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Re: Mass Effect: Unification (build 20120531.0155)

Posted: Sun Jun 10, 2012 12:16 am
by The Nasal Abyss
Holy crap was it a pain fixing some errors with this current model. Soooo many holes from small polygons that I had to fix. But oh well, here is where the armor stands currently:
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As you can see, the specular color and specular decay material options worked, and give the specular and model new flavor. The visor also has specular on it, you just can't see it at that angle in the level.

PS: A fun little glitch that happened when I was messing with materials:
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XD

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Sun Jun 10, 2012 2:14 am
by Marth8880
I don't know if it's there on the actual armor, but how about an Alliance logo somewhere on the armor? 8D Other than that, wow, that looks amazing! :o

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Sun Jun 10, 2012 2:18 am
by THEWULFMAN
I agree with Marth, however there is no reason why TNA has to do all this work. I'm more than willing to work on that kind of thing later. He has plenty enough to do as it is.

But yeah, there are Alliance logos on there.
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Re: Mass Effect: Unification (build 20120531.0155)

Posted: Sun Jun 10, 2012 4:57 am
by lucasfart
Wowee! I'm totally jealous of your skills, because that looks amazing! Even though it is only a minor texture change, it looks quite different to that original texture.

As far as nitpicking goes, are you supposed to be able to see out the other side of his helmet through that transparent visor? :P And with the body armour, I don't know if this is fixable or not but it's quite noticable that his underarmour or whatever it's called :) is cutting into it in the top left corner.

They're only minor bugs though. This model and texture looks superb apart from those! Great work. :thumbs:

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Sun Jun 10, 2012 12:51 pm
by AQT
Fantastic new model and texture, TNA! :shock: I think this update has restored my faith in the potential of Martin's mod. :)

EDIT: Testament of my faith:
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Re: Mass Effect: Unification (build 20120531.0155)

Posted: Sun Jun 10, 2012 8:47 pm
by Marth8880
Wow, Anton! That's looking incredible! :o

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Sun Jun 10, 2012 8:54 pm
by THEWULFMAN
Looking good AQT! ^^

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Sun Jun 10, 2012 9:44 pm
by ARCTroopaNate
Looks nice though it seems very pixelated, if that's the look you're going for good job, but if you want to make it look a bit more real and less video-gamey, I would suggest tuning down the sharpness or whatever on those textures.

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Sun Jun 10, 2012 9:50 pm
by Marth8880
The textures are stock; the only reason they seem pixelated is either because of the textures' mipmap parameters, there's no Blur parameter in the .fx file, or both of those combined.

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Sun Jun 10, 2012 9:52 pm
by ARCTroopaNate
Ah, okay, my mistake, still I would suggest attempting to fix it, good job otherwise! :)

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Sun Jun 10, 2012 10:07 pm
by AQT
There's nothing to fix. You can turn down your LOD and View Distance settings if you don't like what you see. That screenshot was taken at the two's highest settings. Also, it doesn't help that the highest resolution on my monitor is 1024x768, so you get a "crammed" look.
ARCTroopaNate wrote:I would suggest tuning down the sharpness...
That is not my style at all. I believe you are mistaking me for someone else.

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Mon Jun 11, 2012 2:06 am
by Marth8880
Somewhat relevant to the mod, here are some examples of the materials/shading you'll all be seeing in Unification. Please note that the specular color/decay settings are still being tinkered with.
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Re: Mass Effect: Unification (build 20120531.0155)

Posted: Mon Jun 11, 2012 2:48 am
by lucasfart
Looks really nice, but I think you might have gone a bit overboard with the specular and bump on some of those buildings. :P

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Mon Jun 11, 2012 5:59 am
by Fiodis
It looks pixelated in some parts - I'd suggest scaling up the bumpmap a bit where that happens. I do like the first pic, though.

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Mon Jun 11, 2012 10:51 am
by Marth8880
lucasfart wrote:Looks really nice, but I think you might have gone a bit overboard with the specular and bump on some of those buildings. :P
Fiodis wrote:It looks pixelated in some parts - I'd suggest scaling up the bumpmap a bit where that happens. I do like the first pic, though.
Heh, those are actually diffuse and normal maps and nothing more, not even specular maps, those are supplemented by the normal map alongside Render Bump + Gloss, which is also how all of the weapons in Unification are rendered :o , but yeah, again, I'm still tinkering with the specular color/decay settings as well as the normal map sample types/scales.

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Mon Jun 11, 2012 9:59 pm
by Maveritchell
I hope that's a test building - while your material settings look fine, that level of detail is jarring on such a low-detail model.

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Mon Jun 11, 2012 10:03 pm
by minilogoguy18
The glass shouldn't have any sort of displacement map like that, glass is smooth. Just because you can use these image maps to increase detail doesn't mean you always should, the battledroid for instance in the pic, metal on a combat droid is far from shiny, I know it's not part of the mod but just an example.

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Mon Jun 11, 2012 10:10 pm
by Marth8880
minilogoguy18 wrote:The glass shouldn't have any sort of displacement map like that, glass is smooth. Just because you can use these image maps to increase detail doesn't mean you always should, the battledroid for instance in the pic, metal on a combat droid is far from shiny, I know it's not part of the mod but just an example.
I know, I was just testing whether or not specular and transparency could be used hand-in-hand. Also, it actually kind of makes for a really nice "wet" effect. Ooo, in fact, if the texture were scrolling downward... :o
Maveritchell wrote:I hope that's a test building - while your material settings look fine, that level of detail is jarring on such a low-detail model.
Well, it's sort of a test building. I'm using it to test new material junk, but it's also for another mod. And for a little more background behind it, it's going to be filled with other neat, high-detail junk.

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Mon Jun 11, 2012 10:11 pm
by minilogoguy18
Marth8880 wrote: I know, I was just testing whether or not specular and transparency could be used hand-in-hand. Also, it actually kind of makes for a really nice "wet" effect. Ooo, in fact, if the texture were scrolling downward... :o
That is a very good idea if you did a map with rain...

Re: Mass Effect: Unification (build 20120531.0155)

Posted: Mon Jun 11, 2012 10:19 pm
by Marth8880
If you mean that in a sarcastic way, the map does have rain. If not, then :o .