Stealth Frag Posted January 4, 2019 So here's Marble2: I can't decide whether to use some more reflective surface, like this: or maybe some extremely glossy like that one: 7 Quote Share this post Link to post
xanrer Posted January 4, 2019 (edited) I'd say reflective, glossy is a bit too.. well glossy. Its really hard to choose because i seen marbles that looks like both of these, so im saying reflective just from artistic point of view. Edited January 4, 2019 by xanrer 2 Quote Share this post Link to post
KVELLER Posted January 4, 2019 I agree with xanrer, I think glossy is a bit too much. 1 Quote Share this post Link to post
Stealth Frag Posted January 11, 2019 So I'm in the middle of making some simple test map showing how that materials work with dynamic lights in engine. Surprisingly I use first marble2 version (the one with lowest gloss) and it's looking glossy enough I think. 8 Quote Share this post Link to post
Mynameislol Posted January 13, 2019 Looks very moody, it looks like you've been able to incorporate these hi-res textures without it looking out of place. Well done! 1 Quote Share this post Link to post
Stealth Frag Posted January 13, 2019 Thanks! Here's gstlion, gstgarg, gstsatyr: 3 Quote Share this post Link to post
Tea Monster Posted January 14, 2019 (edited) That is ASTOUNDING. Can you use POM on those face wall textures? Edited January 14, 2019 by Tea Monster POM 0 Quote Share this post Link to post
Stealth Frag Posted January 14, 2019 (edited) Yes, but using POM on vertical surfaces is not a good idea in my opinion. Parallax effect involved some evident visual glitches, so it's more suitable for horizontal surfaces where this effects are not that obvious. And here's POM on ceiling for example: Edited January 14, 2019 by Reinchard 5 Quote Share this post Link to post
Stealth Frag Posted January 14, 2019 So here's new version of gstone: 2 Quote Share this post Link to post
GooberMan Posted January 14, 2019 4 hours ago, Reinchard said: Yes, but using POM on vertical surfaces is not a good idea in my opinion. It's not vertical surfaces that are the problem per-se. If you look at any POM surface from a perpendicular point (ie view direction directly opposite its normal) then there's no perspective for it to calculate offsets from. Looking straight down at a horizontal surface will give you the same error so to speak. Anything with the vertical range you're applying there will show up as problematic with POM. It really works best with a narrower range. 0 Quote Share this post Link to post
Stealth Frag Posted January 14, 2019 16 minutes ago, GooberMan said: It's not vertical surfaces that are the problem per-se. If you look at any POM surface from a perpendicular point (ie view direction directly opposite its normal) then there's no perspective for it to calculate offsets from. Looking straight down at a horizontal surface will give you the same error so to speak. Anything with the vertical range you're applying there will show up as problematic with POM. It really works best with a narrower range. That's what I mean in short. I didn't tell anywhere that POM behave different on horizontal surfaces. All I wanted to say is that POM offset is less obvious on ceilings/floors, but ofc is still visible. 0 Quote Share this post Link to post
Gez Posted January 14, 2019 The main problem IMO is when they're applied on a texture that then slides up in the ceiling or down into the floor, like a typical door or lift, and it doesn't make sense that the mechanism doesn't get stuck on the protruding parts. 0 Quote Share this post Link to post
Bauul Posted January 14, 2019 30 minutes ago, Gez said: The main problem IMO is when they're applied on a texture that then slides up in the ceiling or down into the floor, like a typical door or lift, and it doesn't make sense that the mechanism doesn't get stuck on the protruding parts. In GZDoom's implementation of Parallax Mapping nothing protrudes exactly, instead the effect makes some areas 'sink into' the texture. Nothing clips through floors or ceilings on a moving sector with it applied because nothing sticks further out than the original texture did. 0 Quote Share this post Link to post
Empyre Posted January 14, 2019 You know about that optical illusion where a face is inside out and it looks like it is following you as you walk by? I wonder if that can be done in-game with parallax mapping. Would that be a bad idea even if it could be done? 0 Quote Share this post Link to post
KuriKai Posted January 15, 2019 @Reinchard Very cool work! How many textures have you done? Will you be releasing them? 0 Quote Share this post Link to post
Stealth Frag Posted January 15, 2019 Thanks @KuriKai. I didn't count them, but most of them are in this topic. Like I said, I have plans to release this stuff soon (both materials and example map), but I need some time to polish few things. 0 Quote Share this post Link to post
Stealth Frag Posted January 15, 2019 Here's bloodfalls (total 32 frames based on original art): No brightmaps enable: 3 Quote Share this post Link to post
Mynameislol Posted January 16, 2019 While it's looks really faithfull to doom, it doesn't exactly look like... well blood. more like dark red jelly or something 1 Quote Share this post Link to post
DooM_RO Posted January 16, 2019 (edited) I really wish there was a way to make POM work. I really like it. I don't see what the flaws are. Edited January 16, 2019 by DooM_RO 0 Quote Share this post Link to post
Stealth Frag Posted January 16, 2019 (edited) 1 hour ago, Mynameislol said: While it's looks really faithfull to doom, it doesn't exactly look like... well blood. more like dark red jelly or something You must choose between realistic blood and classic texture. You can't have both of them at the same time ;) Edited January 16, 2019 by Reinchard 0 Quote Share this post Link to post
Tea Monster Posted February 4, 2019 That has always been the huge problem with this sort of thing. What works on a flat 8 bit texture at 16 pixels wide won't fly when it's 'full size' high res, full colour with realistic lighting. Once you then update stuff so it dosen't look so chronically weird, then everyone suddenly starts screaming as it doesn't look 'just like the sprite'. 1 Quote Share this post Link to post
Tea Monster Posted February 13, 2019 Does GZDoom support PBR materials on models? I'm thinking that GZDooms MD3 format might chew up our animated monsters, but some static props would probably be OK. I might try to export the candelabra just to see what it looks like with your textures. I don't know anything about GZDooms definition system for models. 1 Quote Share this post Link to post
Barry Burton Posted February 13, 2019 (edited) 1 hour ago, Tea Monster said: Does GZDoom support PBR materials on models? I'm thinking that GZDooms MD3 format might chew up our animated monsters, but some static props would probably be OK. I might try to export the candelabra just to see what it looks like with your textures. I don't know anything about GZDooms definition system for models. Check this post out: https://forum.zdoom.org/viewtopic.php?f=39&t=59473 "You can also apply material definitions to 3D model textures, but you'll need to have the model reference the textures. GZDoom and QZDoom use shader names in MD3s as texture names. If you use shader names in your MD3 model, be sure they match the names of the textures specified in the material definitions." Edited February 13, 2019 by R4L 0 Quote Share this post Link to post
hardcore_gamer Posted February 13, 2019 How are you able to get light textures like the one used close to doors to emit a glow like that? When I used a brightmap for one of my models it merely lit up during dark areas but did not emit any glow at all. 0 Quote Share this post Link to post
Stealth Frag Posted February 13, 2019 1 hour ago, hardcore_gamer said: How are you able to get light textures like the one used close to doors to emit a glow like that? When I used a brightmap for one of my models it merely lit up during dark areas but did not emit any glow at all. It has brightmaps, but light is cast from few dynamic lights placed close to the door. 0 Quote Share this post Link to post
hardcore_gamer Posted February 13, 2019 (edited) 18 hours ago, Reinchard said: It has brightmaps, but light is cast from few dynamic lights placed close to the door. Oh that makes sense! I wonder if it might be a good idea to create light models and then assign them dynamic lights and then just place those into the level rather than the traditional method of using light textures. I mean if you have to place dynamic lights manually anyway, it sounds like this would be faster as well as proving better result since the light would look like it's coming from the model itself rather than looking like it's hovering next to it. Edited February 14, 2019 by hardcore_gamer 0 Quote Share this post Link to post
Stealth Frag Posted February 14, 2019 9 hours ago, hardcore_gamer said: I wonder if it might be a good idea to create light models and then assign them dynamic lights and then just place those into the level rather than the traditional method of using light textures. I mean if you have to play dynamic lights manually anyway, it sounds like this would be faster as well as proving better result since the light would look like it's coming from the model itself rather than looking like it's hovering next to it. Yeah, it's sound logic and, hey, we have XXI century now, so that kind of method I used is so last-gen. I suppose that GZDoom offers some more advenced method, maybe even combining meshes with light actors, but I don't have time to learn all that stuff now. 0 Quote Share this post Link to post
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