If I play my cards right I think there's widespread interest in such a project just waiting to be seen

#

So it has nothing to do with skill or lack thereof

#

For Nvidia I'm not sure. You could ask

rain ore
#

One of the Nvidia people here is a community manager specifically, I forget who

rain ore
# severe shoal Tell me more lol

Star Wars Republic Commando is a classic. You see it talked fondly on every time it comes up online. You always see people saying "man I wish it got a sequel" or "I would kill to see it get a proper remaster". There's a lot of untapped passion for it

severe shoal
#

Ohhhhh I thought you were saying you had a legendary status

#

But yes the same is highly regarded

rain ore
#

oh definitely not I'm just a nobody OMEGALUL

#

though I'd love to become a somebody if the project got recognized widely 🙂 it's not something I'm directly pushing for, rather I think given the circumstances there's potential assuming I don't screw it up

severe shoal
#

I was thinking the Hideo Kojima of modding is releasing a new mod with Nvidia Remix for a legendary game

rain ore
#

lmao

#

would be fun

severe shoal
#

Yeah

#

We can both hope for fame🤞

#

I'm going to put together something for showcase so look out

dreamy helm
#

I'm still unable to create a remix project

severe shoal
#

Then a setup a new project with the new captured

dreamy helm
#

I already did that

#

a clean install of a game that I know works with remix, no modification required

#

I used omniverse' built in remix to launch the game initially

#

then I made a capture (and game launched fine btw)

#

tried to create a project file and it gives me this message

#

I dont see the prompt

#

either during or after

severe shoal
#

If you launch another software as an admin does it give you the prompt?

dreamy helm
#

wdym?

severe shoal
#

Try launching a closed app with admin and see if it asks you to except admin permissions

#

Otherwise your system might give admin automatically which is why there is no prompt

dreamy helm
#

You mean like this?

#

I couldn't screenshot

#

Hence the photo lol

severe shoal
#

I’m not sure. Did you press the windows key to open the menu and search for gimp then press launch as administrator?

dreamy helm
#

it also opens that prompt if I find the exe directly, and launch as admin too

severe shoal
#

Where are you setting up the project?

dreamy helm
#

on my D drive

#

which is also where the game is located

severe shoal
dreamy helm
#

I used the Remix apps built in Remix

#

but thats not the part i'm having issues with

severe shoal
#

Can you share your mod file please?

dreamy helm
#

im giving up for now lmao

#

if something seems too complicated I lose interest pretty quick

severe shoal
#

Ok

dreamy helm
#

im making a music mashup rn

severe shoal
severe shoal
dreamy helm
#

2024.4.1

severe shoal
#

It was causing the problem for me

#

#remix-beginners-guide message

#

Try using this if you want

#

And create a new project with the capture

severe shoal
#

To manage everyone's expectations because even though they are probaby more accurate than mine, I want to give my version as I am putting a lot of pressure on myself. I have only completed about half of the first two levels (my thoughts on this change daily) and there are 36 levels. The fact that many people are interested in this project is the only thing that keeps me going and I hope it means once released, other people will play it too. Though it means I am cautious about keeping your attention. Post two much and you unfollow, post too little and you get bored. What I'm trying to say is stick with me please. it means more than you can imagine.

dreamy helm
#

my main issue is that lego is also really hard to model

#

because of the topology required for certain bricks

rain ore
#

I feel like Lego would be relatively easy to model. Could you give an example where you think there could be trouble?

severe shoal
#

I think the hair might be hard. We can use mecabricks for that luckily

lament swift
#

You can use the basic model of the minifigure, it turns out that the most difficult thing is to make your own textures.

rain ore
#

He mentioned Lego bricks specifically, which seem very easy to me at first thought. I agree more unique pieces like hair would be tough. I also agree that textures would be by far the hardest part. So much so that I think it's not feasible to redo them. Instead they should probably be done via AI

#

Then if you want to do handmade PBR maps from there that would be reasonable-ish (time consuming as hell)

lament swift
severe shoal
#

Yep

#

Poison Ivy level. Developers made everything dead but that is not accurate to the comics, she brings plant life wherever she goes

#

I'm trying to think of the motives and general personalities of every villain

lament swift
severe shoal
#

But everyone uses it so I have to switch the keybinds for tutorials

severe shoal
#

@rain ore

#

He converted me

#

I don't think I would still be working on this if it wasn't for bforartists, not auto

severe shoal
lament swift
severe shoal
#

Yeah that is what I will do

#

Hows your learning coming along?

lament swift
#

Not good or bad, the problem is that I didn't have a clear training plan before, I'm going to fix it.

severe shoal
#

You can find courses online

#

They can take 10 - 50 hours the good ones

#

Or more

lament swift
#

Yes, the courses provide structured learning.

#

Can you recommend anything if you've tried it?

#

In fact, it's even a little disappointing that the Blender will not be able to become an industry standard, at least in the near future.

rain ore
#

The best part is that it doesn't stray so far from vanilla blender that lessons can't be transferred. On first startup just select the blender keymap as your default and all controls are 1:1 with vanilla. They have a great alternate control scheme which uses the WER standard for mode switching but it makes it harder to learn

lament swift
rain ore
lament swift
#

@rain ore Can you recommend anything for training? Lessons, courses, resources or something like that.

rain ore
#

(to give one direct reference, blender vs bforartists)

wild lily
#

i should give it a try

rain ore
wild lily
#

its really slow to load

rain ore
#

I never did it but that's probably a mistake on my part

rain ore
wild lily
#

i dont wanna even know if they banned it

rain ore
#

Oh yeah you're Russian right

wild lily
#

no

rain ore
#

O

wild lily
#

turkish actually

rain ore
#

Would turkey block a site?

lament swift
wild lily
#

well turkey did repeatedly ban some of websites in the history

#

plus its authoritarian state runned by tall man which should explain why is that

lament swift
wild lily
#

welp the dns didnt do the job

rain ore
#

Jokes aside

#

May I introduce you to mullvad VPN. It's good stuff

wild lily
#

"tall man" joke referring to president called erdoğan

rain ore
wild lily
severe shoal
#

Have to go to my plan B

#

I don’t understand, the amount of tris must be less than cyberpunk but that has full ray tracing?

rain ore
#

Explain

#

Or explode

#

💥

#

Wait why do a subd modifier ignore me

severe shoal
#

I choose explode

severe shoal
rain ore
#

Also that should work okay in Remix if it's geometry without transparency

severe shoal
#

No same performance cost it looks like

#

Well slightly better

#

But that might be because I reduced tris

rain ore
#

Technically physically smaller assets are more optimal, even if it's splitting up one mesh into multiple

lament swift
severe shoal
#

It’s literally just faces

rain ore
severe shoal
#

15 fps loss for 1 + 2

severe shoal
rain ore
severe shoal
#

What do you mean?

rain ore
#

Like it's highlighted that whole area right

#

But the plants are only in a corner

severe shoal
#

They are attached to each area

rain ore
#

No I mean in that fence thing

severe shoal
#

Trust me, I only covered half my fov with plants and it was a 30 fps loss out of 60

#

It won't make enough of a difference

rain ore
#

It's not about the fov it's about how large the bounding box is

#

Whenever a ray hits the bounding box of a mesh, it becomes more computationally intensive

#

You want that ray to hit a surface as fast as possible for performance reasons

#

Having a ray travel through a bunch of empty space is bad for perf

#

Obviously you can't hyper optimize everything but for this plant stuff if you could limit the geometry to only that cluster of plants and nothing else, you should have better perf

#

Because the smaller bounding box means the ray will hit the surface of the plant sooner

severe shoal
rain ore
#

If the pebbles are right next to eachother, it's tiny

severe shoal
#

Each blade of grass is an individual mesh

rain ore
#

By including the plants with other things you're increasing the side of the bounding box which may become a concern. That would be my best assumption for the performance based on what I know

severe shoal
#

I could possibly split that up further

rain ore
severe shoal
#

Yes

rain ore
#

In that case you want to go the opposite route

#

Combine them into patches

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It's possible to have too many bounding boxes but I'm less confident on that assumption

#

I would recommend joining them together and seeing if the performance changes

severe shoal
#

Thank you so much

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I can't see any performance impact because its capped at 60

rain ore
#

So my suggestion worked?

severe shoal
#

Yes

severe shoal
# rain ore So my suggestion worked?

Slight problem though. You know when you combine objects and one of the objects will have their UV's screwed up? How do I stop this from happening?

severe shoal
severe shoal
severe shoal
#

This is very creepy

dreamy helm
#

And for example a cube with a round stud on top

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The higher quality the stud is, the more unnecessarily high quality the cube section has to be

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I mean there are likely ways to optimize it, but I don't know of any

rain ore
#

but the cube has a limit to how high quality it could possibly be right? like a bevel is all you need

dreamy helm
#

No? I'm not sure what you mean

rain ore
#

you're referring to a simple cube block with 4 attach points on top in a 2x2, with the stud in the middle between the 4 attach points. Unless I'm misunderstanding

dreamy helm
#

Yes but unless you just want it to be a square stud on top, then say the stud has like 8 verts around to make it round, those 8 verts have to be going down the cube somehow

rain ore
#

conceptually that seems fairly simple to me. Let me make a mockup and see if it's what you're referring to

dreamy helm
#

I'm making an example to show, but my Internet on my pc isn't working lol

rain ore
#

@dreamy helm

dreamy helm
#

Like this, for example, it looks fairly simple

dreamy helm
rain ore
dreamy helm
#

no? lol

dreamy helm
#

ngl I wasnt sure what you meant by Attache points

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i've never heard anybody call that nub an attache point lol

rain ore
#

what else could they mean in lego but the little circle thingies pepe_despair

#

well it's a point where you attach pieces to

rain ore
dreamy helm
#

and this is the inside ofc

#

So this is that same model with no cleanup

rain ore
#

this is the wireframe of mine

dreamy helm
#

Yeah but we're talking about assets for an RTX mode

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if you render yours in cycles with a somewhat decent material, you wont see those extra bends that connect the nubs to the brick

rain ore
#

what do you get by having these faces here

dreamy helm
#

This is how I got the model

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it still has lots of unnecessary edge lops on a flat section caused by the attache point

rain ore
#

this is what I got with some controlling edge loops and subd

dreamy helm
severe shoal
#

If I want to add a nice pbr material I use a subdivision modifier

rain ore
#

one sec

dreamy helm
rain ore
#

he means use both

severe shoal
#

Do you want Lego Bricks to be more detailed?

#

in geometry

dreamy helm
#

I think they should look detailed enough

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I dont think they necesarrily need the insides of the brick modelled unless you see the inside

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because why half ass it if people would see the mistake

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also

severe shoal
dreamy helm
#

also I have found a potential workaround for certain things

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Make the bevel on the stud, but then seperate the stud with the bevel on its own

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and fill in the top face completely, as if it was a normal studless brick

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it looks the same

#

this is the before and after details of the geometry (top is before, bottom is after)

severe shoal
#

Can you try adding a decimate modifier to the original mesh and use the unsubdivide option?

severe shoal
dreamy helm
#

idk how you got the lighting working

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because that was a pretty big problem for me lol

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and a few other people working on other Remix projects too

lofty swallow
dreamy helm
#

but see, this is basically the mesh I created

lofty swallow
#

just use a normal map

severe shoal
lofty swallow
dreamy helm
lofty swallow
#

it doesnt need to be that detailed for a simple object

dreamy helm
#

I didnt ask for somebody to berate my work

lofty swallow
#

im not saying its bad im just saying its unnecessary detail thats going to eat up vram that could be allocated elsewhere

dreamy helm
#

I still didnt ask

#

im not saying that the model shown in my screenshot is absolutely being used

lofty swallow
#

well i thought it was implied seeing how it was posted to this thread and it is somewhat relevant to the project what with it being a lego brick

severe shoal
#

I'm just looking for something quick and dirty. We can fine tune and go over every model once we have completed the game in a decent state

lofty swallow
#

my bad if i misread it

dreamy helm
lofty swallow
#

ohhhhhhhhhh

#

my fault

#

sorry

dreamy helm
#

and auto showing his own examples

lofty swallow
#

gotcha