#Lego Batman 1
1 messages · Page 2 of 1
do you see why I sometimes dont like to do this? lol
and why I uninstalled it a few months ago?
if I find something difficult in a way that I think is out of my depths, my brain shuts down!
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
it's not that this is out of your depth, it's that this stuff isn't working as intended
very true
there's gotta be some reason why, as there is with everything tech. But I wouldn't know where to begin
Yeah
my pc works as intended for everything else too
I have no issues with any admin stuff, etc
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 
Mega oof
I asked Frisser, but the file was too big
he doesnt have nitro
wait hold on
I have trials of nitro to give out
Wouldnt I also need the captures layer that comes with it?
or would I just be able to set it to my one
the captures themselves?
yeah, you know how captures get placed in their own folder?
yeah that might get fucky. Could zip up the capture data and send via drive
this is what the directory is like for captures
it'll have the .usd files themselves, and all the assets they reference in the folders above
as you can see the capture.usda itself here is only 143KB
would it be possible to just alter this?
and replace that with my current capture folder?
actually yaou don't need the captures at all. idk why I'm thinking that
you just would need your own captures to work from
safest way would be everything except the contents of the asset folders here
I'm struggling to realise which folder would need to be sent? lol
I thought you said we didnt need the capture folder?
I'm just being stupid, don't mind me
twinsiesss
in this directory, everything but the "Blender" and "Injested" folders (those r mine)
I have additional layers in my project so that's why there's multiple .usda's
You use blenderrrrr!!
woohooooo
unfortunately
my latest WIP. One piece of it took longer than I'd like to admit
top is the original model
Why unfortunately? lol
Nice, for Star Wars?
I hate blender, it gives me nothing but suffering
same, sometimes
Im gonna come off now tho lol, its getting late
take it easy 
also it's nothing you did, but I don't usually accept friend requests
sorry
Do you think you might try something like Zbrush or Maya? I heard those are good
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
it's quite a lot 
I didn't wanna be your friend anyway 
Lol jk

Expensive lol
Ooh ooh I have a good one I saw a while ago
"You upper class crumpet"
I don't know what it means 😭😭
Now why did that pop into your head
Idk, I saw it on reddit a long time ago
This is where I saw it
This image was posted to reddit
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
They're only the industry standard because they have it easier when it comes to importing/exporting
Because addons have been made to allow for faster edits
You have had crumpets before right? Equivalent to asking if you’ve lived
Just wondering why this then
Could you explain what an upper class crumpet is??
And don't just say "a posh crumpet" lol
Lol
Brits are posh sometimes
The people in my area most certainly aren't
Somebody was stabbed last week
Literally like a 5 min walk away from where I live
Why, definition 1 or 2? Lol
Do you use google?
Yes
Because I’m using DuckDuckGo lmao
2 on google
I think just calling people food is funny
When you like them ofc haha
Lol
That sounds like a buzz feed quiz
"Answer these 13 questions to find out what food you are"
Im spaghetti and meatballs btw
Opposite
There's quite the thread following this, might need a TlDR lol
It's pretty much the same thing you were trying to fix before lol
Not being able to create new projects
Did you manage to send the file?
So you fixed it by creating the project manually?
Yeah I'm not sure, if both your drives are formatted as NTFS then I don't see why it wouldn't work
Yeah, that's kind of why I gave up
Also because I was getting worried something was actually wrong with my pc
But saying that, literally everything else works as intended
So idk
I'm done with exams so I should have more time to work on this over the summer
Also I created a reference board on PureRef so if anyone wants it just lmk
So far this is for the first level. I love the walls in these shots and the street lights
The basics cause I keep making this file
Thanks! The menu looking crispyyyy. Not having control of the mouse suuuuuucks tho
Yeah I haven’t found a way to enable it
@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
Yeah that happened to me but stopped somehow. What you have to do is unload the scene from the three lines
Are you interested in helping me mod it?
Oh sweet thanks that worked!
Just playing around for now, I haven't played the game yet, might not be the best candidate 
Also I need to share the code to allow asset replacement
I haven’t played the game in 10 years so dw 😂
But I’m super passionate about it
Anyway if you do want to help lmk. Currently we need a few textures to be created but I don’t know substance designer
And it’s a big project
Totally, I'll let you know 👍
Progress was slow but it should be a lot quicker now that I understand remix and blender better 👍
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.
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. 👍
Thanks!
I really want to try RTX Remix in LEGO games.
Is the main menu supposed to look like this?
Yes. You have to use the in-game remix menu to adjust the game. Games will not work as intended without tweaking. You can use my config file to get started @lament swift
Do you have any previous modding experience?
Yes
Can you share the config with me?
I linked it here
check the reply
Nice
If you would like to help contribute, we could use someone who can create textures?
I'll try
Send the textures that you have already made
I haven't made any textures myself yet as I was going to do that after lighting but its good to start now. Here is a mesh. Would it be possible to have a repeatable tile looking like this?
I'm trying to use the dark knight trilogy to influence the mod
Yes
That's cool
Thank you
I want to work with you.
I'm working on this.
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
Added lights above to better showcase them. Used the RPG scene in the dark knight in the tunnel for reference
Hi. I'm sorry it took so long. Check this one.
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?
Hi. I made the texture on for some reason I can't bake it, I'll figure it out tomorrow.
Will something need to be changed?
If anything, this is a screenshot
Does this look like what you got?
No
Is it possible to screenshot?
With the normal and albedo map combined
Have you got a roughness and height map?
You need to flip the normal map and change its scale.
I'll send them to you tomorrow when I've sorted out the baking.
It's just that it's 00:58 in my region.
Ah go to sleep. Cya
This was recommended here https://xnormal.net/
xNormal is a free app to bake texture maps
The problem is that I made the material in Blender.
Baking has worked for me before.
Yes, it is possible. Thank you.
Change something?
This texture is in 4K, maybe it's better to do it in 2K?
Can you share your blender file? It will be easier to see that way
Looks good so far though
Yeah 2k will reduce file size thanks
Yes, now I will bake the Height and Roughness map and send it.
Roughness and Height
I'll try them thank you!
.blend
If everything works out, then I can start making the following textures?
Albedo in 2K
And Normal in 2k.
To be honest its not what I thought. Maybe there was some miscommunication. I'll annotate the original image
@lament swift
Sorry, I understand what you're talking about. I'll send it a little later.
Thank you. Sorry I should have been more specific. Here is the sort of roughness I'm aiming for. https://ambientcg.com/view?id=Bricks066
Do you use node wrangler as well?
Yes
It seems to me that it will be more convenient for us to use this map, but if you want me to make it from scratch, then no problem.
Its a good idea to use the map yeah, saves time
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
If it's not difficult for you, can you give me the timecode of this frame?
Yes, of course.
Yeah ofc. Sorry it took so long. It’s a bit after 1h 17m
It's okay, thanks.
I've uploaded a quick playthrough of the first half of the first level. The lighting is pretty much done, textures for later. If you have any suggestions I would be eager to hear them
https://drive.google.com/file/d/10i4nMA4UVFioPhdzz8Kf_h1P6ycQFOWr/view?usp=drive_link
That's cool!
Fixed the grid and UV map
I'll probably finish the textures today and send them.
Awesome. UVs are difficult. When do you think you will complete it by?
Today or tomorrow.
I used Smart UV Project, it is very convenient.
Can you please roughly draw the shape of this.
I can’t make out what it is but could you make a basic sword please? You can use this for reference
Not the fancy hilt ofc
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?
What software are you using to make the texture?
I can’t wait to apply it. Then there is some toxic waste if you want to make
I make an object in Blender and then bake it.
Yes
It's an interesting experience for me, especially since I love LEGO games.
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
So I can use that on any blender model?
Yes, of course, I will be only glad.
Very cool.
Glad?
Ah To contribute
I really appreciate it
And think once we have the finished game it will be marvelous
I Hope.
I will send all the textures within 13-14 hours.
I'm sorry, I had a little technical problem today, so that's the only way
Are you creating bump maps or displacement maps?
Yes, I will make them.
Which one though I mean? You only use one I think
I was wrong, only the Displacement Map
There are problems with baking again, I'll probably be a little late.
@rain ore What do you think? Any glaring issues you can see?
Please don't say using emissives as lighting 😂
I hate using stage lights
You can use two copies of the object. Make one white and turn the other into Volume.
not an excuse they aren't for that purpose 
my head
@winter maple please inform frisser here that emissives are bad as a main source of lighting
What do you mean?
u don't even have to say why just use the nvidia background to confirm
Nvidia background?
Like this?
Does the general look and feel look good to you? Have you played a lego game before?
@severe shoal
bc he works at nvidia and does rendering on remix
so he'd know better than anyone. He's how I found out it's not the best idea
I think having the autoshop background makes it hard to judge
I mean in this video. You don't have to open it if you want to be safe. You can stream it while in browser
Oh right Mark
currently busy on stuff but I'll try to take a look later
@severe shoal What do you think?
It is an emissive sphere behind a translucent sphere?
It looks good but I don't think remix is advanced enough to support volumes
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.
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.
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)
I see that makes more sense. What about if I only used them to light a small area around them but just had many emissive sources? That is what I'm currently doing but I'm no professional so I don't know if it looks good 😂
How do you define a "small area"?
Do you understand what I mean when I say "boiling"?
I assume like a shimmering or like hot air?
That effect
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
basically, how bright the wall is isn't stable
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
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...
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.
we swapped to having a rect light below the stairs and it became a lot more stable
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 🤝
Do you ever think emissives will be improved? Is there a bug report or something?
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.
maybe someone will figure out a better way, but for now that's just how it is
I got very bored and implemented some new textures
First Level is playable 🥳 A lot more work to do on it but it looks good
Definitely not finished or playable but cool
I'll do small posts like these if you want
Did you get to check out the video yet? Dw if you are still busy
Can't atm unfortunately
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
Sorry for my terrible sense of humour. My sister hates it
Anyway I had to redo the scene so that's why I haven't made further progress 😮💨
@severe shoal looking surprisingly far along from the first minute
but the thing that stucks out most right away are these walls. They're in dire need of a PBR material + displacement
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
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
How do I create moonlight?
create a distant light, set the angle to your preference, make it something like 0.25 or 0.5 intensity, and enable color temperature and increase the value
for distant lights the position doesn't matter, only the angle
Looks innaccurate because of the bright sides? How can achieve the same look without the sides being bright?
And that won't cull once the referenced object moves out of camera view?
that's why you need an object that's always loaded. Finding that object can be a little tricky
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
it's unlikely you'll be able to do this unfortunately
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
Isn't the light doing what you are expecting then?
focus on the vague and directionless part. None of the light sources look distinct or have any identity to them
it all just kinda looks the same and a little awkward
I'm really not sure what you mean? 😂 Can you show me an example of it done properly please
I can't unless I have the editor right in front of me lol
actually lemme try
one sec
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
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
Ok I see
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
Also the UI was rendered in 3d for a few seconds but it was black. Then it popped back to normak UI
interesting. I wonder what you could make work
Characters?
if it's in the 3D worldspace then you could try using the alpha blending parameters to set it as a color emissive
Is there any other way to light this scene apart from moonlight? There is a similar scene in the next level but its hidden by buildings so moonlight can't reach
could you not just adjust the angle so it works?
Yeah but then when I'm in another area it will be hidden
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
On windows?
Aaargh that means redoing everything
I want to quit this
Here is the same scene with a bit of moonlight and some emissives disabled
What do you think?
Do you think moonlight looks like baked lighting?
You know when you have the moon across the sea and the light is very directional and focused? How do I get that?
Istg if you say changing the focus and direction
idk what the baked lighting looks like, but without that context I think the moonlight is too weak
you wanna be able to see shadowws coming from it
change the angle
of the directional light source I mean. Like literally rotating it
How far should the distant light be away?
.
It's always infinitely far away
Oh right thanks
I like the shadows but something about it makes it feel so flat
i told you, change the color temperature
toggle it and adjust the value higher
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
I did that
Its very slightly yellow. I don't know whether its too little or not?
set the value higher
higher = cooler
you want moonlight to have a slight blue hue to it
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
I got the ui to stay black
What do you guys think? I have no idea what to think anymore
I'm so tired from this. Might take a break
Imo that looks dramatically better than what you had before, good stuff
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
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
You're absolutely heading in the right direction though, I see a ton of potential
Working UI texture
Yes don't worry I know. In that video lamps do not have any effect on the surrounding environment as intended, the yellow you see is not from the lamps but from the colour of the distant light. I'll try changing the tint. It was more an artistic choice but I don't know how everybody feels about that
I’ll double check tomorrow. I’ve changed them 1000 times so I don’t know if that’s the current one
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.
@rain ore Why can't more than two sphere lights exist at once?
Are you back?
I haven't started the course on Maya set. Don't know when I want to do that
There can
Where are you getting that
#asset-creation message
Maybe two lights can't be close to each other?
They can be
The important question is what are you parenting those lights under
Like what model
Two different models. I tried the same model as well
Because it could be culling related if it's parented to something that was no longer being rendered
I need to know which ones
Is it the lamp model that it's placed over?
Yes
And then I tried the lamp stand
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
Then I attached it to another mesh that also a sphere light that is constantly showing and it still popped in and out
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
I suspect you'll find the answer by trying those two things out
Somethings happening but I don't know what
I'll record
Check the geometry hash debug view then
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
Would unstable geometry still be the problem if I have attached the light to multiple things?
It looks like noise
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
Going on lunch break, I'll drop by again later
No change in geometry hash colour
Ok cya enjoy
That's a good sign that its fixable
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
Its so similar to this it shocked me. I haven't found any textures like it online
For this wall
You know... You could use the real life photo as the base for a texture 
I think @fossil lark might have an idea of how that would work because I have 0 clue
He does photogrammetry stuff
Oooooooh
Good idea
Yep. Hard to get any better detail than what shows up in the real world
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
Yeah that would definitely do the trick
Don't say I don't do anything in Remix lol
Maybe I can use Quixel software or something
Just join in on the photogrammetry craze. Adam pushed me to scan a rock for days
😂
There must be so many rocks already scanned on the internet?
Do you want to use those or do everything yourself?
Also
An endless number of them. But it's very rare that they're scanned entirely solo as it's own standalone object. Most scans I've seen that are free online are too large a scale to make use of
You can't pull them apart?
Like many different rocks piled up and full cliff faces with all the random bits of greenery or whatever that comes with it
Photoscanned meshes are the spawn of satan
You can't reasonably modify them
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
I suffer trying to clean up basic meshes
I downloaded a software called Mesh Anything though, that could do it
Probably
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
Have you heard of it?
Wow
That is insane
Haven't myself, no
#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
Oh yeah. I have no clue how it works in practice lol
Mainly just hopping between chats but I'm gonna take a break soon 
It's likely granite or marble. Granite is way more common.
The ridge part is called banded rustication.
Thank you! I'm downloading and trying it now
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
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
Those walls will have flecks, they don't really appear till you get close up. This is granite.
I’ll look at shrinking the texture with the UV in the morning thanks
Yes? I didn't try Mesh Anything myself
Never mind then sorry
Redid all the lights in the first half of the first level. Let me know what you think!
https://drive.google.com/file/d/1JKFaxS2LyXteeIkSmyflJAPe8WzEHG6i/view?usp=sharing
I also did like 1 or two texture replacements, for example the glass underneath the big sign
I’ve watched it like 4 times
@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?
My understanding is when Remix marks something as UI, all drawcalls before it are also rasterized. Generally this isn't a problem as 99% of games render the UI before anything else. But that's what explains the behavior of marking one thing causing others to also behave like they have the UI tag
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
So basically I have to mark it as UI and don't have any other alternative? I wish they made an inbetween state but I guess that won't be helpful for games that don't render UI in 3d space?
An in-between isn't possible. What happens is there's basically a directX9 container built into the Remix renderer (iirc) and when you mark something as UI, it's placed into the DX9 container and drawn using the typical DX9 UI drawcalls
Why is my text disappearing then but the rest of the UI is fine when not marked as UI?
When you say it's fine, do you mean it renders in world or it looks the same as just tagging as UI
I mean in looks the similar to tagged UI (but dark) and is in the same position on my HUD despite being rendered in the world.
Sounds like the text can't render in-world while the rest of the HUD technically can in some capacity
Ah so its a game issue. Damn
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
Should I ask a dev if there is a fix?
That's because in Republic Commando much of the UI is actually drawn LAST. Which is fucking awful given the behavior I mentioned before
Unless the dev mods the game they're not gonna have a workaround
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
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
It didn't work 😢
Would a flag to force the asset to render in the world and not as UI help? That way it could fix hidden text or we could mark normal UI this way so we have a constant in the scene and then mark text as UI to fix it
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?
You’re like I’m done with Frissers crazy/stupid ideas
So fun fact, I was responding and had a 90% finished reply but I guess something else got my attention and I never sent it

You're more likely to be able to assign the texture to a mesh and hope it actually updates in realtime like normal
Hmmmmm 🤔lol
I was thinking it could be a future feature that I could suggest? Also what do you mean by this?
Did a Yeti invade your house this time lol? Jk
I redid all lights in the second half of the first level now. I’ll post a demo soon.
Edit: needs a bit more work
In the time autos taken to answer
Honestly I'm just thinking out loud, I come up with stupid ideas sometimes but eventually one idea isn't that stupid
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
I’ve only completed the lighting for the first level sorry
I haven’t published it yet
You can have it if you want but it’s not anything special yet
You’re the first person outside the regular community to ask for the mod 🥳I’m honoured you came here first
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
Credits to @amber shale for the neon sign ❤️
Sorry for not tagging sooner
The project is going well 👌
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
Its looking good plz keep it up
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
🙂
**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. **
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.
I feel that is what I am doing, focusing on what I can do. However what I do, still looks so shit lol. I am overwhelmed and need a fresh pair of eyes and someone with experience to help
You say it looks like shit, but every time I come across a video even if it's showing off problems I'm impressed with how much things have changed since the beginning
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
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
it's dx9c yet clearly you have one of the extremely few dx9c games that seems to work
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"
Nothing about it works lol
I watched you play through a chunk of a level
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
remember that this doesn't matter. If there's a single object split into a ton of pieces. just join them all together in blender and spare yourself the trouble. It's as simple as ctrl+J
from what I can see, that appears to be far from the case
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
Remix is my life lol
Could you pin this please?
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
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
if you mean the thumbnail then no, you need to make a new thread to do that. It's what I did with my project however, the previous OP agreed to have the thread deleted so I could start it myself. I'd have to double check but we might be able to get that for you
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
well my top 3 games of all time are Outer Wilds, NieR Automata, and Prey 2017. They're all dramatically different so pick your poison 👍 those first two had very lasting impacts on me when I finished them, they hit like a truck
It's a good one. Also using a gamepad is a nice reset from the productivity KBM use lol
hope you enjoy it
Have you played Life is Strange?
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
Fair enough. It’s just a game that had a lasting impact on me because of its amazing story
I’ve submitted a bug report. I’m probably not going to do much until it is fixed. I cba with remix right now
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
Thanks for explaining. I’ll add it to the issue
Would you mind if I asked the developer of ninja ripper for his advice and then relay it as it might provide some insight on whatever solution he worked out (even though it might have nothing to do with whatever remix needs)
And you might not be able to focus on this issue until months away
I’m just hoping to help sorry
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
Yeah auto stop being so selfish and taking your sweet ass time
Could I maybe get the creator role as well please? 🥺
it's actually self assigned! https://discord.com/channels/1028444667789967381/1053018418078556160
last msg
Ooooh
just to be clear - please don't take that as any sort of commitment - I don't have any authority to commit to or promise anything
I'm pulling your leg mark!!
😌
I'm bored and saw someone ask about turning something into a material, so I did, kinda.
conversion software im guessing
I don't even know what that would refer to lol
like insert an image -> it gets converted into a PBR texture
i threw it in Materialize since that's what I have
but I just realized I could have made something better beforehand 
You could make a better texture with a tiny bit more effort
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
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
Here's a simple geometry I made out of a plane texture then baked it later on. Much better results
You try it, then! >:(
Is this upscaled?
no
Have you tried #1263287747905327236 though
I do not have a capable computer / the necessary understanding to even use it.
It's very easy to recreate this. Just for confirmation, you're using instaMAT right? That's what's being referred to by "materialize"?
If so I can create an example for you on how to make something like that manually
Materialize is its own thing, I think
O
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.
Do you want the log of the rip? It contains loads of things like texcoordinates, vertex buffers and shaders.
Anyway if you want it here it is 👍
As far as I can tell, Ripper is just capturing the shader and re-using that shader later, which isn't an option for Remix.
This is due to the nature of Remix being realtime + a pathtracer right?
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.
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
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
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.
Yeah ofc. I look forward to it 👍
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
because you're not supposed to
how many times do I have to say it
Whaaaaaaaaaat
Why
Its a window
With a normal light above
Using bounce lighting not direct
And tinted
What more do you want from me lmao
I think I'm not understanding the context so ignore me then lol
Please say you think the rest of it is good lol 🤞
Or is there anything else I can improve?
I'm not creative so this is mostly a reskin
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
without seeing it in-game it's hard to say. In my experience my work always looks significantly better once it's implemented
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
Was the normal map for the wall already in the game or is it a 3d model?
Its a new texture. The mesh already existed in the game
Not my texture
Ok.
Magnet surface you walk up
It would be nice if someone could help me 😢 Anyone interested in LB and free?
I'm not paying
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
It was one of my terrible jokes lol. I asked is anyone interested and free (so spare time)
Yeah that too but its also more fun with people and others can bring their own creativity which would help
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)
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?
Yeah, I think its an issue with something I did with my CMD? I'm not entirely sure
Maybe the people here can help you fix it?
They've tried, but it ends up either being too complicated/taking too long, or not being able to sort it out
That's a shame. I'll look back at old messages when I have time
I made a bug report about the issue with not being able to create a project or replace assets with this game and they actually fixed it! I think that’s the issue you had?
I also wasn't able to replace assets at one point!
So that might have been it
I might take a look tomorrow
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?
Try mecabricks.com
In this video I walk you through how to install Blender and the Mecabricks add-ons for it. This will allow you to export models from Mecabricks and import them into Blender.
Thanks for watching!
Featured Models
Condor II (Shipmaster) ► https://mecabricks.com/en/models/oK2w...
The Reversed Nova (Jono_Guard) ► https://mecabricks.com/en/models/0Q...
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.
Thanks very much
Can you show us the model for that? Not asking you to rip because that would be inappropriate but not illegal I think
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...
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?
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
Hm thank you. I actually am hoping for coverage of the game and will reach out to TT games if I think its in a good state so I won't do any ripping then
You doubt my ambitions hahaha, except I wanted to rip instead of create lol
hmm, recreating that hair profile would be a problem
They have a model of it in mecabricks
The exact one
Perfect
Are you looking to create it?
i might i mean
Sure if you have time it would be much appreciated
Reaching out to TT games for what? Because I think that would go opposite of what you'd hope whether you use ripped models or not. Companies don't recognize mods generally at all, even if it might otherwise seem to their benefit
Ah that's a shame. I haven't done any modding before this. I was hoping they could post on twitter or something. The amount of people playing is very low and I know they want more as a few years ago they gave the LB series for free
Yeah unfortunately that's extremely unlikely
What about from nvidia?
That said it's entirely possible you get featured on moddb and such
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
Tell me more lol
One of the Nvidia people here is a community manager specifically, I forget who
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
Ohhhhh I thought you were saying you had a legendary status
But yes the same is highly regarded
oh definitely not I'm just a nobody 
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
I was thinking the Hideo Kojima of modding is releasing a new mod with Nvidia Remix for a legendary game
Yeah
We can both hope for fame🤞
I'm going to put together something for showcase so look out
I'm still unable to create a remix project
With a new runtime?
Then a setup a new project with the new captured
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
If you launch another software as an admin does it give you the prompt?
wdym?
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
I’m not sure. Did you press the windows key to open the menu and search for gimp then press launch as administrator?
Yep
it also opens that prompt if I find the exe directly, and launch as admin too
Where are you setting up the project?
Initially so you also downloaded the latest version using the tool on discord? Sorry to check
Try changing the permissions of the project folder and remix app folder to “everyone” and tick replace permissions of all subfolders. You will have to change trusted principal to everyone as well.
Can you share your mod file please?
im giving up for now lmao
if something seems too complicated I lose interest pretty quick
Ok
im making a music mashup rn
I ask because it may not be up to date. It’s like a month or two old
Nice
I updated to erm
2024.4.1
It’s the runtime that’s the problen, not the toolkit
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
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.
my main issue is that lego is also really hard to model
because of the topology required for certain bricks
I feel like Lego would be relatively easy to model. Could you give an example where you think there could be trouble?
I think the hair might be hard. We can use mecabricks for that luckily
You can use the basic model of the minifigure, it turns out that the most difficult thing is to make your own textures.
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)
Is this for LB?
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
An accurate statement. Is there a difference between a BFA and a regular Blender?
Hahahaha. I hate regular blender
But everyone uses it so I have to switch the keybinds for tutorials
I have a bforartists virgin
@rain ore
He converted me
I don't think I would still be working on this if it wasn't for bforartists, not auto
Are you working on a project?
No, I want to focus on learning 3d and Blender. Maybe I should switch to Maya, because it is required in most studios.
Not good or bad, the problem is that I didn't have a clear training plan before, I'm going to fix it.
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.
Blender4Artists is a large community made fork of blender that focuses on having a more approachable interface. Better defaults, more contrast on icons to recognize stuff on the fly, less repetition in options (so not multiple places for the same thing)
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
Thanks for the explanation.
Np. I highly recommend it
All in one, Free and Open Source 3D creation Get Bforartists now What is Bforartists? You can join our Discord server here: discord.com/invite/yKuR77v Bforartists is a complete, free and opensource 3D suite to create CG content. It offers you the full 3D art pipeline to create game graphics, pre-rendered movies and stills. From modeling, sculpti...
@rain ore Can you recommend anything for training? Lessons, courses, resources or something like that.
(to give one direct reference, blender vs bforartists)
i should give it a try
The famous go-to is the blender guru's donut tutorial
its really slow to load
I never did it but that's probably a mistake on my part
Works instantly for me
yet it could load google.com but not for this
i dont wanna even know if they banned it
Oh yeah you're Russian right
no
O
turkish actually
Would turkey block a site?
This is a classic that I missed for some unknown reason, I will correct it.
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
Try to open the site through Google Chrome.
welp the dns didnt do the job
Fuck those tall men !!
Jokes aside
May I introduce you to mullvad VPN. It's good stuff
"tall man" joke referring to president called erdoğan
Here's an archived link if it loads for you
https://web.archive.org/web/20240620230150/https://www.bforartists.de/
All in one, Free and Open Source 3D creation Get Bforartists now What is Bforartists? You can join our Discord server here: discord.com/invite/yKuR77v Bforartists is a complete, free and opensource 3D suite to create CG content. It offers you the full 3D art pipeline to create game graphics, pre-rendered movies and stills. From modeling, sculpti...
i heard of it before but the mullvad dns did the job pretty well but except this site
thanks it did work
It’s too much 😭
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?
I'm confused
Explain
Or explode
💥
Wait why do a subd modifier ignore me
I choose explode
I didn’t?
Also that should work okay in Remix if it's geometry without transparency
No same performance cost it looks like
Well slightly better
But that might be because I reduced tris
That seems wrong. How large is the object in world space?
Technically physically smaller assets are more optimal, even if it's splitting up one mesh into multiple
Try Remesh modifier.
To get a similar looking mesh that made 10x the amount of tris
It’s literally just faces
Are they double sided?
15 fps loss for 1 + 2
No
I would separate the plants from the rest
What do you mean?
The plants are everywhere
They are attached to each area
No I mean in that fence thing
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
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
I don't understand what you are suggesting. What does this look like visually?
A bounding box is the amount of physical space a model would take if it had to sit within a full cube. If you have two pebbles on opposite ends of the map but are considered one mesh, the the bounding box is ginormous
If the pebbles are right next to eachother, it's tiny
Each blade of grass is an individual mesh
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
I could possibly split that up further
Like literally a separate object?
Yes
In that case you want to go the opposite route
Combine them into patches
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
Auto omg I'm trying not to be weird right now
Thank you so much
I can't see any performance impact because its capped at 60
So my suggestion worked?
Yes
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?
We are reworking this to be way more cool
This is very creepy
For me it's the particular connections
And for example a cube with a round stud on top
The higher quality the stud is, the more unnecessarily high quality the cube section has to be
I mean there are likely ways to optimize it, but I don't know of any
but the cube has a limit to how high quality it could possibly be right? like a bevel is all you need
No? I'm not sure what you mean
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
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
conceptually that seems fairly simple to me. Let me make a mockup and see if it's what you're referring to
I'm making an example to show, but my Internet on my pc isn't working lol
@dreamy helm
Like this, for example, it looks fairly simple
?? me very confused lol
is this not what you wanted
no? lol
.
YOU SAID YES TO THAT

ngl I wasnt sure what you meant by Attache points
i've never heard anybody call that nub an attache point lol
what else could they mean in lego but the little circle thingies 
well it's a point where you attach pieces to

ok show what you actually meant
This is my issue with modelling lego though, this looks fairly simple right?
and this is the inside ofc
So this is that same model with no cleanup
the mesh doesn't even remotely have to be that dense
this is the wireframe of mine
Yeah but we're talking about assets for an RTX mode
if you render yours in cycles with a somewhat decent material, you wont see those extra bends that connect the nubs to the brick
what do you get by having these faces here
I mentioned that was without cleanup
This is how I got the model
it still has lots of unnecessary edge lops on a flat section caused by the attache point
why do you need it to be attached anyways
this is what I got with some controlling edge loops and subd
Because then you dont get the slope connecting the nub to the brick
I hope that is not the quality you are expecting hahah 😅
If I want to add a nice pbr material I use a subdivision modifier
that's an easy fix
one sec
Subdivision isnt a material lol
he means use both
I think they should look detailed enough
I dont think they necesarrily need the insides of the brick modelled unless you see the inside
because why half ass it if people would see the mistake
also
Hm. What did you think of the showcase I put out? Because I haven't used any detailed geometry then
What showcase?
also I have found a potential workaround for certain things
Make the bevel on the stud, but then seperate the stud with the bevel on its own
and fill in the top face completely, as if it was a normal studless brick
it looks the same
this is the before and after details of the geometry (top is before, bottom is after)
Can you try adding a decimate modifier to the original mesh and use the unsubdivide option?
#showcase message
Nice, that looks pretty good
idk how you got the lighting working
because that was a pretty big problem for me lol
and a few other people working on other Remix projects too
are you aware of how far the camera is going to be from these bricks
but see, this is basically the mesh I created
just use a normal map
Really? What was the lighting doing?
thats even worse lol
I just couldnt add new lights, people on the silent hill 2 project also had that problem
it doesnt need to be that detailed for a simple object
Whats your problem?
I didnt ask for somebody to berate my work
im not saying its bad im just saying its unnecessary detail thats going to eat up vram that could be allocated elsewhere
I still didnt ask
im not saying that the model shown in my screenshot is absolutely being used
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
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
my bad if i misread it
Its me showing how I model lego bricks
and auto showing his own examples
gotcha


