User Generated Content - General Discussion



  • Yeah I have lol. There’s now 27 bolts instead of 47. Might even change them from rounded to flat hexagonal.

    Edit: I got it to 1600. That’s as low as it goes. Close enough to 1200.



  • Lemon… haha that is sick. Keep working on it yo!



  • Really nice work on the optimizations Lemonater! Great progress.
    Once you get more textures on there than just a diffuse/Colour texture, you will notice a big change in quality. It’s amazing what a specular texture and normal texture can do for a model :D



  • Well my first attempt the normal map was way too strong. My helmet looked the the surface of the moon. But yeah it does make it look better.

    Torn banners specular maps are pretty damn fancy too. They aren’t your standard desaturated diffuse.



  • Some parts are missing and the actual maul part on the top edge is still a bit colorfull ( :nevreness: ),
    but thats the way im on right now. The texture resolution is a bit too high right now, but
    ill scale it down later.

    Needed that high resolution to be able to paint on that ultra complex uv….
    Never thought it would be so difficult to actually make a texture. :hororr:

    Any advice how to make the texturing more easy going? :beguiled:



  • Texturing is hard. And I’m cheating and its still hard. I’m using the viewport canvas in 3ds max which allows me to paint directly onto the model from withen max. And its quite flexible in what I can do. But even then I have to play around with the UV and stick things together so they look right when rendered.



  • @lemonater47:

    Texturing is hard. And I’m cheating and its still hard. I’m using the viewport canvas in 3ds max which allows me to paint directly onto the model from withen max. And its quite flexible in what I can do. But even then I have to play around with the UV and stick things together so they look right when rendered.

    You may find it easier to spend some time making a very neat and organized UV map in max, then checking if there is any UV stretching going on, and then exporting the UV into photoshop or GIMP and texture from there. I imagine you’ll be better able to do color readjustments and color blending from photoshop/gimp than from within max.

    You said that your UV was ultra-complex, a model such as this should ideally have no more than 10 separate UV “islands”, which is probably making your texturing much more difficult. I’m not sure if the rings on the handle of the maul are separate objects, but if they are, you may be able to save on texture space by using the same UV for every ring.

    Also, for making metal, take the time to paint on the scratches around where it would make sense to have wear on the item, it will make the metal look much more like metal instead of concrete/stone. If you look at TB’s color textures for items, they take advantage of this in all of their textures.



  • Hey guys, one quick question. How do you go about making LOD0, LOD1, LOD2 models in Blender?

    I imported the base/template weapon in Blender and it didn’t come with the weapon bones (read the Note at the beginning of the article).

    But now I also can’t seem to find the different LOD versions of the weapon anywhere. I’m new to the program so maybe I missing something.



  • @Alphonse:

    Hey guys, one quick question. How do you go about making LOD0, LOD1, LOD2 models in Blender?

    I imported the base/template weapon in Blender and it didn’t come with the weapon bones (read the Note at the beginning of the article).

    But now I also can’t seem to find the different LOD versions of the weapon anywhere. I’m new to the program so maybe I missing something.

    When I imported a weapon, it came with LOD0 (the main version) and the LOD2 (the most basic)

    There are probably different ways to making LODs, some people seem to be using other programs/scripts to reduce the polycount automatically. For mine, I’ll make the model, UV map it, texture it, and then I’ll make 2 copies of it.

    Then I’ll use ALT-R over an edge in edit mode (To select an edge loop) and then press X (Brings up delete menu), and then select EDGE LOOPS.

    This will remove the edge loop while still preserving the UVs and of course the texture. I’ll repeat this until the polycount is where I need it to be. This method requires you to not use messy geometry when making the model, which means using almost all quadrilateral shapes and a minimal amount of triangles. Triangulate the mesh only once all LODs are complete and the model is finished.



  • Thanks for your advice Tom.

    Im happy that i learned so much while making my first model… the maul.
    But i guess its not finishable… or only with a shitload of more work.

    So im gonna start again with all the new knowledge i gained in the last two days.

    Ill keep you guys informed. :)



  • I use poly cruncher. It maintains the UVs and keeps the best shape when you reduce polycount.



  • @Tom_of_LTS_EAST:

    When I imported a weapon, it came with LOD0 (the main version) and the LOD2 (the most basic)

    Hey! Thanks for all the tips, I thought I could advance some work but I keep running into diff obstacles.

    Like, I imported the FBX following your instructions (as well as these I found googling) but there’s definitely something off with my Blender.

    I tried versions 2.71 (threw the Python error you mentioned), 2.70a and 2.69 to no avail. I even tried the unstable “2.71.5” version mentioned in the Wiki pages.

    For one, the bones don’t look like the ones in this tutorial: Tutorial: Adding New Weapon Skins to Chivalry
    I’m not sure how they are supposed to look like in Blender, but whatever.

    Also, the LODs were not imported, at all.
    I tried it with both the SM and WEP variants of the sample files, as well as the Longsword template (which is the weapon I was actually trying to skin) and I had the same results. You can see both issues in the pic below

    Issue #2:
    I think the bones are wrong for some of the sample weapons uploaded here (if not most of them). I noticed how the b_weapon_tip in the WEP_Longsword.fbx file was longer than the actual sword mesh. I downloaded the Norse sword, which is a shorter weapon, and same thing, the weapon’s tip bone is longer than the actual mesh. Is this intentional or maybe a mistake when the artists exported it? Is it Blender screwing up the armature? Idk.
    The Maul, btw, is OK, which is what confused me even more.

    I’m attaching these findings for your ref.



  • The bones look different only because they are set to display as “sticks” instead of as shapes as in TB’s pictures. You can change them to appear differently by selecting an option in the panel I highlighted. Octahedral should match TB’s picture. I don’t know why the lower LODs are not showing for you, but I don’t think it’s a huge issue as their only use as far as I know is to let you see how TB reduced the polys on models.



  • That example weapon does not contain any LODs in the file, Unfortunately.
    Torn Banner has an internal tool for doing LODs and we cannot export them from the game.
    ATM manually importing LODs one by one through the file > import LODs button crashes the editor.
    This is the correct workflow for importing LODs: https://udn.unrealengine.com/docs/ue3/INT/Content/FBX/SkeletalMeshes/index.html#SkeletalMeshLODs

    However this is specifically for 3DS Max/Maya so I haven’t been able to nail down a workflow for Blender users.
    We’re considering removing the LOD requirement from workshop submissions as it might be easier for us to simply do them ourselves if/when we choose to implement an item.



  • @Bonebrew22:

    We’re considering removing the LOD requirement from workshop submissions as it might be easier for us to simply do them ourselves if/when we choose to implement an item.

    sounds good



  • Sounds great Bonebrew! The LOD´s are quite tricky :S

    My new knowledge about Blender brought me to a new kind of maul.

    Note: The texturing is very much wip :fat: wood texture will be definetly another one than in the picture…
    The grey areas are still untextured…



  • Someone needs to create a Maul with 2 giant spikes each end.

    Oh and a very very embellished Sword of War plox


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