#Star Wars: Republic Commando RTX

1 messages Ā· Page 6 of 1

dusk trail
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Star Wars

static mason
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best ss fr

static mason
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Wow you are growing as an artist

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So jelly of how good you are getting

dry shoal
dry shoal
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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

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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

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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

modern isle
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I think you could benefit from a style guide, as long as you're willing to actually follow it.

dry shoal
modern isle
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No for project organization

dry shoal
modern isle
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Project organization is half the battle

dry shoal
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So I've noticed pepe_despair

modern isle
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You're welcome to use the one I adopted :)

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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.

dry shoal
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This is great stuff

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Total side question, but is this possible in Remix? I'm guessing the answer is no

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@modern isle

modern isle
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unfortunately not right now

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actually a good point though

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@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.

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I'm not sure if RTX IO is the bees knees and makes packing obsolete or anything, just curious.

royal sonnet
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might slow down load time a bit, but it improves framerate to have them separate.

dry shoal
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That's a fair reason. Damn shame for the productivity/organization side though. That said this style guide should help a lot with that

modern isle
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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?

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UX would suffer however so probably not.

royal sonnet
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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.

dry shoal
# modern isle UX would suffer however so probably not.

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

modern isle
royal sonnet
dry shoal
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What does that mean peepothink

modern isle
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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?

modern isle
royal sonnet
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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

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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

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if the perf uplift was large it might be worth it.. but I doubt it'd make a big difference

modern isle
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true, I'm just thinking about compression and filesize on disk benefits as well.

dry shoal
royal sonnet
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size and access speed in VRAM is generally much more important than size on disk.

dry shoal
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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

royal sonnet
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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.
modern isle
royal sonnet
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the space in VRAM is the same

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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.

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unfortunately, since rays can bounce anywhere, having a separate shader per material is much more expensive when raytracing

dry shoal
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Understood. Thanks for the explanation, Mark salute

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Okay fine I'll add the comma!

dry shoal
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Oh we're about to be organized baby evilpepeglasses

modern isle
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if only git wasn't awful for organizing non-code files šŸ˜…

dry shoal
modern isle
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Perforce and PlasticCSM existing makes me say that git is terrible for assets

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git has trouble with large files if it isn't gitL...AM? LTM? gitsomething with an L

burnt light
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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)

modern isle
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That's the one. Large File Storage!

dry shoal
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What do we mean by large files? Because if I store only completed models and textures, I doubt they'd exceed a certain limit

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Also what's ur response to this individual @modern isle

burnt light
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i couldn't add the newer AI models to the PBRify repo directly because of it

dry shoal
modern isle
dusk trail
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Git LFS is pain, Perforce all the way, that's personally what I use for pretty much all my repo needs

dry shoal
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Is there a free version for a noobie like me to benefit from hmm

modern isle
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P4 Helix has a few free seats iirc

dusk trail
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It does

modern isle
dusk trail
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Up to I think 5

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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

modern isle
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-ish

dusk trail
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Fr tho Perforce is an awesome repo tool

modern isle
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just make sure to release files after you're done editing...

dusk trail
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Ye

modern isle
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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.

dusk trail
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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

modern isle
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oof

dry shoal
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That's a society moment

dusk trail
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Luckily I was the repo manager so I just removed him and nuked his stuff

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Dude never came back so eh

naive robin
dry shoal
naive robin
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Yea we went through this whole thing when setting up u2.

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Perforce fit perfectly but it is pricey if you’re not a studio.

dry shoal
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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

naive robin
dry shoal
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Ooh I like the UI Buhh

naive robin
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It’s a ā€œuniqueā€ looking software. Still costs money tho.

dusk trail
dry shoal
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Work continues today hmm question is what to work on pepe_hmm

dry shoal
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I think I'm doing this right

dry shoal
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I couldn't decide what to work on so I did a little gaming

late jetty
dry shoal
late jetty
dry shoal
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I'm too focused on art lol

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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

late jetty
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Nice! Those look great peepoBlushReallyHappyDank

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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

dry shoal
late jetty
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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 PepeHmm

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#1220295377576656906 message

dry shoal
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comparison for reference

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I should mention the geo here doesn't match the originals, I was testing some stuff

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but it's using the original textures that show ingame

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on the original assets

dry shoal
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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

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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

dusk trail
dusk trail
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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

modern isle
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Signed Distance Fields

dusk trail
dry shoal
modern isle
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want the instamat file for this?

dusk trail
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Sure I'd love to take a look at it closer in depth

dry shoal
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He cooks, you'll get good stuff

dry shoal
dusk trail
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Depends on the mesh tho

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

dry shoal
dusk trail
dry shoal
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The trim that gets used everywhere needs a replacement pepe_despair

modern isle
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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.

dry shoal
modern isle
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not really boolean since SDF are gradients

dry shoal
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Oh no my brain is gonna break isn't it

dusk trail
modern isle
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you absolutely could

dry shoal
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Omg I can totally pull that off

modern isle
dry shoal
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I think that's for @dusk trail pepelook

modern isle
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for you as well

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so you can check a look at how SDFs work

dry shoal
modern isle
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oh y'know, just set displacement mode to POM instead of tesselation in instamat

dry shoal
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Yeah tesselation sucks

dusk trail
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POM all the way

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Cheap displacement for the win

dry shoal
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I don't really know the difference all I know is POM is what Remix uses so clueless

wind briar
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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

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POM fakes it all in the shader

dry shoal
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So POM is more based?

modern isle
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Tesselation would be better actually, but it has its own issues

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it all comes down to shifting costs

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POM is veeeerrrry heavy on pixelshader cost, but tesselation is very heavy on vertex and base pass cost.

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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.

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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.

wind briar
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Bless you, seeded physics engines

modern isle
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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.

wind briar
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Oooh that sounds awesome!

mossy void
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Everyone should adopt something like Nanite

wind briar
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Nah, people should wait until the tech is more mature

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Nanite in its current state has a ton of different issues that still need to be solved

burnt light
mossy void
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They are basically all solved at this point. Skinned mesh support is in the preview build

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will make it to main branch next major version update

wind briar
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WPO still has massive struggles and things like vertex painting based workflows suffer heavily still

mossy void
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I said basically all solved

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They fixed the major issues that prevented it from being viable in real game releases

wind briar
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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

mossy void
wind briar
mossy void
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See no sign of it anywhere, Nanite is already in shipped games

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And loads of upcoming AAA releases since so many studios switched to UE5

wind briar
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Sure UE5 is definitely on the forefront of it šŸ˜› AIn't nobody disputing that

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But others are looking into it too

mossy void
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Alan Wake 2 is probably the closest I saw to Nanite geometry density

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but it had some really bad LOD issues on vegetation

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super aggressive

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I had to use a mod to stop the pop in a few meters in front of camera

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but it cost a decent amount of performance

wind briar
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In fact if I recall correctly there were some leaks from unity recently that even they're implementing something similar

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So you'll see it popping up elsewhere very soon ^^

mossy void
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That was some Chinese version of Unity

wind briar
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Right?

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Just shows that stuff is being done? What's it matter who is doing it lol

mossy void
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that I'm not sure has anything to do with the main one everyone uses

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Unity has so many other problems that virtual geometry should be the last thing on their sights lol

wind briar
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Right but that's not what we were talking about šŸ˜›

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You've also got this lad doing work on it

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So stuff is happening if you just look around

modern isle
# burnt light i love it when detail like that persists

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.

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Still have a sketch of it on my whiteboard

dry shoal
modern isle
dry shoal
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For a major shooter

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I would definitely be curious to see the numbers for the finals though, I'm sure it's considerable

dry shoal
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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

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This is a screenshot of it in action

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@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

dry shoal
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it's always easy to forget how gloomy and dim the arena is on the first level

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@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

modern isle
dry shoal
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Most likely that. I feel like I messed with that value but maybe my memory is wrong

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I'll look into it again

modern isle
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the angle changes how quickly shadows get fuzzy over distance from caster to catcher

dry shoal
modern isle
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why is this relevant to how penumbras work?

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I think you misunderstand the concept

dry shoal
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Ah I understand, makes sense

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Thanks for the visual

modern isle
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here's a clearer showcase of what the angle changes

dry shoal
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yeah that's exactly what I'm looking for. Maybe I can get closer to the original look, see if I like it

sick river
dry shoal
sick river
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I'm not sure exactly what the bug is and what workarounds would be, I just recall seeing something similar

dry shoal
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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

dry shoal
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but adding the light and deleting the original mesh without a replacement mesh would not work. iirc

sick river
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Yeah, that sounds about right with that I remember, you would probably need a microscopic cube to workaround this

dry shoal
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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

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Textbook example of base game modding enabling Remix to push even further

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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

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A huge headache solved if it goes to plan

dry shoal
modern isle
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Because the right image does look different

dry shoal
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Also I'd see double shadows

modern isle
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not if they're in the same direction

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but an easy check is to just delete the directional light and see if the world goes dark

dry shoal
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I moved the rotation the other day so it would've been immediately apparent

dry shoal
dry shoal
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@modern isle 180 vs 360 angle

modern isle
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Dude

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Try 1 and 5

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Not HEMISPHERE AND FULL SPHERE

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Those are completely wack numbers

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You're inside the Dyson sphere with 360

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An angle of 180° is wild

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Iirc our sun is like 0.54° or so?

dry shoal
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okay I'll try it in a sec, UV unwrapping something

dry shoal
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in my defense the UX is like the opposite of what it should be if the useable values are so small in range

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nvm now it's not doing anything...

modern isle
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when in doubt check in-game

dry shoal
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it just occurred to me that angle =/= cone angle

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I was messing with the wrong thing

analog wedge
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10/10 dilta skwodds

dry shoal
naive robin
dry shoal
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is it basically a measure of the surface area of the sun relative to the sky

severe flare
dry shoal
burnt light
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i don't think i'd have ever noticed lmao

dry shoal
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I didn't realize it was the arena until I explicitly saw it referenced in the game files

modern isle
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I didn't know geonosis only had one arena

dry shoal
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the big one

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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

dry shoal
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ngl the incompatibility with the latest remix builds is low key pissing me off

naive robin
dry shoal
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it's like with each launch it's getting slightly further and further into the menu

dry shoal
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only recently I think have people started seeing meaningful regressions

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@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

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^

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So about this

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Switching to DXVK build 565 works fine. The latest bridge with it also works fine

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So there's a regression going on around where I found issues when testing

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and that regression is related to dxvk

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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

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I still get crashing but it's much delayed now. Dunno what's going on. Gonna share logs then eat

royal sonnet
dry shoal
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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

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okay the answer is yes. @royal sonnet Downgrading from the latest Remix bridge to the 0.5.0 bridge fixed unplayable input latency/response

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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

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I'm truly lost. There's something absolutely reproduceable here but I'm just trying to make my mod

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Latest bridge also had massively worse performance. Like I'm talking 2-3x different. Now I'm back to getting over 100fps w/ FG

royal sonnet
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that sounds like a pretty serious regression. Could you post up a github issue for it?

dry shoal
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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

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After I find the latest safe bridge version, I can do the same for dxvk

dry shoal
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hope this is helpful @royal sonnet

royal sonnet
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I thought the bridge bug was the input performance?

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and the crash came from the runtime

dry shoal
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with seperate bridge versions

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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

dry shoal
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@royal sonnet and here's the second issue, also with references to which commit the issues started with

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Finally got around to writing up reports and did two of them back to back

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now I can return to working on my mod. ||the above meme is a joke||

royal sonnet
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Thanks!

modern isle
dry shoal
modern isle
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are you running fullscreen or windowed?

dry shoal
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But remember, the entire game's input was fkd up. The overlay was the least of my worries

dry shoal
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WIP DC15a for the clones

dry shoal
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I was bored so I wanted to give our very low poly friend here a chance to try the unfinished gun

late jetty
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stir wes: repebic colmende vader

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The gun's looking great! dance

dry shoal
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banger incoming

analog wedge
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republic covfefe

severe flare
past escarp
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That's definitely a LOD model. Probably the lowest LOD.

static mason
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Are the clone troopers gonna be redone or nah

modern isle
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Oh that's absolutely a LOD4 or so model.

dry shoal
dry shoal
static mason
modern isle
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Would need to investigate UE2s command structure as I only know how to do it in 3 and 4.

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Random thought that crossed my mind, what happens if you use behindview 1

dry shoal
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@deep gulch or is there hmm

modern isle
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If the set command works you can overwrite class settings

dry shoal
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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

modern isle
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Worth a try

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From the top of my head it expects 3 parameters.
set Classname Variabletochange Value

dry shoal
dry shoal
modern isle
dry shoal
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Commands can trigger a third person mode

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It puts a rudimentary model of the clone commando in place of the player

modern isle
dry shoal
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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

modern isle
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I believe that should be possible without requiring the third person camera position and all that.

dry shoal
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So I'd have to do something that goes a bit deeper to get the full third person animation set reflected in shadows

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For that reason I'm putting that idea on the back burner. Definitely something I want to do though

modern isle
dry shoal
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Especially if I want near AAA quality which is my long term goal

modern isle
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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

dry shoal
modern isle
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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.

dry shoal
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I think reloading and seeing your shadow stand still would be kind of a vibe killer

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But if it has some generic reload animation then that's good enough to sell it

dry shoal
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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

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don't wanna upload the rtx.conf alone bc different remix builds have some regressions

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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

late jetty
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YOOOO!! I know what I'm doing tonight Applecatrun

dry shoal
late jetty
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Sounds good! I was gunna test last night but got into a rabbit hole on a project idea pain

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But today I will peepoBlushReallyHappyDank

dry shoal
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Screenshot of what I said to the modders when I shared it for a bit more context

dry shoal
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Would any star wars nerds here happen to have sources for official artwork/collections of screenshots or some shit to use as reference material :)

dry shoal
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more progress

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I'm gonna lose my mind at how slow this process is

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not the modeling, the modeling combined with everything else

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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

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if I don't have more direct help on this project in particular this is gonna take so goddamn long

naive robin
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@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...

ā–¶ Play video
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ArtStation

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!

dry shoal
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And yeah I've gotten Greg Knight's concept art, the ones that have been released that is

static mason
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I thought I said no star wars....... anyways hype

severe flare
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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 ā€œmaking things look newā€ whilst taking way less time to handle (but again what the fuck do I know)

wind briar
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"Making things look new"

More like

"Making sure you can really tell that the old assets aren't holding up anymore"

severe flare
wind briar
#

It has the effect of making any non-remastered surface look like shiny cardboard

severe flare
#

I mean I agree overall, but it’s kinda true both ways (looking at the Battlefront 2 remastered mod)

severe flare
#

Still, that’s gotta be like at least my third favourite type of cardboard

wind briar
#

No it's just that oldschool diffuse based textures just don't hold up well with modern lighting

severe flare
wind briar
#

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

wind briar
river tendon
late jetty
#

Yeah it’d be the other way around, lighting would be the last thing to implement to make things look new. Here’s what remix looks like on an old game with no PBR

severe flare
wind briar
severe flare
#

But riddle me this

#

All things considered I think this looks kinda nice

#

Maybe I just misinterpreted the ā€œno replacement assetsā€ thing, because what I ASSUME that means is that auto didn’t adjust them at all, but maybe it just means he didn’t swap out the models

#

That said I have NO clue where the light in that room is coming from

river tendon
#

A dark scene can hide many visual artifacts.

late jetty
#

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 peepoSitBusiness

wind briar
#

Darkness DOES hide a lot indeed

severe flare
#

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

modern isle
#

Feedback has been noted

dry shoal
#

There's so many random floating lights

#

But that's just a product of the era and how that lighting worked

severe flare
modern isle
#

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.

severe flare
wind briar
dry shoal
# severe flare Oh that creates the really interesting challenge of adding lighting that doesn’t...

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

modern isle
modern isle
wind briar
modern isle
#

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.

wind briar
#

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

dry shoal
#

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)

wind briar
#

Lumen also works on a TON of screenbase fakery

dry shoal
wind briar
dry shoal
#

It's great for the overall image but any details are iffy

wind briar
#

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

late jetty
#

I think that’s why it’s taken Fortnite forever to make first person omegakek

#

They announced it awhile ago, but I’m sure they’re running into that problem

#

They probably will only allow you to swap cameras in the main menus

naive robin
naive robin
naive robin
#

Also you have to adaptively subdivide the mesh to get nice shadow edges which is a process.

dry shoal
#

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 happy

#

here's a random shot just for this channel lol

#

okay I'm calling it a night

hardy quail
#

Did u bake normals?

#

Also, you can bake the old RC dc15 texture onto your new model and upscale it from there

river tendon
#

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...

modern isle
#

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.

wind briar
static mason
hardy quail
#

Not entirely

#

Its a decent way to get an accurate match quickly

static mason
#

What is the size of the original?

hardy quail
#

While you work on better textures

modern isle
#

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

static mason
#

If it is really low res upscaling can only resolve so much, then it is artifact heaven

modern isle
#

instead of doing this weird roundabout janky thing

hardy quail
#

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

modern isle
#

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.

hardy quail
#

Anyways, i would suggest baking normals at some point for all those bevels n shit

hardy quail
#

As i said tho, yall are right

#

It was a bad idea

modern isle
hardy quail
#

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

modern isle
hardy quail
#

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

modern isle
#

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

wind briar
hardy quail
#

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

hardy quail
# wind briar Just, no

read ahead i mentioned that i didnt think too much into that statement, i was wrong šŸ˜… 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

wind briar
#

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

hardy quail
#

and as i said im not too familiar with le remix so i didnt know that itd be cheaper

wind briar
#

It's honestly the case for the entire industry at this point

#

Textures and shaders are the biggests costs in graphics at the moment

modern isle
#

pretty much

burnt light
#

it'd be interesting to see Nvidia's AI based texture compression in Remix

#

it could be a lot more efficient

hardy quail
#

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 laugh but anyways i guess my point is that yall were right about the texture baking stuff, definitely isnt the best solution

modern isle
burnt light
wind briar
#

For context both me and Rune actively work in the industry and so we can be pretty anal about this kind of stuff šŸ˜›

Just don't want false information about workflows going around ( Setting up good workflows is litterally part of my job )

modern isle
#

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.

wind briar
modern isle
#

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.

dry shoal
# hardy quail Did u bake normals?

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

hardy quail
#

yeah, from what they said you should be good

hardy quail
dry shoal
hardy quail
#

yes i know, the verdict of the conversation was ignore my ass 😳

#

im stuck in an old mindset

dry shoal
#

Lol no worries peepothumbsup

dry shoal
# dry shoal

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

modern isle
dry shoal
#

I intend to cook shortly

static mason
dry shoal
#

still proud of this nodders

dry shoal
#

the creation of a new weapon model begins

dusk trail
dry shoal
#

I appreciate the attempt Praydge

#

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

late jetty
#

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 sadjuice

dry shoal
#

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 Praydge

late jetty
#

It's so good, but they made these things Dark Soul bosses, and there's so many OMEGALUL

dry shoal
#

so look forward to seeing a very pristine SBD model with some sick PBR materials

late jetty
#

Nice! Good luck with it, can't wait to see peepoBlushReallyHappyDank

late jetty
dry shoal
#

How neat

#

I wish I remembered the context of what the original scenes looked like for reference lol

sick egret
# late jetty

say i just wanted to play with rtx rn how could i get my game to look like that?

dry shoal
#

^ill warn, it's far from the ideal experience due to lack of PBR materials. If you still want to then by all means

late jetty
dry shoal
#

Just know it's slightlyyyt out of date

#

Skurty here has the latest playable rtx.conf on hand. I'm out atm

late jetty
dry shoal
#

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

dry shoal
#

Actually that could be answered by @modern isle too pepelook

#

(farming all the @ tags evilpepeglasses )

wind briar
#

Why would you merge the pieces together

#

It's a highpoly

dry shoal
#

I'm confused

#

I think I'm misunderstanding the process to making a final product for an animated mesh

wind briar
#

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

dry shoal
wind briar
#

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

dry shoal
#

Wait so I can leave shit disconnected?

wind briar
#

Yes?

dry shoal
#

I thought that wasn't a thing with animated meshes

#

This changes everything

wind briar
#

Do you think we model eyeballs as part of the headmesh?

dry shoal
#

Idk this is all extremely new territory for me. Only done static meshes before now

wind briar
#
#

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

dry shoal
#

I'd have to take another look at it in the UE2 editor to check

wind briar
#

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

dry shoal
#

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)

wind briar
#

😭

#

Someone snagged the Battlefront 2 model and converted it to MMD bullshit

#

Could be worth peeking at for reference

wind briar
#

Okay here then! This one has quite nice topology!

dry shoal
#

Wait new question popped up evilpepeglasses 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

wind briar
#

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

dry shoal
#

Yep, that was the plan if I did it. Much appreciated NOTED

#

So far so good I think, just can't fuck it up later. The screenshots above look solid for what I have so far?

wind briar
#

But don't forget to include a vertex grunkel in the deformation buffer or you'll see de3z issues.

dry shoal
#

Forgot to include this one which is pre-subd

dry shoal
#

Tbf I did consider it for a moment

wind briar
#

Uuuh it looks decent although you really need to add some sharp supports in there

#

These forms are too smooth

dry shoal
#

That's true, I'll have to play with that a bit. Is that something I should do now or in the final steps?

wind briar
#

Deffo now

dry shoal
#

Trying to speed up my workflow since I have a habit of spending too long on individual things

dry shoal
wind briar
#

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

modern isle
wind briar
modern isle
modern isle
dry shoal
modern isle
dry shoal
modern isle
#

do you still have my wear material I posted a while ago?

dry shoal
#

I probably do, I'll look for it

#

I already made some improvements

#

scratches are smaller, more scattered

modern isle
#

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.

dry shoal
#

also have nice wear highlights on the optic

#

darkened it overall

modern isle
#

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

dry shoal
#

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

modern isle
#

you can press S while having a layer or mask selected to solo it so you can see exactly what it contributes

dry shoal
modern isle
#

place the Rune Wear.IMP file in %userprofile%\Documents\InstaMAT\Library\LayerMaterials

dry shoal
#

nvm I don't have that file then weirdge

#

this is the one I have

#

found it

#

added your layer group with a tweaked color, this is how it looks

modern isle
#

I notice one of your base materials (not the wear) has the height set to 0

dry shoal
#

might be this

modern isle
#

yes, expand the height one

dry shoal
modern isle
#

blergh why doesn't this material have a height

dry shoal
#

I'm surprised I can't manually set one

#

could make a new material I guess

modern isle
#

just create a new multi channel layer, put it at the very bottom of the stack and set height to 50% grey

dry shoal
#

does that affect what's above it?

modern isle
#

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

dry shoal
#

looks no different disabled or enabled

modern isle
#

because you did it wrong

#

look at my screenshot

#

and compare to your height

dry shoal
#

got it

modern isle
#

you made the height pure black, with 50% opacity :P

dry shoal
#

this looks noticeably better already

modern isle
#

it makes the dirt and especially grease behave properly since they rely on the height

dry shoal
#

I feel like main thing now is my metal looks almost like stone

modern isle
#

probably from the dust

dry shoal
#

about that, I already disabled it lol

modern isle
naive robin
#

Would suggest using the cavity and AO map to mask your scratches Binoculars

dry shoal
#

reduced roughness

modern isle
naive robin
#

I like to multiply the AO with some grunge for dirt NODDERS

modern isle
#

mah dirt does do that

naive robin
#

Oh I’m not familiar with your with dirt Hmm

naive robin
modern isle
dry shoal
#

scratches masked with edges + slight AO

modern isle
#

snazzy

naive robin
#

Progress pogg

dry shoal
#

Can I be done yet

modern isle
#

once you finish the other materials on that gun, yes.

#

So far you only made the metal doodelidoos

dry shoal
#

the whole thing is one material outside the screws/bolts

modern isle
#

the grip is supposed to be plastic or bakelite

#

some metals are different too

dry shoal
modern isle
#

ah I see, a futzer

dry shoal
#

whats a futzer

modern isle
#

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.

dry shoal
#

am I a futzer

naive robin
dry shoal
naive robin
#

Whatever this is coming from it’s kinda overwhelming the other layers

modern isle
#

might be the grease

dry shoal
#

the darker spots everywhere?

#

that's the metal meterial itself

#

so I should change that huh

wind briar
#

Just reminded me that I started an E-11 like.. back in 2012? XD

naive robin
#

Especially if the materials aren’t smart and have influence from the baked maps.

dry shoal
modern isle
#

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

dry shoal
#

this looking better then? made it a super dark low saturation blue for a sort of gunmetal look

dry shoal
#

lol

wind briar
#

Are you fucking with the normals on edges?

#

STuff looks balloon inflated

naive robin
dry shoal
#

adjusted the roughness to 87%

dry shoal
wind briar
#

This looks fucked

naive robin
#

Are you apply any height adjustments?

#

Looks like curvature being multiplied by a static height

dry shoal
#

yeah, rune told me to use 50% height on the metal

#

so the layers above would interact properly

naive robin
#

What’s subtracting from the base height Hmm

dry shoal
dry shoal
#

looks less balloon now though still not perfect

naive robin
dry shoal
#

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

wind briar
dry shoal
dry shoal
static mason
#

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

dry shoal
static mason
dry shoal
static mason
dry shoal
#

Wtf that's super clean

static mason
#

Do I make the cut lol? 🄺

dry shoal
#

Absolutely lol

#

You seem to be a good deal better than me so KEKW

static mason
#

Feel free to send something (Our style one has a bit of DOOM, UT look imho)

dry shoal
#

Let me look for a few things and you can feel free to pick which you wanna work on, sound fair?

static mason
#

chees

#

cheers

dry shoal
#

One sec

static mason
#

Feel free to DM me

dry shoal
# static mason Feel free to DM me

I try to keep stuff here generally bc it's all in one place šŸ™‚ 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

static mason
#

looks simple enough

dry shoal
#

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 KEKW 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

static mason
#

I might do a battledroid and the E5 Droid blaster

dry shoal
#

cool happy let me grab the files

static mason
#

For now

#

šŸ˜›

dry shoal
#

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

static mason
#

Oh yeah that would be helpful

static mason
static mason
#

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

burnt light
#

they have multiple personalities

static mason
#

Ah

burnt light
#

read their profile

static mason
#

Just be wary the "multiple personality" is not a term used in the DSM anymore

static mason
#

One sec I'll show

#

just wanted to point that out

burnt light
#

yes, but it is quite literally in your case multiple personalities, right? the whole "system" thing

dry shoal
static mason
#

confusion 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

#

MaysiConfused I'm just gonna say aight cuz I understand none of that social

#

Yeah just don't want it to be the topic in the channel

dry shoal
#

essentially multiple people in one body right? in a sense

dry shoal
static mason
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Yep that is correct

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THey can have different ages, gender, personality, etc....

dry shoal
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psychology really is a fascinating thing peepothink

static mason
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Yeah

dry shoal
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got you the file above btw šŸ‘ dunno if you saw

dry shoal
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slowly but surely progress continues

static mason
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late jetty
static mason
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starting the blockout. If we can get the highpoly good without subdiv we would be happy

dry shoal
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So 25K tris for the body itself. You can treat the head and backpack separately from that

dry shoal
dry shoal
# late jetty holy smokes! can't believe how fast you're learning blender already - what video...

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:

^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.

^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

^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

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PS: I have a feeling you'd really enjoy modeling

late jetty
dry shoal
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Talking simple things like weapon mags, medkits, tables, etc

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Each one will teach you a little thing that will come in handy later

dry shoal
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restarted tge SBD. This time I'm using the Battlefront 2 EA mesh to get a retopo'd base mesh

static mason
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There is some tweaking that will be done later to fix any of verts. doubt the flow will stay this way

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Cause....it is not good

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in our opinion at least

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We mean it is the highpoly tho

static mason
static mason
dry shoal
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Hope I can even come close to that with my super battle droid

dry shoal
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Btw what's the trick for those little indents you have curving around the head?

dry shoal
dry shoal
static mason
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It is not too bad. There are a few areas that need a bit of tweaking woth shading, but it is good so far

dry shoal
static mason
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Not sure if it is just blenders lighting though

dry shoal
dry shoal
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WIP - right is old

severe flare
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God the one on the right actually hurts to look at

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Bevels were just too hardware intensive I suppose

wind briar
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It's actually an extremely well crafted mesh, combined with its texture it was great stuff for the time

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Whoever the artist is, I salute thee

hardy quail
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^ remember its a UE2 game on the original xbox, for the time the game looked great imo

dry shoal
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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

wind briar
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Battlefront also had to render tonnes of them at once

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Less budget

dry shoal
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technically it's not the game lighting but yeah, he's looking much nicer with the technical limitations of the time

burnt light
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i remember being amazed by this game in ~2007, when i first discovered it

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it still looked awesome to me then

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optimizations by game devs of that time never cease to amaze me

dry shoal
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indeed. And now it's time to push beyond the limits they worked through evilpepeglasses

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crossing my fingers on this SBD model turning out nicely. I know it'll be a huge burst of motivation if it does

dry shoal
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got the full OG model to compare with

hardy quail
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Lookin good

static mason
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Have to push one of the neck pieces back

static mason
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Us using floaters cause we are lazy. Oh well we are only making a normal map

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Unless you all want a bit more geo?

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in the low poly we might add some depth to the areas with bolts and push the floaters back a bit

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Then again they can be raised via a heightmap we believe?

dry shoal
# static mason Unless you all want a bit more geo?

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

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The results from the high poly baking would be applied through Remix of course, so we can get the PBR goodness

dry shoal
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started the arm over, looking a good deal cleaner now

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I'm probably around halfway done

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pre-polishing that is

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forgot the comaprison to the original

dusk trail
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Damn I've been missing a lot

dry shoal
dusk trail
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Not even I have done that

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Shit I still gotta finish the drop create mesh

dry shoal
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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

dusk trail
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That may be but I said I'd do it, and I at least try to keep my word

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If I can

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I'll see about getting to it later this week, I'll be fairly busy with work

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Also waiting on my new VR kit will be here soon so I gotta have some fun with that

hardy quail
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Will you be doing the eyehole

dry shoal
hardy quail
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Accuracy to the movies and accuracy to the game itself is an important difference

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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

dry shoal
hardy quail
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But more important than youd think, as you mentioned its the first pointer to see where the weak point is

dry shoal
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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

hardy quail
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sounds like you will burn yourself out

dry shoal
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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

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That saiddd if you happened to want to contribute to the project with your skills I would not be opposed peepoShy

hardy quail
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i can do some props here and there 😳

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post in that chat shit that needs to be done and i can do stuff as i see fit if youd like

dry shoal
# hardy quail i can do some props here and there 😳

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

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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

hardy quail
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this was the last thing i worked on, fusion cutter from SWBF2

analog wedge
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Anti-eye gang

hardy quail
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i work on alot of shit low -high poly, im even helping with a half life 1 mod 😳

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i am absolute best at hard surface

dry shoal
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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

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But I'll have to see what I got hmm

hardy quail
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just lmk 😌

dry shoal
hardy quail
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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

dry shoal
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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

dry shoal
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Busy day yesterday so couldn't get those props sorted, aim to do so today

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But I made some progress on the SBD

dusk trail
dry shoal
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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

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Really looking forward to trying this out in-game. I hope I can make the most of it

dusk trail
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Lol

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Whatever works

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And as long as it has the faceplate that can be destroyed and removed

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Really all that matters imo

dry shoal
dusk trail
dry shoal
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According to advice I got, I shouldn't try modeling the circuitry inside

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Instead just using a texture with displacement

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modern isle
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Want me to make a tech circuitry one for you?

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static mason
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hardy quail
modern isle
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I have an idea that auto can easily implement, but I'll have to make the texture first

dry shoal
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Rune has helped me a bunch before so I'm gonna see whatever he's cooking first peepothumbsup

naive robin
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Interesting

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naive robin
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Ya didn’t look hard enough for the Star Wars episode 2 art book, there’s a great one

dry shoal
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Hence why I said it would be awesome to have someone to split things with lol

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But we live in a society so I must push on

dry shoal
hardy quail
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you got any props for me 😳

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also that SBD is looking superb

wind briar
# dry shoal

Stooooooop using this bloooody shadeeeer aaaaaaaaaaaaaaaaaargh

static mason
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That is the default one no?

wind briar
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It's some edge highlighting thing

dry shoal
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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

wind briar
dry shoal
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hardy quail
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Whats wrong with it

wind briar
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It's a matcap that highlights edges in an abnormal way

hardy quail
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Cavity, on blender at least, highlights the edges