THE " WHOA, DNT SHOOT '' GIRL !!!!
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Post by ClaireRedfield19 on Mar 5, 2019 5:05:20 GMT 10
It looks great ! Awesome work Hey NoonBooB (.) (.)
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Post by engemoui on Mar 5, 2019 11:57:28 GMT 10
I have the same issue. Putting an edit normals modifier on the jacket and averaging it got rid of a dark diamond above the zipper, but all the patches are still there. I tested out importing a mesh, doing absolutely nothing to it, and exporting it back into the game and the same thing happened. Hands are a little messed up too so it's not just fabric. The pattern of the patches kind of match how the model looks when you have LOD1 and 2 visible at the same time, but it looks the same whether I export one or all LODs. That is all the input I have for the moment!
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Posts: 161
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Post by arch on Mar 5, 2019 15:27:16 GMT 10
EvilLord themimegogo engemoui Its probably a script bug then, if a lot of exported models have the same issues. Don't know if it helps, but I sort-of managed to lessen it a bit by making the normal maps a bit flatter, basically adding a fill layer on top and reducing it to around 75% opacity. A bit of texture detail is lost tho, but I guess it'll do for now until more stuff gets fixed. {Spoiler: workarounds}
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trying to learn
Posts: 196
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Post by themimegogo on Mar 5, 2019 17:37:45 GMT 10
EvilLord themimegogo engemoui Its probably a script bug then, if a lot of exported models have the same issues. Don't know if it helps, but I sort-of managed to lessen it a bit by making the normal maps a bit flatter, basically adding a fill layer on top and reducing it to around 75% opacity. A bit of texture detail is lost tho, but I guess it'll do for now until more stuff gets fixed. {Spoiler: workarounds}
I will give this a try (After I settle my Captain Marvel Mod)
But bravo! And thank you so much for sharing!
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Post by mrbibbles on Mar 6, 2019 3:27:53 GMT 10
I know this is a work in progress, but would you be willing to make this downloadable for now? The texture bugs aren't bothersome and I would love to use this with Leon.
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Posts: 3,037
Original Join Date: Jun 9, 2010
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Post by Night Furious on Mar 10, 2019 0:17:57 GMT 10
but the pants textures are kinda horrendous. Try this, maybe the pants will be look a little better. + small bonus
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Posts: 161
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Post by arch on Mar 10, 2019 13:47:28 GMT 10
Night Furious Man those look great! did you redo/make those yourself?? I'll test these out asap
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Posts: 3,037
Original Join Date: Jun 9, 2010
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Post by Night Furious on Mar 10, 2019 22:41:08 GMT 10
Night Furious Man those look great! did you redo/make those yourself?? I'll test these out asap Yes, but this is not a big deal. I mean I checked with Xnalara model comparing with the resolution of the original textures and I didn't see much difference (maybe just me). Yes, with my version textures, the model it seems looks a little better and more detailed, but not perfect. Perhaps in the game this difference will be better noticeable. In any case, I hope this will be useful to someone. Here is a small comparison. The first image is if you simply increase the resolution of the original textures from 512px to 1024px. The second image, my version.
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Post by dt85 on Mar 11, 2019 2:03:28 GMT 10
Also getting these "patches". I've found that only 'submesh_1' looks correct in-game. All other submeshes have those patches, regardless if they share the same textures as 'submesh_1' or not. I guess the only workaround would be to render all of the texture sheets into one big one (still 2048x tho) using render to texture in Max, so you can have just 'submesh_1'.
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 11, 2019 5:17:47 GMT 10
EvilLord themimegogo engemoui Its probably a script bug then, if a lot of exported models have the same issues. Don't know if it helps, but I sort-of managed to lessen it a bit by making the normal maps a bit flatter, basically adding a fill layer on top and reducing it to around 75% opacity. A bit of texture detail is lost tho, but I guess it'll do for now until more stuff gets fixed. {Spoiler: workarounds} Nice can you yell me how exactly you did that i dont know what to do in photoshop much xD
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Post by stineranger on Mar 11, 2019 18:00:06 GMT 10
EvilLord themimegogo engemoui Its probably a script bug then, if a lot of exported models have the same issues. Don't know if it helps, but I sort-of managed to lessen it a bit by making the normal maps a bit flatter, basically adding a fill layer on top and reducing it to around 75% opacity. A bit of texture detail is lost tho, but I guess it'll do for now until more stuff gets fixed. {Spoiler: workarounds}
Could be a script bug, but it could also be that the verts need to be welded. I've found that 3DS max is unwelding my verts using UV lines, I learned that after exporting my Max version of my mesh to Maya. So it's possible that verts just need to be rewelded in Max to fix that. But I can't confirm, I'm having to relearn Max for this project, as an 8 year Maya user. So again, my money is that welding the verts will fix the issue.
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Post by dt85 on Mar 11, 2019 22:55:21 GMT 10
You need to keep those verts split along the UV seams, or you'll get messed up UVs in-game.
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Posts: 161
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Post by arch on Mar 13, 2019 0:44:51 GMT 10
dt85 nice find! Makes a lot of sense too since the Sexy Leon mod and Maliweii's Claire look like they are using only one submesh. Thats probably how the script is intended to work then.. The HxD copy-paste texture method requires the dds files to be the same size (1024 or 2048). I havent explored most of RE2's file but the largest I've seen so far is 2048, so we might be stuck with that resolution. Ideally a 4096x4096 texture would be a good enough size to fit multiple textures unto one texture. EvilLord I made a new layer, copied the purple background color of the original normal map and filled the new layer (paint bucket tool). then just reduce the opacity to however amount you like, pictured is around 75% stineranger dt85 is right, making any sort of edit to a mesh aside from moving the vertices (deleting, welding, or attaching) produces texture bugs in-game for some reason. so hiding the seams is done thru the Edit normals modifier. Edit: can confirm, no normal bugs when using only submesh_1. Great that we know what causes it now, but kinda sucks that we can only use one mesh when exporting tho {no more weird normals}
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Post by dt85 on Mar 14, 2019 9:11:40 GMT 10
I did a few tests where I messed around with the normals via "edit normals" modifier, broke them all (amongst other tests) and it didn't show a change in-game. Anyone else notice this?
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Post by yuejinyuejin258 on May 18, 2020 2:55:26 GMT 10
you don't make re6 again
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