#Star Wars: Republic Commando RTX
1 messages Ā· Page 6 of 1
best ss fr
What I've done is nothing compared to your car work
everyone's inspiring one another, that's what makes this such a cool community
Little update:
Currently getting acquainted with the GitHub workflow as part of the shared work being done on assets between myself and the Republic Commando Remastered guys (non-Remix project). As it stands now I'm way too messy with organization and whatnot, suboptimal layouts that make it easy to lose stuff. Soon enough things should be far more structured and therefore easier to keep everything on track. Thinking about it now I should probably open a private repository for RC RTX* so completed assets are in a fully dedicated space
My work so far has been extremely iterative. I'll get something in-game, make changes, injest the new version and replace the previous while the files are still there unused, all sorts of stuff like that. I need a smarter way of working and I hope to have that in the near future
Not long ago I also mentioned getting a custom Remix-targeted mod for Republic Commando. It was made by Leon, the same person behind SWRCFix, the RC modding wiki, etc. It has a lot of promise but I've had some issues getting it working on my end and he's on vacation so it'll be a bit till I can get on that lol
I think you could benefit from a style guide, as long as you're willing to actually follow it.
You mean for the art side of things right?
No for project organization

Project organization is half the battle
So I've noticed 
NSX Style Guide Based on a modified version of the Gamemakin UE4 Style Guide() Terminology Cases There are a few different ways you can name things. Here are some common casing types: PascalCase Capitalise every word and remove all spaces, e.g. DesertEagle, StyleGuide, ASeriesOfWords. camelCase...
You're welcome to use the one I adopted :)
Generally you should explicitly split the project files and your working files. In my case I have a Folder called Remix_UT99GOTY (the prefix follows my naming convention, commissions have the client name as the prefix for example, personal work has Rune as the prefix, but that's not that important here anyway)
in that folder is the RemixProject, with all the mod files. Next to it is my Materials and Meshes folder, both with subfolders named after the original package name so that I can find my replacements based on the OG assets.

This is great stuff
Total side question, but is this possible in Remix? I'm guessing the answer is no
@modern isle
unfortunately not right now
actually a good point though
@royal sonnet sorry to bother, would channel packing for textures be feasible? I'd be totally fine with a rigid solution as well, given that the changes to the shader shouldn't add much complexity.
I'm not sure if RTX IO is the bees knees and makes packing obsolete or anything, just curious.
the textures are separated to optimize memory access on the GPU, since we don't always need every channel.
might slow down load time a bit, but it improves framerate to have them separate.
That's a fair reason. Damn shame for the productivity/organization side though. That said this style guide should help a lot with that
makes me wonder if a small optimization would be possible with normal and roughness though as in almost all cases if a normal is present, a roughness is also used and the octahedral normals don't require the blue channel since they compute Z at runtime, right?
UX would suffer however so probably not.
It's been a couple years since we looked at that, so it's possible that some degree of packing might be worth looking into...
but it'd be far more expensive to have to support multiple different modes, and we wouldn't want to break all the existing assets.
Assuming the naming conventions are consistent as well as the channels used when injesting, I imagine it could be done automatically. Like Remix would know that an Injested octahedral normal would have roughness in X channel when selecting that normal in the roughness box
yeah I assumed as much, it ain't a simple "add a .r here and a .g there" affair.
the problem is having branches that act differently for different materials
What does that mean 
would a global variable potentially solve this? i.e. new project you either go for individual textures or you use channel packing, but you're locked in for the whole project into that choice?
all or nothing is preferable performance wise
If your brick material has separate roughness / normal textures, and your tile material has them combined, then when the ray hits the material, we would need to check which mode it is in and access the data depending on the mode. That is much more expensive than just having a single standard way to access the data
a global variable would fix that branching behavior, but it also means that going forward we need the code to support both paths, we need to test both paths, we need the tooling to support both paths, etc etc etc. It'd be a big maintanence burden
if the perf uplift was large it might be worth it.. but I doubt it'd make a big difference
true, I'm just thinking about compression and filesize on disk benefits as well.
Not worth it then I suppose. I think if the auto population Pete mentioned comes to fruition (selecting base color -> all 4 maps populate via file naming) then at least the workflow side of things should be okay
size and access speed in VRAM is generally much more important than size on disk.
I get the testing to see which map it is bit, but wouldn't VRAM consumption be lower + quicker access if the same asset is being used for multiple things
it's the difference between having
[(a, b), (a, b), (a, b)]
and
[a, a, a]
[b, b, b]```
If you always access `a` and `b` at the same time, the 1st one is a tiny bit better. but if you access one without accessing the other, the 2nd is much better.
not necessarily, if for example the texture packing includes roughness, metallic and height and you only use a roughness map, then the shader still samples the texture for metallic and height, even though those are unused by your material. A constant value is sooooo much quicker to access and read than a full texture.
the space in VRAM is the same
texture packing makes sense when you're dealing with custom shaders that will definitely use every part of the packed texture, since that minimizes the number of lookups it has to do. It doesn't make as much sense when you have a single shader for all materials.
unfortunately, since rays can bounce anywhere, having a separate shader per material is much more expensive when raytracing
if only git wasn't awful for organizing non-code files š
What makes you say that 
Perforce and PlasticCSM existing makes me say that git is terrible for assets
git has trouble with large files if it isn't gitL...AM? LTM? gitsomething with an L
you can store large files through releases for free, but it won't let you put them in the main repo unless you have LFS (which is what you meant)
That's the one. Large File Storage!
What do we mean by large files? Because if I store only completed models and textures, I doubt they'd exceed a certain limit
Also what's ur response to this individual @modern isle
100 MB i think
i couldn't add the newer AI models to the PBRify repo directly because of it
Oh that should be plenty if I have the files split up
Unity bought Plastic SCM, you can figure out the rest from there. We used Perforce on all our projects
Git LFS is pain, Perforce all the way, that's personally what I use for pretty much all my repo needs
Is there a free version for a noobie like me to benefit from 
P4 Helix has a few free seats iirc
It does
Get free version control software from Perforce. Helix Core ā the industry leading version control system ā is free for small teams.
Up to I think 5
That being said you can technically have multiple people on the same user but different workspace, altho that has a lot of issues sometimes and idk if it's against their tos or not
-ish
just make sure to release files after you're done editing...
Ye
nothing more annoying than trying to edit a file and seeing it checked out by someone who's clearly asleep right now and obviously not working on it.
Dude I've had people on community projects who just checked out half the repo then went mia for months and never checked their stuff back in

oof
That's a society moment
Luckily I was the repo manager so I just removed him and nuked his stuff
Dude never came back so eh
Doesnāt perforce require some sort of server setup tho?
That appears to be the case 
Yea we went through this whole thing when setting up u2.
Perforce fit perfectly but it is pricey if youāre not a studio.
Technically I do have a low power consumption PC I could use as a server but it seems a bit much given this project doesn't have a coordinated team
We also looked at https://www.anchorpoint.app but it does not have usd preview support which was less than ideal
Ooh I like the UI 
Itās a āuniqueā looking software. Still costs money tho.
Yes, I use a Linux dedicated bare metal server running Ubuntu myself
Work continues today
question is what to work on 
Hey Auto - are most of the indoor levels black like this for you?
I should mention that's where I stopped tagging stuff for remix. Try enabling auto sky detect. If that doesn't fix it then you may need to tag lightmaps
Ahh bingo, sky detect by camera position without depth flags fixed it - thanks! 
cool! haven't actually played that far with remix so it's interesting to see it
I'm too focused on art lol
the assets being shared from the RC Remastered team are really great. Before and after of TheMan's model with a quick color thrown in + metalness
Nice! Those look great 
I thiiiiink I remember you maybe investigated the shifting terrain textures - was there ever a fix for that, or was nvidia gunna look internally for a fix? I know a few games have this issue, far cry and battlefront 1 on some terrains
I don't recall that actually. But if it follows your camera then it might be throwing a fit with how I got the helmet working. In the texture categorization, try removing all HUD elements labeled under "terrain". See if that fixes the ground moving with your view
No dice, but I'll fiddle with it. I think I remember sometimes adjusting the scene scale and looking for a possible lightmap could fix it. I remember Mark saying old games sometimes use alpha blending to transition between terrain textures and miiiiight be what's happening here 
#1220295377576656906 message
it probably is. For example much of the debris (almost all of it) surrounding the arena in the first mission doesn't render correctly
comparison for reference
I should mention the geo here doesn't match the originals, I was testing some stuff
but it's using the original textures that show ingame
on the original assets
I've begun working towards organizing my project and asset files. Going through GitHub for completed assets I think will make a big difference. The problem is I have so many blender project files that it's hard to get a clear head on what needs to be done. I have WIP versions of many things
Thankfully with instaMAT I've managed to keep a good few things tracked just by keeping multiple projects within one overarching package. I think it makes the most sense to continue all of my work within that package rather than have a whole bunch of different files

This was so long ago, but I was wondering how you went about making the height maps exactly, they look very close to what I had made with real geo

Real geo better 
Signed Distance Fields
Real geo takes hours to do
For cuts like that? ok I missed a few things
want the instamat file for this?
Sure I'd love to take a look at it closer in depth
He cooks, you'll get good stuff
Why do signed distance fields appear to do everything
I add bevels and manually do the sharps grating and ect, it can take awhile yeah
Depends on the mesh tho

nah for real, SDFs are great for creating shapes of any kind, that dopefish is entirely made with SDF

This is one of those things where I think access to add-ons would be a huge time saver. Because I think I could recreate most of that fairly quickly
Ok I need that how do I use it

Same
The trim that gets used everywhere needs a replacement 
SDF Shape is the base and then you can use SDF Operation to add or subtract the shapes from each other with optional rounding to get smooth edges, as the final step you use SDF Fill Effect to solidify it into a mask.
So is it like booleaning specific shapes?
not really boolean since SDF are gradients
Oh no my brain is gonna break isn't it

you absolutely could
I think that's for @dusk trail 

oh y'know, just set displacement mode to POM instead of tesselation in instamat
I don't really know the difference all I know is POM is what Remix uses so 
Tessellation dynamically subdivides the geometry based on camera distance, then a displacement map is used to push the new verts out to create real geometry
POM fakes it all in the shader
So POM is more based?
Tesselation would be better actually, but it has its own issues
it all comes down to shifting costs
POM is veeeerrrry heavy on pixelshader cost, but tesselation is very heavy on vertex and base pass cost.
You (read as: project lead with tech artists) have to weigh your costs and pick the effects you can afford. Which is why so many games don't have much POM as the additional shading cost is not worth it outside of maybe for small decals like bullet impacts and such.
Ever wondered why ragdolls are generally not synchronized in multiplayer games? Similar thing, the cost of transfering all the additional data (and interpolating between it to make it not look jittery) is not worth the bandwidth cost.
Bless you, seeded physics engines
Reminds me when I made a persistent destructible railing feature for a prototype, usually debris like that vanishes after a while. Not on my watch, I did have to cheat a little but it was totally worth it.
Oooh that sounds awesome!
Everyone should adopt something like Nanite
Nah, people should wait until the tech is more mature
Nanite in its current state has a ton of different issues that still need to be solved
i love it when detail like that persists
They are basically all solved at this point. Skinned mesh support is in the preview build
will make it to main branch next major version update
All solved my butt X)
WPO still has massive struggles and things like vertex painting based workflows suffer heavily still
I said basically all solved
They fixed the major issues that prevented it from being viable in real game releases
It's certainly better than before, but it still has many drawbacks and unless you're epic themselves you'll struggle to see the same benefits from it that Fortnite gets
I was talking about other developers also innovating with their own versions of it, nobody else is actually doing it
That's not true, there are plenty of folks investing into virtual geometry rn
See no sign of it anywhere, Nanite is already in shipped games
And loads of upcoming AAA releases since so many studios switched to UE5
Sure UE5 is definitely on the forefront of it š AIn't nobody disputing that
But others are looking into it too
Alan Wake 2 is probably the closest I saw to Nanite geometry density
but it had some really bad LOD issues on vegetation
super aggressive
I had to use a mod to stop the pop in a few meters in front of camera
but it cost a decent amount of performance
In fact if I recall correctly there were some leaks from unity recently that even they're implementing something similar
So you'll see it popping up elsewhere very soon ^^
That was some Chinese version of Unity
that I'm not sure has anything to do with the main one everyone uses
Unity has so many other problems that virtual geometry should be the last thing on their sights lol
Right but that's not what we were talking about š
Hello!
I'm working on a Unity tool called "Nano Tech", which is similar to Nanite.
If you like to support it, you can follow the crowdfunding campaign:...
You've also got this lad doing work on it
So stuff is happening if you just look around
Same, I also made a persistent blood, scorchmark and snow trail effect all rolled into one render target, the only limitation being that I had to limit it to 150m range with the textures perfectly following the player and fading out stuff that gets close to the borders aka far away.
Still have a sketch of it on my whiteboard
Meanwhile the finals with fully server-side player movement and synced destruction physics

Ever looked at the data transfer rate of that game? Especially compared to something like cs2
Tbf counter strike is as lightweight as it gets in some ways
For a major shooter
I would definitely be curious to see the numbers for the finals though, I'm sure it's considerable
Getting some updates on the Remix compatibility mod used to generate stable mesh hashes for any material. I didn't find any success with it when I tried, either there was no change in behavior from vanilla or, when using it through shortcut commands, instant crashing. Found out where the problem was coming from and got a debug version of the mod to test later today, as it appears to be working perfectly
This is a screenshot of it in action
@sick river in the past I had an issue where deleting the original stable mesh also deleted the light source I would have parented to it. Is this still an issue? If so then this mod will likely need some changes and/or workarounds
it's always easy to forget how gloomy and dim the arena is on the first level
@modern isle one of the light properties in the toolkit changes how intense the shadows are right? I feel like I looked around for it and didn't get any differences. Regardless, I think softer shadows might be the play here, gotta experiment
not sure what you mean by intense, are you referring to the sharpness of the penumbra? Yes that's angle
Most likely that. I feel like I messed with that value but maybe my memory is wrong
I'll look into it again
the angle changes how quickly shadows get fuzzy over distance from caster to catcher
But the distant light doesn't have any relative location, just rotation
yeah that's exactly what I'm looking for. Maybe I can get closer to the original look, see if I like it
I think on the public build it still is. There was a task to work on that I saw recently, I'm not sure if it was merged or not though
Got it, thanks. Definitely makes things a tad more complicated but I should be able to figure it out. For example, if there's any replacement mesh parented under a deleted original mesh, it'll still keep those light sources right
I'm not sure exactly what the bug is and what workarounds would be, I just recall seeing something similar
originally I wanted to parent lights to the triangles seen in the screenshot, then delete the triangles. Instead I would make a tiny quad or something to go with each triangle so the light stays around when I remove the original tri
from my understanding this is the behavior I've seen before. Like replacing a light fixture model involves the model itself then adding a light. In that situation you can delete the original mesh just fine
but adding the light and deleting the original mesh without a replacement mesh would not work. iirc
Yeah, that sounds about right with that I remember, you would probably need a microscopic cube to workaround this
I'm fine with that, especially since I should be able to offset/scale it any way I need without affecting the attached light. Like having the cube far below each blaster laser so they're always outside of the level, leaving 0 chance of the player seeing them
Honestly I'm just excited thanks to base game modding that this is possible at all. I can have a unique static mesh for any original material in the game, bar none. I can also share the same static mesh between multiple materials depending on how I assign their values in an ini file included with this mod
Textbook example of base game modding enabling Remix to push even further
Previously I would've had to manually edit the properties of every single actor associated with a given material to append a static mesh onto it. Which also requires me to import random anchor cubes through Unreal 2 directly so they don't share hashes
A huge headache solved if it goes to plan
angle set to 0 vs 180. Moving the slider doesn't change anything it seems
Say... You don't have two directional lights still, right?
Because the right image does look different
Considering it has a unique icon that I didn't see when I flew around looking for this one, no
Also I'd see double shadows
not if they're in the same direction
but an easy check is to just delete the directional light and see if the world goes dark
I moved the rotation the other day so it would've been immediately apparent
Roger, I'll try it soon. No harm in double checking
@modern isle 180 vs 360 angle
Dude
Try 1 and 5
Not HEMISPHERE AND FULL SPHERE
Those are completely wack numbers
You're inside the Dyson sphere with 360
An angle of 180° is wild
Iirc our sun is like 0.54° or so?
THAT'S THE DEFAULT VALUE

okay I'll try it in a sec, UV unwrapping something
yep this worked perfectly
in my defense the UX is like the opposite of what it should be if the useable values are so small in range
nvm now it's not doing anything...
when in doubt check in-game
it just occurred to me that angle =/= cone angle
I was messing with the wrong thing
1 vs 5
10/10 dilta skwodds
That is correct
is it basically a measure of the surface area of the sun relative to the sky
Solve for apparent angle
Is it fucked up that didnāt even notice we were in the arena on my first play through?
Lol depends on the last time you saw the movies. I haven't seen episode 2 in probably a whole decade at least
i don't think i'd have ever noticed lmao
I didn't realize it was the arena until I explicitly saw it referenced in the game files

I didn't know geonosis only had one arena
I forget if there are multiple but I know the one in the movie (and I believe SWRC) are like
the big one
it's a significant location. Pretty sure SWRC takes place around the same time the Geonosis battle is happening in episode 2 I wanna say
ngl the incompatibility with the latest remix builds is low key pissing me off
Don't use bleeding edge in production 
it's like with each launch it's getting slightly further and further into the menu
normally I'd agree but remix has been the exception for the most part
only recently I think have people started seeing meaningful regressions
@royal sonnet how unlikely is it that more recent crashing issues could be related to shader compilation? it feels like each launch lets me get a little bit further, and whenever I do anything semi significant -> another crash
^
So about this
Switching to DXVK build 565 works fine. The latest bridge with it also works fine
So there's a regression going on around where I found issues when testing
and that regression is related to dxvk
Now I'm running to an issue where keyboard inputs are kinda fucky? The remix overlay and even moving in-game sometimes are delayed or take multiple presses to work. Mouse works fine
I still get crashing but it's much delayed now. Dunno what's going on. Gonna share logs then eat
It's a tricky one. I haven't been paying close attention, but I know the people working on it have had to reach out to multiple other teams at Nvidia to try to figure out wtf is causing it.
relating to the kbm issue, could that also somehow be remix? unsure what this log entails but it sounds about right with how hard it is to move around rn
Ok I'm gonna go crazy, now the mouse is just obscenely fucked with the overlay. Incredibly slow and never stops moving, it just drifts wherever it was heading last
okay the answer is yes. @royal sonnet Downgrading from the latest Remix bridge to the 0.5.0 bridge fixed unplayable input latency/response
everything seems to work as I'd hope with dxvk 565 and the 0.5.0 bridge. Latest bridge has input issues, latest dxvk likes to crash shortly after launching, maybe shader related
I'm truly lost. There's something absolutely reproduceable here but I'm just trying to make my mod

Latest bridge also had massively worse performance. Like I'm talking 2-3x different. Now I'm back to getting over 100fps w/ FG
that sounds like a pretty serious regression. Could you post up a github issue for it?
Fuck it, guess this is gonna be my night. Yeah, gonna take a break from the headaches and go back to testing bridge versions to see exactly which build makes everything go haywire
After I find the latest safe bridge version, I can do the same for dxvk
hope this is helpful @royal sonnet
I thought the bridge bug was the input performance?
and the crash came from the runtime
funny you mention that, because they are two separate issues
with seperate bridge versions
so I'm gonna be testing that now. I know the latest bridge commit consistently has this input performance + general low performance. Gonna see when it started
@royal sonnet and here's the second issue, also with references to which commit the issues started with
Finally got around to writing up reports and did two of them back to back
now I can return to working on my mod. ||the above meme is a joke||
Thanks!
Sounds like the issue I have with ut2k4, renix ui only works when I open a game menu first and then use alt backspace in the remix ui
That didn't work either. Mouse became responsive in the overlay (wasn't prior) but the clicks would always hit the wrong things and all sorts of other annoying things that make it not a viable solution
are you running fullscreen or windowed?
Happened with both
But remember, the entire game's input was fkd up. The overlay was the least of my worries
WIP DC15a for the clones
I was bored so I wanted to give our very low poly friend here a chance to try the unfinished gun
just wait until it's complete

banger incoming
republic covfefe
woa i remember the clones looking wayyyy better than that wtf
That's definitely a LOD model. Probably the lowest LOD.
Are the clone troopers gonna be redone or nah
Oh that's absolutely a LOD4 or so model.
This is not what the clones actually look like. This is a lower LOD model since I took the the remix scene capture super far away from this spot. The player never sees this level of detail in real play
That's the plan
moment
Hmmm speaking of LODs, I reckon that using the set command could help with making actors always use the highest lod without editing existing packages
Would need to investigate UE2s command structure as I only know how to do it in 3 and 4.
Random thought that crossed my mind, what happens if you use behindview 1
This would be a life saver but I don't know of any way to do that. I have someone who's worked on some scripts for the project but AFAIK there's no way of doing this easily in UE2
@deep gulch or is there 
If the set command works you can overwrite class settings
I've looked through the commands available in RC from the modding wiki, which includes UE2 commands but it's not unlikely they don't have all of it. It's UE2 after all
Worth a try
From the top of my head it expects 3 parameters.
set Classname Variabletochange Value
An RC modder I'm working with thinks it should be doable via renderer modifications. If it could be done via console/scripts I think he would've mentioned it just going off of his experience
What has this done in newer versions of UE?
since the beginning it has been the third person command, it worked in most games even if they didn't have a third person mode
Oh then yes the game has this
Commands can trigger a third person mode
It puts a rudimentary model of the clone commando in place of the player
the set command is very powerful for debugging, I need to doublecheck if what I'm thinking can be overwritten. The only thing that might need to be checked is if it persists between level transitions, loads or the like.
The Remix targeted script I have already runs all scripts again on level load including death. So that should to be an issue
Speaking of the third person view, I just asked about the possibility of having that third person model rendering even in first person. That would let me have proper player character shadows
I believe that should be possible without requiring the third person camera position and all that.
I've been told it isn't really doable in that way since the default player actor only has walking animations. Nothing for reloading and such
So I'd have to do something that goes a bit deeper to get the full third person animation set reflected in shadows
For that reason I'm putting that idea on the back burner. Definitely something I want to do though
would that be a dealbreaker?
It would certainly be unideal
Especially if I want near AAA quality which is my long term goal
and you can fix that "in the long term", but personally I'd rather have a feature working but not at its best, instead of not at all. But that's just me
You think it's worth having just as a quick and dirty placeholder? That's not a bad idea
keep in mind that there are plenty of games that don't have correctly synced third person animations with their first person counterpart, this also applies to games that do show your own shadow.
I know, I never meant to get a true 1:1 match with the first person animations. Just something that represents the player in a satisfying way
I think reloading and seeing your shadow stand still would be kind of a vibe killer
But if it has some generic reload animation then that's good enough to sell it
threw this together for a couple modders assisting me. If you're curious to try the latest/most stable setup I could find, drag and drop this. I tried to make it fairly seamless
don't wanna upload the rtx.conf alone bc different remix builds have some regressions
don't know if I'm comfortable saying this is good to use for anyone wanting to try the game in any capacity with remix, but ig if people test it they'll let me know
YOOOO!! I know what I'm doing tonight 
Just a heads up, it's meant for use without the helmet enabled 
Sounds good! I was gunna test last night but got into a rabbit hole on a project idea 
But today I will 
Screenshot of what I said to the modders when I shared it for a bit more context
Would any star wars nerds here happen to have sources for official artwork/collections of screenshots or some shit to use as reference material :)
more progress
I'm gonna lose my mind at how slow this process is
not the modeling, the modeling combined with everything else
most of today relating to project work was just testing the damn game to make sure everything was in order, troubleshoot a couple things, researching texture names for the base game Remix mod. Then I did a little on the model
if I don't have more direct help on this project in particular this is gonna take so goddamn long
Yeah it's working great! 
Good to hear 
@dry shoal https://youtu.be/fosxlszKGQM?si=on8qofSuz6x3OTGW skip to about 45 min in.
Dexter Jettster Maquette, Zam Wesell Speeder Concept Model, Youngling Outfit & Helmet Costume, Zam Wesell Costume, Shaak Maquette, Anakin Outland Peasant Costume (With Cloak), Anakin Outland Peasant Costume (Without Cloak), PadmƩ Outland Peasant Costume (Without Cloak), C-3PO Costume, Tusken Raider Woman Costume, Tusken Raider Child Costume, Geo...
One of my favorite projects was working on Republic Commando and designing this new Republic armor was a highlight. This experience was only made better by getting to contribute to DICE's Battlefront II depiction of him.
A huge thank you to Dave Filoni and the Clone Wars team for showing this character in their show!
Pinning this for myself bc I can 
And yeah I've gotten Greg Knight's concept art, the ones that have been released that is
I thought I said no star wars....... anyways 
Would it be possible to release a build with fully remastered lighting before the entire remodeling venture is complete? From what very little I understand it seems that lighting does like a solid 80% of the āmaking things look newā whilst taking way less time to handle (but again what the fuck do I know)
"Making things look new"
More like
"Making sure you can really tell that the old assets aren't holding up anymore"
I havenāt run a build myself so I obv canāt properly scrutinize but the lighting overhauls looked rly cool so far
It has the effect of making any non-remastered surface look like shiny cardboard
I mean I agree overall, but itās kinda true both ways (looking at the Battlefront 2 remastered mod)
Oh riiight, is that just the default setting in Remix for surfaces it doesnāt recognize?
Still, thatās gotta be like at least my third favourite type of cardboard
No it's just that oldschool diffuse based textures just don't hold up well with modern lighting
Gotcha, and if ur gonna redo the texture might as well throw in the PBR, am I following?
They have baked in lighting already which totally just go against the newly added lights and end up making no sense, that on top of the fact that there are no roughness or other PBR settings to make the materials behave decently just makes the surfaces overblown and weird looking
Yeah if you want decent results out of a physically based renderer like remix, then you're going to need your PBR values
When you replace the textures with proper PBR materials, you'll need to redo all the lighting setup.
Yeah itād be the other way around, lighting would be the last thing to implement to make things look new. Hereās what remix looks like on an old game with no PBR
So you canāt have one without the other is what Iām hearing
I mean you CAN, it just won't look good
That shiny cardboard anaology from earlier has got some merit
But riddle me this
All things considered I think this looks kinda nice
Maybe I just misinterpreted the āno replacement assetsā thing, because what I ASSUME that means is that auto didnāt adjust them at all, but maybe it just means he didnāt swap out the models
That said I have NO clue where the light in that room is coming from
A dark scene can hide many visual artifacts.
Oh absolutely, for me personally the lighting alone is incredible, seeing old games have realistic lighting effects still blows me out the water. It would be possible to just take capture and tweak the lighting/add lights and just go with that. But the runtime actually does well with the game as-is during my playthroughs 
Oh sweet sweet validation
Darkness DOES hide a lot indeed
Make the entire game black case solved
And also remove the geonosian that kidnaps the clone at the start because it makes me sad
Also also swap out all of the clone models with stormtroopers and give them boobs
And flamethrowers
Feedback has been noted
That's just where the original light source in the original game is lol
There's so many random floating lights
But that's just a product of the era and how that lighting worked
Oh that creates the really interesting challenge of adding lighting that doesnāt compromise the atmosphere whilst alsoā¦making sense diegetically
With pathtracing and PBR, creating interesting lighting and composing a scene is generally easier to do.
I still remember the days of ye olde UE where you had to calculate lighting over night just to find it looking slightly off and having to tweak it before a final light compile that might take days at worst.
Ur bio is rly intriguing tbh, if itās not any trouble could you talk a bit abt the games u worked on?
You say ye olde but I can't count the amount of times I had to do this even with UE4 projects hah
Yep, it'll certainly be a challenge. I can't promise that it'll be true to the original for a few reasons. One of course being that the technology is vastly different in ways that can't really be compensated for, and the other is simply that lights were thrown around willy nilly in places that make no sense. But that also means I'm going to have to take creative liberties to add physical light sources that were not there before. So literally adding fixtures into the scene so it's lit properly
Last gig was working with Unknown Worlds Entertainment (the subnautica lads) on Natural Selection 2 and in a more limited capacity Moonbreaker. I can elaborate more tomorrow since I'm already in bed and was about to sleep.
GPU lightmass was such a godsend, too bad it had all those bugs and came so late :(
Yeaah never managed to get it to a functional level for production due to timelines sadly
It would've been fine if it was fit for preview purposes, but that lightmass used an entirely different method of calculation which gave it a different look. Making the somewhat real time ish preview pointless
And then lumen happened, too baD YOU CAN'T BAKE THAT EITHER. WOULD'VE BEEN A REALLY NICE FEATURE EPIC.... REALLY NICE INDEED.
Lumen is driving me more and more insane by the minute I swear
There's something so disheartening about seeing a 120 FPS scene just tank down to 50 haha
Question about that, for mostly static environments is there a reason they can't do something akin to "realtime" baking? As in lower sample counts that make a lightmap that sits in VRAM that updates at longer intervals to save performance
The finals does something sorta like this with their probe based RTGI. If you use the lowest RT setting, the quality is the same it just takes more time for the lighting to be accurate (as accurate as probes can be)
They just don't want to
Lumen also works on a TON of screenbase fakery
That would explain why the quality sometimes feels like it's way oversold
Don't get me wrong, for being a realtime thing it's very impressive
It's great for the overall image but any details are iffy
But so far I haven't seen anyone make any use of it except for epic in a way that performs well and looks good
Lumens screenspace fakery is veeeeeeeeeery obvious though
Especially if you're making a game that isn't a continuous first person camera
Like if you ever make a camera swap or the camera moves a bit too fast, BAM! The lighting gets all kinds of fucked
I think thatās why itās taken Fortnite forever to make first person 
They announced it awhile ago, but Iām sure theyāre running into that problem
They probably will only allow you to swap cameras in the main menus
Still have to do that for lighting design since radiosity is cpu limited. 
Really good baked lighting, like valveās, takes a lot of bounces. Way too many for realtime.
Also you have to adaptively subdivide the mesh to get nice shadow edges which is a process.
before and after. Texture still pending
another pov
for those of you here who also go to the #asset-creation channel I apologize for all the repeats lmao
I just get excited when I finish stuff 
here's a random shot just for this channel lol
okay I'm calling it a night
Did u bake normals?
Also, you can bake the old RC dc15 texture onto your new model and upscale it from there
Creating a new mesh from scratch makes it hard to match the original UV mapping. Since he created a more detailed model instead of using texture to fake the detail, it's better to create the texture using a PBR texture creation program. That makes it easier to create imperfect textures like dirt, rust, and scratches, etc...
correct, the original non-pbr texture is also lacking in resolution and doesn't fit any of the requirements for a physically based material.
upscaling won't help this as the AI can't just infer minuet detail that just isn't visible in the texture.
That would be quite possibly the worst way of making a texture
Considering the age of that texture there would be tonnes of issues
What is the size of the original?
While you work on better textures
that's not a good idea, you're better off just keeping the original mesh with the original texture next to the new model as a reference
If it is really low res upscaling can only resolve so much, then it is artifact heaven
instead of doing this weird roundabout janky thing
Obviously
The main issue i guess i didnt really account for is extra geometry and i also forgot that typically itd be the high poly to the low poly and not the other way around
besides you'd have to project the original texture via the original mesh onto the new model which will cause all sorts of visual artifacting. Oh and you have to spend (waste) time uv unwrapping the new work in progress model first before you can apply the texture to it.
Anyways, i would suggest baking normals at some point for all those bevels n shit
Baling the texture to it would bake it to whatever UV you havr
As i said tho, yall are right
It was a bad idea
that's like the very last step you do after you're done modelling and unwrapping the low poly mesh. But even that shouldn't be really needed because remix has different scaling performance costs of faces.
at some point
Thats true but when working with something as intensive as RT i personally try to save as many frames as i can, things like bevels dont add much when modelled instead of normal map, but they add a bunch of faces, he still has to do the low poly and all that though so ig this shouldnt even be much of a consideration yet
I am fully aware, I've been a technical artist with focus on performance and optimization for a long time now. Should remix get micromesh or virtual geometry support then this is going to be a complete non issue anyway
potentially, im not too familiar with those sorts of systems, im just a modder so all of my techniques are... dated to say the least, and every game ive played that claims to use ultra mega LOD systems for max performace usually performs worse than games using traditional ways.
Of course youd know more about the technical aspects than i would though
in traditionally rendered games (rasterized) there is a need for LOD chains because the cost of a polygon that's the size or smaller than a pixel is very high, so much so that going overboard with this can even pummel modern engines easily. This comes down to how a polygon is shaded as each vertex + the face get calculated and since it's just the size of a single pixel, that same pixel gets calculated 4 times.
Remix being a pathtracer doesn't work the same way and the cost is different.
#asset-creation message
Just, no
yes thats true, as i said im not very familiar with remix, between work and other projects i havnt had the time to really get as much into it as id like to, eventually i want to get started with the SWBF2 side of things, but ive been keeping an eye on this RC stuff because the guy doing it has made some very nice progress
read ahead i mentioned that i didnt think too much into that statement, i was wrong š i forgot it doesnt work the same the other way around
when bringing EA meshes down to SWBF2 (classic) i usually use that texture baking trick to have the same textures on a reduced/remodelled mesh to save on time and to look decent
Geometry is typically cheaper than texture memory, so if you can get away with smaller textures that's better, having to bake tiny bevels requires a decent amount of resolution in order to avoid obvious pixelization
So for something like this I'd argue it's much better to just use proper geo rather than baking it
Although it's important to work with weighted vertex workflows rather than SubD, as that will quickly get too expensive
yes and he also brought this up here
and as i said im not too familiar with le remix so i didnt know that itd be cheaper
It's honestly the case for the entire industry at this point
Textures and shaders are the biggests costs in graphics at the moment
pretty much
it'd be interesting to see Nvidia's AI based texture compression in Remix
it could be a lot more efficient
the battlefront released in 2015 (and battlefield 1) so far has been my biggest ally when it comes to defending rasterization and proper optimization, runs amazingly and looks just as good, lately from what ive seen newer games have been releasing that look and perform worse than previous games that looked better (to me)
I can only say what i see as the end user for a lot of these games, and thats why im a little curious to learn a bit more on how things work
On the other there was a SWBF3 remake done in UE4 using the same assets they used in 2008 and he couldnt get it to go above 80fps on even the most modern hardware, so i guess my point is when used right rasterization can yield great results that balance graphics and performance, but without the right experience can lead to issues
i had a train of thought with that and honestly i lost it so im just gonna leave it at that
but anyways i guess my point is that yall were right about the texture baking stuff, definitely isnt the best solution
that's true, it would be more efficient on the filesize, but the processing time is much larger. Effectively a tradeoff between performance and size
that's true. i imagine that acceleration with tensor cores could alleviate the majority of it, and given that Remix is intended for those cards it should work nicely
For context both me and Rune actively work in the industry and so we can be pretty anal about this kind of stuff š
Just don't want false information about workflows going around ( Setting up good workflows is litterally part of my job )
And I unfortunately was the lad who had to tell artists that we can't just slap 8k textures on everything. When working on a project you set a performance target. Think of it like a budget, you can spend it on some things, but you'll never be able to afford all of them. If you do and go over budget, say goodbye to your performance.
Mr Hunt down the Freeman guy disagrees!
Cost in base pass, shaders, vertex deformation, light calculation, post processing, level streaming and the like have different areas that they tax. For example a heavy pixelshader can be fine, if you build around it. Similar thing goes for asset streaming, the cost is I/O on the drive and moving data to/from ram and vram. UE4 was notorious for traversal stutter because it would overload the I/O and drop frames when many things at once were moved into vram.
Don't really need to since it's already nice and smooth already. I'll have to check but I think it's using a reasonable number of tris by remix standards
yeah, from what they said you should be good
according to this. triangles would be cheaper than the texture resolution needed to show those bevels anyway
This would be a nightmare
I'd rather make the material from scratch, I'm using the generic colors + manual PBR values as the placeholder for now š
yes i know, the verdict of the conversation was ignore my ass š³
im stuck in an old mindset
Lol no worries 
btw here are the loading times
Now that I have the mesh just about done, I'm gonim gonna aim to have a texture for it complete by the end of this weekend. I need to speed up my work, and I think this well be a good lesson in that. I go for perfectionist as if the model is going to be judged on its own rather than it being a piece of the bigger picture
This means I'll have two weapons completed. The thermal detonator and DC15s. What remains is finishing the DC17m + sniper variant, the E-11 (droid blaster), Geonosian pike, and the other weird Geonosian weapon you get in the fourth map
yeah, that's a factor of 2.3 at best and 3.9 at worst.
actively cooking
still proud of this 
the creation of a new weapon model begins
I tried to get some render refs from GC but the guy got busy and never got around to it


I appreciate the attempt 
I think I learned my lesson with the dc-15s, I should to work faster even if it compromises how far/accurate I could go. As long as it's pretty close and has a solid texture I should be okay. DC17m will probably be the exception
NICEEE!!
It looks awesome
I'm a few hours into the campaign, I still can't believe I've never heard of the game until seeing this thread lol
I wish I was doing a a rolling capture along with my playthrough 
I'm gonna be honest I played it for a few hours as a kid without knowing what the hell I was doing 
now that I'm older playing it again, the game is fuckin sweet
once I realized Remix could pull some magic with it, it was already settled. Then this project was born 
It's so good, but they made these things Dark Soul bosses, and there's so many 
funnily enough that guy is gonna be one of my next big modeling projects. It'll be my first ever character mesh so I hope I can do it well
so look forward to seeing a very pristine SBD model with some sick PBR materials
Nice! Good luck with it, can't wait to see 

How neat
I wish I remembered the context of what the original scenes looked like for reference lol
say i just wanted to play with rtx rn how could i get my game to look like that?
^ill warn, it's far from the ideal experience due to lack of PBR materials. If you still want to then by all means
Check pins, the instructions to get it going are there
Just know it's slightlyyyt out of date
Skurty here has the latest playable rtx.conf on hand. I'm out atm
badaboom, drop this in the GameData/System/ folder during install
First iteration of DC15s PBR texture is in-game. Progress continues on the super battle droid model
@wind briar general question about the super battle droid. When it comes time for me to connect the pieces together, should I be applying the subd -> attaching them by hand? Or should I attach them first then use a subd on the overall model
Bonus question: the gun texture looks quite plain once it's in-game. Any tips on how to make it look better? Without going super hard recreating all the details
Uuuuuuuuuuh what
Why would you merge the pieces together
It's a highpoly

I'm confused
I think I'm misunderstanding the process to making a final product for an animated mesh
Right, currently you're building a highpoly
Here, you don't have to give two shits about polycount or deformation
Because you're not animating the highpoly
You're going to retopo this AGAIN, once the highpoly is done
That retopo will be your final in-game mesh
The HP is for baking normals and AO and stuff for texturing
Given that a robot is usually separated into pieces, it makes more sense to model the HP that way too
That would probably be nicely handled by an addon I have that gives excellent results remeshing into a perfect quad layout. It would be even more reliable if I ran it per-piece. Then I use those as the low poly, bake, then I connect it all together?
That sounds incredibly illegal and makes me want to commit toasterwater
But also no you really don't need to connect everything through verts
It was efficient to do so back in the day due to spooky vert counts
Wait so I can leave shit disconnected?
Yes?
Do you think we model eyeballs as part of the headmesh?
U make a good point
though I figured that could be seperate since it doesn't deform with the surrounding geo
Idk this is all extremely new territory for me. Only done static meshes before now
This is my original B2 Battle Droid model from Star Wars. It is nearly a complete replica of the model used in the movies / Battlefront II. It was completed using only a few reference images from the movies and games.
Fully textured with basic UV unwrapping and baked textures
Rigged with a basic armature, except for a possible weapon rig
...
The topology on this mesh is horrendous
But if you enable wireframe mode, you can see that the parts are clearly separated
Well you have to consider what actually deforms on a battledroid
Does the abs area bend?
Because everything else on it doesn't deform at all, nothing on it bends
It's not flesh, it's metal right
Right, my only concern is that the original rigging/animations might have some deformation rather than it being 100% mechanical
I'd have to take another look at it in the UE2 editor to check
Ah yeah I wouldn't know since I haven't seen the mesh, but I'd be surprised if they weren't mechanically done
Since it's both easier to rig and animate
Makes sense. Glad I made the call to do a droid before the clones then
(also yeah the topology there is a mess wth I could do better)
š
@dry shoalhttps://www.deviantart.com/sab64/art/MMD-Model-B2-series-Super-Battle-Droid-Download-863139663
Someone snagged the Battlefront 2 model and converted it to MMD bullshit
Could be worth peeking at for reference
Link gives a 403 error
Okay here then! This one has quite nice topology!
Wait new question popped up
the SBD you fight in the game is always the damaged one from what I gather, but there is a fully constructed version used as a static mesh prop in some of the levels. Is it inherently better to do the full version -> break down or the broken version -> build on top of it
I would make the full version, but make sure that the pieces that break off are separated pieces so you can create a damaged version afterwards
Yep, that was the plan if I did it. Much appreciated 
So far so good I think, just can't fuck it up later. The screenshots above look solid for what I have so far?
But don't forget to include a vertex grunkel in the deformation buffer or you'll see de3z issues.
Forgot to include this one which is pre-subd
The de3z made it too obvious 
Damnit
Tbf I did consider it for a moment
Uuuh it looks decent although you really need to add some sharp supports in there
These forms are too smooth
That's true, I'll have to play with that a bit. Is that something I should do now or in the final steps?
Deffo now
Trying to speed up my workflow since I have a habit of spending too long on individual things
Roger 
As for the weapon texture
It looks like it's all just one material
And why is the uh, handle on the bottom so polygonal?
@dry shoal
You need to add a layer of edgewear and scratches
Do this by creating a curvature mask and adding some noise on top of it
YOu could also really do with some AO masked dirt
Wait, do you not model the internal organs too?
You wouldn't believe the amount of anuses I've modelled
You need to reduce the uniform splatter grunge on the roughness, and then bring in some edge chipping via curvature mixed with a grunge to break up uniformity, cram some dirt into those corners via AO and grunge, some oil on ... usually oiled parts, some finish wearing away from handling (usually gets flatter and more dull for metals, or flat and glossy-ish for plastics)
V RISING DEVELOPER EXPOSED. VAMPIRES DO POOP DESPITE NOT EATING!
AAAH SHIT!
If you were doing this, what's your ideal way of adding things like dirt? Do you straight up use a dirt stock material or do you make a custom multi channel element and use the dirt mask + edge/AO mask
depends on the type of dirt, generally just a simple cloud noise turned dirt color with a gradient map, or just a normal solid color dirt. HOWEVER, I always layer two different dirt layers on top with different colors. Brown and Grey-ish Blue are my go to.
do you still have my wear material I posted a while ago?
I probably do, I'll look for it
I already made some improvements
scratches are smaller, more scattered
something you should consider is "how is this object handled by a human, where do they grip and which parts are exposed and easily scuffed. Which parts are hard to clean with a simple wipe, and thus where would dirt accumulate naturally.
played with the edge chipping thing you mentioned. The handle looks nicely worn
also have nice wear highlights on the optic
darkened it overall
it's getting there
something I like to do for scratches is have them completely masked in cavities by duplicating the mask builder and setting the curvature to just show cavities and subtracting that from the mask below it. Or multiplying by just the edges
just peep at the wear material to see the setups I use
honestly my head is spinning
like I understand it but when it comes to putting it into use it's like
brain fried
the whole stacking of masks and whatnot
š
you can press S while having a layer or mask selected to solo it so you can see exactly what it contributes
I opened it but I don't see it in my package library unless I'm blind
place the Rune Wear.IMP file in %userprofile%\Documents\InstaMAT\Library\LayerMaterials
nvm I don't have that file then 
this is the one I have
found it
added your layer group with a tweaked color, this is how it looks
I notice one of your base materials (not the wear) has the height set to 0
yes, expand the height one
blergh why doesn't this material have a height
just create a new multi channel layer, put it at the very bottom of the stack and set height to 50% grey
does that affect what's above it?
everything else can be disabled by turning down opacity to 0%
Yes, it fixes the missing height from messing with the other layers.
bottom of the list = first
so it sets a base height
looks no different disabled or enabled
got it
you made the height pure black, with 50% opacity :P
it makes the dirt and especially grease behave properly since they rely on the height
I feel like main thing now is my metal looks almost like stone
probably from the dust
about that, I already disabled it lol
make the metal a bit more shiny (darker roughness) to compensate
Would suggest using the cavity and AO map to mask your scratches 
reduced roughness
that's what I suggested earlier and my wear material does only scratch on edges š¤
I like to multiply the AO with some grunge for dirt 
mah dirt does do that
Oh Iām not familiar with your with dirt 
Iād increase the roughness of your layers above the metal ones so they stand out
It's a decent baseline to start tweaking with.
snazzy
Progress 
once you finish the other materials on that gun, yes.
So far you only made the metal doodelidoos
this weapon is only metal doodelidoos
the whole thing is one material outside the screws/bolts
the grip is gonna be covered by the hand of the clone
ah I see, a futzer
ah it's originally a term to describe point and click players who do intentionally not do the thing they're supposed to do. They mess about, they futz.
Try turning off that global grunge and slowly build up more grime with more layers and maps.
there is no global grunge, I got rid of it. I have a few duplicated wear layers with changes in seed/intensity
might be the grease
the darker spots everywhere?
that's the metal meterial itself
so I should change that huh
Just reminded me that I started an E-11 like.. back in 2012? XD
Yea start with a super simple metal
Especially if the materials arenāt smart and have influence from the baked maps.
something to keep in mind is that in many cases your base should be fairly pristine with just a tiny bit of variation in it, you're using the layers to build up more detail and wear down the surfaces
this looking better then? made it a super dark low saturation blue for a sort of gunmetal look
Try this gray for the metal.
Gunmetal look is more about the roughness and metallic more so than the color.
what are you referring to?
Are you apply any height adjustments?
Looks like curvature being multiplied by a static height
yeah, rune told me to use 50% height on the metal
so the layers above would interact properly
Whatās subtracting from the base height 
I noticed but u have no idea just how much I'm ready to be done with this so I'll be
if I need to fix it
looks like I had one layer set to divide, maybe that was it
looks less balloon now though still not perfect
What layer is it?
it was wear 2
adjusted the saturation slightly of the metal, looks better imo
i need to takea break or im gonna toaster bath in roblox
but if there's anything you guys wanna share I'll look into it next time I'm working on it
just nothing that requires me to redo everything please

Have you baked anything for this or is it just straight up a hard edged mesh?
very small bevels but not baked
looks like I got that covered
Kinda keen to model one of the weapons if someone lets me and sends me the old mode
model
Can't rig it though
Or something from the game. A droid? some character?
I am not a very good artist though and probs won't do them justice
Do you have an example of some stuff you've done? I believe you're the one who worked on the car right?
Yeah amongst a few cars I am also working on

Also working on a HALO assualt rifle (one in my own style and one in the HALO CE style)
Here is a proof of concept model of the "my style one"
I figure since cars have lots of fancy smooth surfaces, would you like to give a static mesh vehicle a shot? Doesn't need rigging or anything like that but it's a unique curvy shape
Wtf that's super clean
Do I make the cut lol? š„ŗ
Feel free to send something (Our style one has a bit of DOOM, UT look imho)
Let me look for a few things and you can feel free to pick which you wanna work on, sound fair?
Feel free to DM me
I try to keep stuff here generally bc it's all in one place š This was the vehicle mesh I mentioned. Very unique shape. This link (below) has the best quality reference I could find, and I'll supply the original mesh ofc should this be the one you wanna go for
lemme find some more stuff
looks simple enough
here's a few other things if you find any of them more interesting. First is the E-5 droid blaster, used by NPCs and is a static mesh so no need for rigging or anything. Second is the melee weapon used by the Geonosian enemies which you'll deal with frequently in this first section of the game I'm covering. Battledroid, self explanatory. I'll figure out the rigging stuff. Then there's the DC15s which is the player's sidearm they have at all times. Model doesn't seem especially tricky so if you like modeling guns, this is one that's fairly important. If you're a masochist there's also the Geonosian elite beam weapon you get in the 3rd or 4th level
the animation has a ton of weird mechanical stuff going on so it would need to be split up in more than a few ways
@static mason
take your pick, I'll throw you a .fbx from the original game files. Remix captured versions are a bit of a mess
don't worry about texturing btw if you don't want to, I'm cool with doing it
I might do a battledroid and the E5 Droid blaster
cool
let me grab the files

fun times for sure
@static mason want me to add in the textures for both?
for the droid in particular I wanna stay closer to SWRC's design, dunno how much it differs beyond the textures though lol
We read rtx as something else and now we don't know what to say
Who
it's on ||dix|| my dislexia proved effective
We read it as that at first
I have dyslexia as well I just use tts
Who is we btw I don't read it as that
they have multiple personalities
Ah
read their profile
Just be wary the "multiple personality" is not a term used in the DSM anymore
My phone is shit I can't read profiles
One sec I'll show
just wanted to point that out
yes, but it is quite literally in your case multiple personalities, right? the whole "system" thing
here you go
figured it'd be easiest to use a blender file. Includes the blaster + droid mesh, both have their textures applied 
system? Dms?
Well DID means the system has multiple headmates, alters, whatever each person with it feels free to call them. THey are not personalities, rather they have their own personality, ettc...
Well putting it really simply, not going into it too much to not derail
I'm just gonna say aight cuz I understand none of that 
Yeah just don't want it to be the topic in the channel
essentially multiple people in one body right? in a sense
sorry about that 
psychology really is a fascinating thing 
Yeah
got you the file above btw š dunno if you saw
slowly but surely progress continues
aiming for this kinda detail
https://sketchfab.com/3d-models/star-wars-e5-blaster-rifle-b758a58d473849feb76541521db7bf07
The B1 Battle droidās favorite blaster rifle. The reference material of the blaster isnāt very good, and they all look different. So I took a few liberties myself, especially of the parts that are tough to work out. I added a heat colored middle part (the steel rings) for fun (allegedly the E5 became excessively hot during rapid fire). The rifle...
holy smokes! can't believe how fast you're learning blender already - what videos did you watch to get started?
starting the blockout. If we can get the highpoly good without subdiv we would be happy
For reference the head and backpack can be replaced through remix, so you're free to go pretty detailed on those then use the tri savings for the rest of the model's detail. In UE2 the max is about 25K tris before there's instability on import. Maybe a tad higher
So 25K tris for the body itself. You can treat the head and backpack separately from that
Looking forward to it
might have to redo my clone blaster model so I can keep up 
Well I've been doing it for about 6 months now lol. But to be frank what I'm working on atm could be done with days of experience at most, provided you're relatively focused whereas I hopped all over the place. As for videos, there's a small handful of YouTubers who I've almost exclusively learned from in terms of tutorials and whatnot
The blender bros:
- Josh Gambrell: https://youtube.com/@joshgambrell
- Ponte Ryuurui: https://youtube.com/@ponteryuurui
^these guys have a ton of YouTube videos but also offer more structured courses on their site. Many are paid, but their "beginners guide to hard surface" is free and assumes 0 prior knowledge.
- Artisans of Vaul: https://youtube.com/@artisansofvaul
^uses blender mostly for 3D printing but most of his videos apply perfectly to normal 3D modeling, and he covers lots of add-ons that can have big and small impacts on workflow. I'd recommend avoiding add-ons early on though
^shorter videos, shares tons of tricks that help a ton early on for anything that requires a bit of finesse. I enjoy his presentation since he's very off the cuff and casual, 0 bullshit. Almost like a jock who makes his living off blender (which he does). He has lots of content on the business side of things to get the bag, but I don't watch those personally since I'm not interested
- Mars3D: https://youtube.com/@onmars3d
^he has really awesome and easy to digest content, learned UV mapping in particular from him. Fairly soft spoken (somewhat soothing?) but to the point for teaching purposes. He also sometimes shares bonus tips at the end of his videos which will likely apply to you at some point or another so it's super helpful to know ahead of time
PS: I have a feeling you'd really enjoy modeling
NICEEE, thanks for the info!
I'm gunna do a deep dive on all of it. Making custom assets from scratch looks really fun, having a model to essentially replicate/model after seems like the perfect learning opportunity.
It's definitely super fulfilling, no doubt about that. I'd recommend starting with normal hard surface modeling since it's a hell of a lot simpler with less abstraction required compared to fancy smooth/organic modeling
Talking simple things like weapon mags, medkits, tables, etc
Each one will teach you a little thing that will come in handy later
restarted tge SBD. This time I'm using the Battlefront 2 EA mesh to get a retopo'd base mesh
There is some tweaking that will be done later to fix any of verts. doubt the flow will stay this way
Cause....it is not good
in our opinion at least
We mean it is the highpoly tho
Exactly, so don't worry about it. In terms of detail it looks awesome so far, great job

Hope I can even come close to that with my super battle droid
It is not too bad. There are a few areas that need a bit of tweaking woth shading, but it is good so far
on which parts if you don't mind sharing?
I think it is for the top piece and the shoulder (I have shadows on in this shot) but the corner of the chest is absolutely a shading error. Will work on it 
WIP - right is old
God the one on the right actually hurts to look at
Bevels were just too hardware intensive I suppose
It's actually an extremely well crafted mesh, combined with its texture it was great stuff for the time
Whoever the artist is, I salute thee
^ remember its a UE2 game on the original xbox, for the time the game looked great imo
Yep. And I happen to agree, with the lighting and smoothing used back then it looks pretty great in-game. The B1 battle droids are much more scuffed looking. I'll see if I can grab a screenshot somewhere
technically it's not the game lighting but yeah, he's looking much nicer with the technical limitations of the time
i remember being amazed by this game in ~2007, when i first discovered it
it still looked awesome to me then
optimizations by game devs of that time never cease to amaze me
indeed. And now it's time to push beyond the limits they worked through 
crossing my fingers on this SBD model turning out nicely. I know it'll be a huge burst of motivation if it does
got the full OG model to compare with
Lookin good
Us using floaters cause we are lazy. Oh well we are only making a normal map
Unless you all want a bit more geo?
in the low poly we might add some depth to the areas with bolts and push the floaters back a bit
Then again they can be raised via a heightmap we believe?
Currently the intention is to import a new model into the game engine proper, since Remix can't replace deforming meshes. However these new models can be pushed much further than what UE2 games usually did, up to ~25K tris is totally doable. So the ideal setup is to have a high poly to bake onto a game ready mesh of ~25K tris at the most
The results from the high poly baking would be applied through Remix of course, so we can get the PBR goodness
started the arm over, looking a good deal cleaner now
I'm probably around halfway done
pre-polishing that is
forgot the comaprison to the original
doing my very first character model š
take your time, really there's no rush. Progress has slowed down dramatically while I've worked on this so it's not like I'm missing out lol
That may be but I said I'd do it, and I at least try to keep my word
If I can

I'll see about getting to it later this week, I'll be fairly busy with work
Also waiting on my new VR kit will be here soon so I gotta have some fun with that

Will you be doing the eyehole
I'm undecided on that since it's inaccurate to the real SBD design. But I probably will add it since it's used for gameplay purposes (shows the weak spot)
Accuracy to the movies and accuracy to the game itself is an important difference
If you are to remaster a game, its alot better to match that games art style, art style is a big part of any game
Generally I agree, and that's why the B1 Battle Droid is aiming to match the original game's unique design. Only reason this could've been an exception is because it's a very small deviation in the grand scheme of things
But more important than youd think, as you mentioned its the first pointer to see where the weak point is
There's also the complicated note that I intend to work on two Remix projects related to Republic Commando. Mine which intends to push as far as I can reasonably go covering Geonosis, and after a RC Remastered adaptation in Remix which is certainly going to use the accurate original design. So a part of the calculation would be differences between both projects
sounds like you will burn yourself out
Don't worry, I'm dumb but not dumb enough to do both at the same time. I would help on RCR after this limited in scope project is complete
As for burning myself out don't worry, already been through a couple of those but I'm stubborn so I never really stop outright
That saiddd if you happened to want to contribute to the project with your skills I would not be opposed 
i can do some props here and there š³
post in that chat shit that needs to be done and i can do stuff as i see fit if youd like
That would be awesome. What are some things you've worked on just so I have a rough idea. Also for reference, static meshes have a virtually unlimited tri budget due to differences in performance scaling with pathtracing. So it's possible you wouldn't even need to bake a HP -> LP
I add the virtually in there bc ofc 50K tris on a little thing is still excessive even if the headroom is there to do it just fine lol
this was the last thing i worked on, fusion cutter from SWBF2
Anti-eye gang
i work on alot of shit low -high poly, im even helping with a half life 1 mod š³
i am absolute best at hard surface
so detailed
It'll be a while till I'm home to find some ideas. Something tells me it's a better idea for you to work on some stuff I was hoping to try out myself lol
But I'll have to see what I got 
just lmk š
Will do. Out of curiosity have you done anything with vehicles/weapon models 
a bit, i can do vehicles but at the moment id like to stick to smaller environment shit because i do have quite a bit on my plate
Roger that boss
will keep that in mind. Small scale = good
I think there's some props like terminals that are reused a good bit + are seen up close so you can push the geometric detail/surface smoothness as far as you want really. I'll have to verify
Busy day yesterday so couldn't get those props sorted, aim to do so today
But I made some progress on the SBD

I couldn't really get the pelvis right to match the BF2EA one so I just kinda did my own. In the original model it's just a solid thin circle lol
Really looking forward to trying this out in-game. I hope I can make the most of it
Lol
Whatever works
And as long as it has the faceplate that can be destroyed and removed
Really all that matters imo
The inner chest cavity isn't modeled out yet but it should be relatively easy to do. I have edge loops in all the right spots to remove the front and the head pieces are separate models

According to advice I got, I shouldn't try modeling the circuitry inside
Instead just using a texture with displacement
Why Shrek oops 
That's what I'm gonna go through with but in my head I can't imagine it not looking kinda shit
Want me to make a tech circuitry one for you?
tempting. I was able to do it with that one floor texture but given this needs to be significantly more detailed vs a slightly shaded pattern...
Do you remember the British accent they gave these thing in one of the episodes of the show
It's been a long ass time since I've seen anything Star Wars related that weren't the films, my memory is very hazy 
You could add a bit more depth by adding a couple larger tubes/cables
I have an idea that auto can easily implement, but I'll have to make the texture first
This was my initial idea. Add little bits here and there, put a texture underneath to fill out the space
Rune has helped me a bunch before so I'm gonna see whatever he's cooking first 
Preem content 
Ya didnāt look hard enough for the Star Wars episode 2 art book, thereās a great one
I have the attention span of a Chihuahua and I'm thinking about 10 different things at once for this project
Hence why I said it would be awesome to have someone to split things with lol
But we live in a society so I must push on
That is the default one no?
It's some edge highlighting thing
I think you're mistaken, you might be seeing the normal specular
Wait no I think you're right. I have to change my defaults, I don't set it intentionally. In fact I'm constantly turning it off
Absolutely not, normal specular is not that consistent
dw, fixed it this time 
Cavity is the exact oposite of that XD
It's a matcap that highlights edges in an abnormal way
Cavity, on blender at least, highlights the edges






