Blog entry - Natural Selection 2 texturing

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  • PhilipKPhilipK NS2 texture artist (AKA "Blazeeer") Join Date: 2002-11-01 Member: 3746Members, Retired Developer
    Good stuff <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    so will the NS team be creating textures for all us mappers to use ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> or did everyone make there own last time?
  • Corporal_FortierCorporal_Fortier Join Date: 2005-03-22 Member: 46079Members, Constellation
    <!--quoteo(post=1629430:date=May 26 2007, 08:03 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ May 26 2007, 08:03 PM) [snapback]1629430[/snapback]</div><div class='quotemain'><!--quotec-->
    so will the NS team be creating textures for all us mappers to use ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> or did everyone make there own last time?
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    They're providing everything we'll need to use <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • KarbaKarba Join Date: 2006-09-23 Member: 58040Members, Constellation, Reinforced - Gold
    I suppose alien&marine modeling and skinning haven't begun yet , am I right ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> . There will be any player model In NS2TR or only world objects ?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    They'll probably have at least basic models so mappers get a feel for the proportions.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    I could watch this for hours.

    Ill commment again latter.
  • wankalotwankalot Join Date: 2005-02-05 Member: 39872Members
    LOL cool to see they are really putting all thier energy into development, but that movie was SO boring.

    Seriously though anyone watch the whole thing without skipping bits?
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1629616:date=May 28 2007, 02:51 AM:name=wankalot)--><div class='quotetop'>QUOTE(wankalot @ May 28 2007, 02:51 AM) [snapback]1629616[/snapback]</div><div class='quotemain'><!--quotec-->
    LOL cool to see they are really putting all thier energy into development, but that movie was SO boring.

    Seriously though anyone watch the whole thing without skipping bits?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I did.
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    <!--quoteo(post=1629616:date=May 28 2007, 04:51 AM:name=wankalot)--><div class='quotetop'>QUOTE(wankalot @ May 28 2007, 04:51 AM) [snapback]1629616[/snapback]</div><div class='quotemain'><!--quotec-->
    LOL cool to see they are really putting all thier energy into development, but that movie was SO boring.

    Seriously though anyone watch the whole thing without skipping bits?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    you obviously don't appreciate the skill and difficulty of this process. I watched it all. A few times.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    You should be spending as much time on normal mapping/parallax mapping and gloss mapping(when used). It's the lighting that really sells the illusion.

    The high hardness of HL2's cubemap based specular reflection can look very out of place on grimy metallic surfaces; if you don't already it would be a really good idea to have either a LOD bias or shader capabable of adjusting the specular hardness exposed to your texture artist(s).
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    edited May 2007
    There's no reason to normal map this prop, and the spec map doesn't take anywhere near as long as the diffuse to paint properly, so I disagree with you there. If it were an organic prop, or in a different engine, I'd be more inclined to agree.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1629782:date=May 29 2007, 05:49 AM:name=Soylent_green)--><div class='quotetop'>QUOTE(Soylent_green @ May 29 2007, 05:49 AM) [snapback]1629782[/snapback]</div><div class='quotemain'><!--quotec-->
    You should be spending as much time on normal mapping/parallax mapping and gloss mapping(when used). It's the lighting that really sells the illusion.

    The high hardness of HL2's cubemap based specular reflection can look very out of place on grimy metallic surfaces; if you don't already it would be a really good idea to have either a LOD bias or shader capabable of adjusting the specular hardness exposed to your texture artist(s).
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Normal mapping or parallax mapping something like this adds an unnecessary pass, not to mention another texture for the GPU's memory. It's a waste of time and a waste of computing power.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited May 2007
    <!--quoteo(post=1629792:date=May 29 2007, 10:00 AM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 29 2007, 10:00 AM) [snapback]1629792[/snapback]</div><div class='quotemain'><!--quotec-->
    There's no reason to normal map this prop...<!--QuoteEnd--></div><!--QuoteEEnd-->


    Well sure, if you want it to look sterile and low poly you can bake the 'lighting' into the texture when you're creating the content instead of doing it a little more properly.

    <!--quoteo(post=1629792:date=May 29 2007, 10:00 AM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 29 2007, 10:00 AM) [snapback]1629792[/snapback]</div><div class='quotemain'><!--quotec-->... and the spec map doesn't take anywhere near as long as the diffuse to paint properly, so I disagree with you there.<!--QuoteEnd--></div><!--QuoteEEnd-->

    To get a nice dirty, grungy look with chips, scratches, dirt and wear you have take quite some care with the specular map. I can see why you'd feel that way with HL2's default hard specular shader, everything looks like it's covered in slime no matter what you do.

    <!--quoteo(post=1629805:date=May 29 2007, 12:17 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 29 2007, 12:17 PM) [snapback]1629805[/snapback]</div><div class='quotemain'><!--quotec-->
    Normal mapping or parallax mapping something like this adds an unnecessary pass...<!--QuoteEnd--></div><!--QuoteEEnd-->

    No extra passes required. You need to bind an extra texture, do quite a bit more math in the shader(essentually free on any modern GPU!) and you need additional texture lookups; one for normal mapping, one for specular and a whole bunch of lookups into a height map for parallax mapping.

    <!--quoteo(post=1629805:date=May 29 2007, 12:17 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 29 2007, 12:17 PM) [snapback]1629805[/snapback]</div><div class='quotemain'><!--quotec-->...not to mention another texture for the GPU's memory. It's a waste of time and a waste of computing power.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It looks much nicer and it's cheap with the exception of parallax. It hits the GPU heavily and does little to CPU usage, just what you want in an engine that leans as heavily on the CPU as HL2.
  • MonexMonex Join Date: 2007-07-17 Member: 61610Members
    edited July 2007
    I'am a newbie to texture
    so how do you import and export(get the UV lines or what it's) your textures to a model <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    This isn't really the place to discuss that. There are countless tutorials online for that sort of thing.
  • ThiefThief Ownage Join Date: 2003-08-09 Member: 19214Members, Constellation
  • spawn910spawn910 Join Date: 2008-07-02 Member: 64541Members
    <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <!--quoteo(post=1628578:date=May 22 2007, 11:20 PM:name=Chocolate)--><div class='quotetop'>QUOTE(Chocolate @ May 22 2007, 11:20 PM) <a href="index.php?act=findpost&pid=1628578"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very good job! I'm betting that that took 1 - 2 hours at least, because of the fast forwarding. Keep up the good work!

    If it took that long for 1 prop, imagine for a whole map! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ....

    <i>*Realizes that I will never be able to make a map requiring so much work* <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> </i><!--QuoteEnd--></div><!--QuoteEEnd-->

    how do i download the game
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    It's not finished yet.

    In the mean time, feel free to download and play NS1.
  • IsamilIsamil Join Date: 2003-11-25 Member: 23552Members, Constellation
    That has to be a fake post.
    This thread is a year old.
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