A part II of my game (sort of) dev log.
Planing part II using mobile so only vertical view for now. Restrictions I have to work with with limited set of models. Flow chat drawing on mobile for puzzles in games. All in all this is a dev log that might be interesting for people working with 3d graphics and planing to step in to real time engines as well as doing some photogrammetry and all of that in Virtual Reality. So its still planing part, and here also show some snippets from my previous VR environment and some workflows very briefly, just to give you a taste of whats coming.
here is a video from my first environment – https://www.youtube.com/watch?v=t7SRu…
and the environment itself – https://steamcommunity.com/sharedfile…
and joggling in vr with carrots and skulls just like in hl alyx!
So in the third part I am doing retopo of a scanned model in 3D coat. then splitting the result for better uv shall / island distribution to maximize texture space. And last thing – sins steamVR / hammer / source 2 (?) doesn’t support tessellation / subdivision, I am “baking tessellation” to the mesh using height map that i have from baking my original model.
In the forth part I am testing if it is worth to split lower part of tower to 5 separate models each with 4k texture and sort of a displacement map baked directly in to the mesh sins there is no tessellation in hammer editor. (At least steam VR version of it). Also accidentally recorded a hammer crash, that just happens each ten mouse clicks. Well to be honest might be each 20 mouse clicks :) so save regularly and pray..
Strange problems with hammer editor
normal maps or smoothing groups (max terminology) soft edges (maya terminology) phong breaks ? (in cinema 4d) shade smooth ? (blender)
so for some reason importing obj file to hammer brakes smoothing groups and only way to fix it i found is selecting all edges on object in hammer and setting normals to smooth. in general more detailed walls do look better then just flat ones, so i will use quite a dense mesh for my tower. its around 15 k – 20 k for ground, and all 4 walls and a dome as one model.
One small update on normal maps. Sometimes you might end up in a situation where normal maps are not as punchy not as strong as you might want them to be. But you do not want to spend time doing things again. so i found this sort of cheating method. it kind of works. Basically it makes your existing normal map to have more effect. sort of. all you need to do is duplicate the image in 2d image editing software and modify its “levels” to be specific only blue channel of an image. And you use this as overlay blending mode on top of original image, save it and here you go. I should do more A B tests to see is it worth it, but at least it doesn’t make it worst or it seems so :) go ahead try it out and report me back if it works for you as well.
Continuing my development of photo realistic 3d scanned VR environment for steam vr in 3d studio max. Sins I have spitted upper and lower part of my tower walls to have better texture density i end up having unwanted seams that i plan to hide by making beams (big wooden things that you find in ld architecture). Here I only make a box, add some edges, some noise some chamfer and make uv’s.
Main take away – dont model too much detail, and see at what point its best to do uv unfolding. You make it later in process its harder to unfold. You make it too early and you might destroy something. Adding some chamfers, noise’s and stuff could be done after unfold is done and uv’s are done.
In this episode we will continue with VR environment (with photogrammetry assets) devlog. In last part we created beams (jolts?) and made their uv’s. Now lets draw textures using texture projection. I found that 3D coat lets us use one texture to be simultaneously painted in normal map and color textures – that is super neat! So i decided to draw some burned wood textures that i have prepared in photoshop by mixing up some reference photos. Drawn two versions of wood texture – regular and burned. Made a mask in photoshop to mix up these textures. And load it up to engine.