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GTA SA Airplanes Remastered

Enviado: 02 Ago 2019, 20:22
por Zeneric
Meshsmoothed models, upscaled textures, GTA V part ports, baked AO, vehfuncs (and other scripts), etc, for GTA SA's default airplanes.

Here, pics (wip):
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When Shamal is completed I'll release it and move on to different airplanes completing the GTA SA AR project.

ToDo for Shamal:
Baked AO.
Interior.
Detailed collision.
VehFuncs.

Cabin light (maybe).
Headlight dummy or omni and object/texture.
Flashing light objects/textures (default shamal already has flashing light omnis but no objects/textures for 'em).
High quality LOD.
Add carcols to Shamal (variety of white shades - dark white, gray, white, dark gr

Team:
Zeneric (dev)
Kkjj (advisor/tester)

Re: GTA SA Airplanes Remastered

Enviado: 02 Ago 2019, 21:08
por Crowdigger
Would it be too much for you to record and post the process on Youtube ?:
Maybe to learn something by watching you do it.
PS: I've learned a lot from seeing Photoshop's speedart on Youtube.

Re: GTA SA Airplanes Remastered

Enviado: 03 Ago 2019, 17:28
por Zeneric
Maybe after this shamal.

Baked AO applied on exterior body texture (mostly - still need to do wings, fins, etc).
Spec vs Mobile pipelines (skygfx) comparison, with baked AO:
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Re: GTA SA Airplanes Remastered

Enviado: 04 Ago 2019, 18:18
por Zeneric
Still experimenting with baking maps (AO, etc) programs, learning new things. Never done this before. Also learning new UV mapping stuff (needed for baked maps). I was really bad at uv mapping before I started this GTASA AR project. Now I'm getting decent at it, praccing.

Here, baked AO applied on more exterior parts (wings, etc):
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What it looks like on Renderhook:
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AO maps were baked by Substance Painter.

Had to lay out default UV mapping to this (for baked maps).
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My UV mapping is a mess and can be better but it works (still learning).

Adding to the ToDo for Shamal list:
Cabin light (maybe).
Headlight dummy or omni and object/texture.
Flashing light objects/textures (default shamal already has flashing light omnis but no objects/textures for 'em).
High quality LOD.
Add carcols to Shamal (variety of white shades - dark white, gray, white, dark gray, etc).


 

Re: GTA SA Airplanes Remastered

Enviado: 04 Ago 2019, 20:59
por ceec
You tried applying meshsmooth with the square faces instead of triangles?

Re: GTA SA Airplanes Remastered

Enviado: 04 Ago 2019, 23:34
por Junior_Djjr
That topology looks pretty bad.

Re: GTA SA Airplanes Remastered

Enviado: 05 Ago 2019, 01:39
por Zeneric
What you mean by topology looking bad? Can you elaborate?

I'm assuming quad polygons are bad for meshes, especially for GTA SA (and GTA V). GTA SA (and GTA V) use triangle polygons, not quad, I noticed.

This shamal uses quad. Converting quad to tri is possible. But I don't know if it'll make a difference.

Re: GTA SA Airplanes Remastered

Enviado: 05 Ago 2019, 01:53
por Junior_Djjr
Zeneric escreveu:
05 Ago 2019, 01:39
What you mean by topology looking bad? Can you elaborate?
https://www.google.com.br/search?q=good ... g&tbm=isch

Zeneric escreveu:
05 Ago 2019, 01:39
I'm assuming quad polygons are bad for meshes, especially for GTA SA (and GTA V). GTA SA (and GTA V) use triangle polygons, not quad, I noticed.
Because it is lowpoly, in lowpoly you must use triangles to do some details.
These are needs, not rules. In parts that are necessarily flat, they actually used quads (official GTA 3 image) (because it makes no sense to use tris in that cases).

Something that is practically a rule, is skinned meshes, they do look better in quad because the skin distortion is more correct, but again the exception: lowpolys

Re: GTA SA Airplanes Remastered

Enviado: 05 Ago 2019, 13:37
por Zeneric
Thanks for explaining. Super clear.

Experimented with Substance Painter more (seems to be my choice for baking software now). Baked lighting (like pbr but static), specular, ao, environment lighting, etc. I ended up with this:

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Not bad. Now to put lines back on.
You tried applying meshsmooth with the square faces instead of triangles?

I did. I also tried QuadifyAll-ing tris before meshsmoothing.

edit:

Renderhook:
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Baked maps shine on RH.

Added carcols to Shamal btw. That's why different shades of white/gray. Not finalized.

Re: GTA SA Airplanes Remastered

Enviado: 06 Ago 2019, 10:35
por Zeneric
Morning, people. Nothing like waking up, drinking coffee, reading/talking on the net chilling, and an hour later smoking weed getting high. Then start on modding GTA SA. Sweet routine.

Think the exterior body's completed. Now modding the interior.
What the interior currently looks like:
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Some interior parts were ported from GTA V. Yes, it's a mess. Need to retexture, remodel, apply baked maps, etc - WIP.

Re: GTA SA Airplanes Remastered

Enviado: 06 Ago 2019, 13:42
por ceec
Zeneric escreveu:
06 Ago 2019, 10:35
and an hour later smoking weed getting high
I thought it was just me :5!!:

Re: GTA SA Airplanes Remastered

Enviado: 10 Ago 2019, 13:49
por Runner
The windows 10 (2017 build) has a 3D print app that has the option to meshsmooth the model.

Apparently this app was removed on the newer versions.
I tried in a GTA vehicle back then:

Imagem

Re: GTA SA Airplanes Remastered

Enviado: 10 Ago 2019, 14:00
por Ruben Viera
Now is call 3d builed, but you must install from the microsoft store

Re: GTA SA Airplanes Remastered

Enviado: 10 Ago 2019, 14:05
por ceec
Runner escreveu:
10 Ago 2019, 13:49
The windows 10 (2017 build) has a 3D print app that has the option to meshsmooth the model.

Apparently this app was removed on the newer versions.
I tried in a GTA vehicle back then:

Imagem
Ele dividiu a malha, mas nem arredondou o para lamas, malha pra meshsmooth tem que ser bem construída...

Re: GTA SA Airplanes Remastered

Enviado: 10 Ago 2019, 14:07
por Runner
ceec escreveu:
10 Ago 2019, 14:05
Runner escreveu:
10 Ago 2019, 13:49
The windows 10 (2017 build) has a 3D print app that has the option to meshsmooth the model.

Apparently this app was removed on the newer versions.
I tried in a GTA vehicle back then:

Imagem
Ele dividiu a malha, mas nem arredondou o para lamas, malha pra meshsmothing tem que ser bem construída... 
Pelo o que me lembro ele dava umas arrendondas sim, inclusive cheguei a testar em terrenos .

O meshsmooth ''rasga'' os modelos low poly por que eles tem poucos polígonos não é? E se aumentar os poly com esse app e depois passar o meshsmooth pelo 3ds max?