Posted: Wed Nov 09, 2005 3:35 pm
alrighty...fully unwrapped, both lwo and 3ds format versions. enjoy it.
i'll try to texture it, dunno if i'll be able to.
i'll try to texture it, dunno if i'll be able to.
Open Source 3D Space Flight Sim: Trade, Fight, Explore
http://forums.vega-strike.org/
Sure but it needs a texture first ;)spiritplumber wrote:I hope John will put it in GG too, eh!
I understand it can be done, even without that trick, but as experience has shown, it takes an unwholy amount of work for the untrained. First, tangentspace normalmaps (to be mirrorable) need this care in triangle winding that is really hard to control when modelling (at least, from my little experience with Blender, I have no clue how to do that). Like you can't mirror and forget, you have to make sure mirrored parts get triangulated in a certain way and with a certain winding as to avoid those artifacts we're used to. Then, it's the nitpickiness of baking tools. Then... who knows what else. I mean... we've tried, and it has taken unholy hours. Sure it would be great, but perhaps we should accept we're not pros and let go for a while... to get some progress, I mean.chuck_starchaser wrote:Are you sure we can't mirror the normal map? What if we standardize X to be the symmetry axis, and standardize that model space X always aligns with UV-space Y? Then all the shader has to do is multiply the Y component of the normal it reads by the sign of X. Just a thought...
Yes, I worked like that, for the mesh work, but at the end had to Apply the mirroring. More below:BradMick wrote:You can't mirror the map, but what you can do is mirror the mesh.
Unfortunately, that doesn't work for the GI bakings (PRTP and PRTN textures). GI (global illumination) is basically a way to bake ambient light with directionality info. Instead of placing a radiant sphere of white light around the ship, as in ambient baking, PRTP uses red, green and blue light from the x, y and z axes; and PRTN does the same but from the negative sides of the axes. Klauss' shaders can then compute ambient illumination at a point on the surface, and tell the general direction it's coming from, from the balance between the color components in these two textures, and use that direction to pick a spot in the dynamic skybox. What this gives you is like an ambient + radiosity baking but more sophisticated: It has soft, moving shadows, and responds to changes in the global illumination picture dynamically. Self radiosity is also captured dynamically. Even specular spotlights use self-occlusion.Do all the UV work on half the model, then mirror it over and voila! now you get double the resolution for the same polys, the only problem is that now you can't do any kind of text or anything like that, and it makes doing camoflage a pain as well. But, if its double res for the same real estate you want, UV 1/2 and mirror.