Shadow Warrior High Resolution Pack
#61 Posted 05 January 2019 - 02:06 PM
I set up Mark with commit access to the SWHRP a while back, and I would be willing to train additional maintainers and grant them access if anyone is willing.
#62 Posted 06 January 2019 - 10:21 AM
Got a few models here, most of them just need skins (or reskins), some also need animations:
https://www.dropbox....odeled.rar?dl=0
*Edit (decided to put together the credits for those models so they're ready to be put into the defs once textured and animated)
Old keys - modeled by Kennedy
Sticky bomb - started by Kennedy, finished by Ninjakitty
Toolbox - modeled by Kennedy
Rail gun trail - modeled by Kennedy
Stone garden lamp - modeled Kennedy
Hornet - modeled by Eric R, retouched by Ninjakitty
Rc car antenna - modeled by Ninjakitty
Grenade - modeled by Ninjakitty
This post has been edited by Ninjakitty: 06 January 2019 - 01:36 PM
#63 Posted 06 January 2019 - 10:59 AM
Attached File(s)
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swlamp.jpg (29.65K)
Number of downloads: 14
This post has been edited by Mark: 06 January 2019 - 11:00 AM
#64 Posted 06 January 2019 - 11:57 AM
Mark, on 06 January 2019 - 10:59 AM, said:
More than half the textures in this HRP are 2006-ish
I think the problem is most of the textures lack detail like weathering or bumps or proper shading (or they have that stuff but use it in a way that makes it look fake), a lot of rectangles with rectangular bevels are used.
Honestly I think we should just texture things to the best of our ability, because most of the HRP never really looked as good as the original textures. It would probably be a good idea to start redoing old textures, maybe even partially using the current ones to do so. However, that's not as much of a priority as getting new things textured.
#67 Posted 08 January 2019 - 04:18 PM
We should start off by creating a folder for generic materials, kinda like the one called detail, but actually looking like the ones from SW.
The materials there should be resources for making new tiles. There are many tiles that use the same material.
For example:
These tiles all use a generic metal material, so it would be useful to have that material ready to go in a folder for anyone trying to create new highres tiles.
#68 Posted 08 January 2019 - 09:25 PM
#69 Posted 09 January 2019 - 02:59 PM
can you export also the " map" for the skin? (don't know the correct term)
#70 Posted 09 January 2019 - 03:42 PM
0815Jack, on 09 January 2019 - 02:59 PM, said:
can you export also the " map" for the skin? (don't know the correct term)
Tile is 1808
I can't currently get it into the game because SWP downright refuses to use the high resolution pack at all now for some reason (someonehelpmeplease)
Also, sorry, I can't texture it, I only know how to model
#71 Posted 10 January 2019 - 11:22 AM
Also, if you're using the HRP as a directory (which I guess you probably are as developing for it): while SWP will autodetect the HRP .zip file, if using it as a directory, you need to use -jsw_hrp in the command line.
This post has been edited by Martin Howe: 10 January 2019 - 11:23 AM
#72 Posted 10 January 2019 - 12:53 PM
#73 Posted 10 January 2019 - 01:58 PM
#74 Posted 11 January 2019 - 06:36 AM
This post has been edited by Mark: 11 January 2019 - 06:36 AM
#75 Posted 11 January 2019 - 01:28 PM
Mark, on 11 January 2019 - 06:36 AM, said:
At the time I made the gas bomb, I was only really looking at higher res images of the gas bomb, which may have been a little inaccurate, so I might have to tweak the model a little
#76 Posted 11 January 2019 - 02:19 PM
#77 Posted 11 January 2019 - 03:04 PM
0815Jack, on 11 January 2019 - 02:19 PM, said:
AAAAAAAAAAAAAAAAAAAHHHHHHH
3D PIXELS SO HARD TO DECIPHER
So, that neck section the hinged handle thingy goes over, I don't know whether or not it actually exists in the gas bomb. On the sprite, there's a gap, on the voxel, nO. Also, the front circle thingy on my model, I have no idea how to interpret that in any way other than the way I did, but that's not how grenades work, this is confusing.
#78 Posted 11 January 2019 - 09:20 PM
Anyone else think they know?
#79 Posted 12 January 2019 - 01:00 AM
Looking at the original object and making something that resembles it in game is how the original sprite artist started out.
Are you Polymering or Polymosting for your HRP?
If Polymering, then you could add that lower ring indent on the cylinder with a normal map and save some polys.
This post has been edited by Tea Monster: 12 January 2019 - 01:03 AM
#80 Posted 12 January 2019 - 08:56 AM
#83 Posted 13 January 2019 - 12:37 PM
Attached File(s)
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BBB.jpg (14.67K)
Number of downloads: 17
This post has been edited by Mark: 13 January 2019 - 12:50 PM
#84 Posted 13 January 2019 - 09:32 PM
Can PBR bake down to specular+diffuse+normal?
#85 Posted 14 January 2019 - 12:40 AM
It's actually much easier to go from PBR to Polymost, weirdly enough.
With PBR metallic, you usually have 4 textures. 1. Base Colour, 2. Normal, 3. Roughness and 4. Metallness (insert Iron Maiden joke here). In this example, You can configure most software to export an Ambient Occlusion map, even though technically PBR shouldn't use them. I've also got a height and glow map in this example.
CONVERT TO POLYMOST
You just take the Base Colour map, which is what we used to call a diffuse map, and chuck the Ambient Occlusion map on top and you have a good shader for Polymost.
CONVERT TO POLYMER
If you want to go to Polymer, then take the Normal, Base Colour and Roughness maps. The Roughness map is actually an inverted gloss map. So either invert the Roughness in your 2D graphics app to get a Gloss map, or get your texturing app to output a gloss map. You'll need a specular map to complete the shader, but again, most soft can output different maps if required.
Here is a recent model I did. I rendered it first with full PBR and then with just the Diffuse (Base Colour) and Ambient Occlusion.
There are other tricks you can do for Polymost, like baking your Ambient Occlusion map to get an exaggerated range and darkening the models base, giving it the illusion of solidity. You do this by putting a flat plane under the model when baking. That can add a lot of atmosphere to a Polymost model.
This post has been edited by Tea Monster: 14 January 2019 - 12:41 AM
#86 Posted 14 January 2019 - 04:30 AM
One important thing to mention. I applied an autosmooth to the normals. This makes a big difference in how the model appears. It can define different areas more clearly and generally it dosen't look like a blob. This step is important to get stuff looking good in older or more basic renderers. Especially look at the area around the top of the cylinder.
First off, here is the PBR render in Substance Painter (Iray). I'm not going into a Painter tut as there are loads of them on the interwebs. GIYF.
I baked an AO map in Blender multiplied it on top of the Base Colour map. I baked the AO map in Blender because in most modern texture apps, the AO is very minimal and washed out as PBR rendering dosen't really require an AO map. As we are going to be faking 'proper' lighting in Polymost, I've gone old-school in Blender and rendered my AO map there. This will give us a much stronger AO map to use.
Note the block under the gas bomb. That will cause the bottom of the gas bomb to darken as the AO will take into account the proximity of the block. This will make it look like the bottom of the cylinder of the gas bomb is darker, which will add to it's presence in whatever scene you put it into.
I take my Blender AO map and combine it on top of my Base Colour map from Painter and use 'Multiply' to do the overlay. That is saved out as my diffuse map for Polymost.
Here is a comparison of what the two different approaches look like when finished. Again, look at the top and bottom of the cylinder to see the effect. Also check out what appears to be a shadow of the pull ring on the body of the cylinder.
Here is the blend file, PBR and combined Polymost textures.
Attached File(s)
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gasbomb_.7z (5MB)
Number of downloads: 6
This post has been edited by Tea Monster: 14 January 2019 - 04:39 AM
#87 Posted 14 January 2019 - 06:46 AM
This post has been edited by Mark: 14 January 2019 - 06:49 AM
#88 Posted 14 January 2019 - 10:47 AM
That looks pretty good, and it's probably not far off from the final design. I'ma experiment with different designs for the gas bomb, but if I can't come up with one that feels more accurate, I say we use yours.
#89 Posted 14 January 2019 - 10:20 PM
#90 Posted 15 January 2019 - 04:20 AM
This is good information to know