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Horizon Aeronautics - Development Thread


stubbles

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Nice Normals, All within 3dsmax?

Thanks! The screenshots are all in 3dsmax, but for the normals creation I'm using a program called NDo2. http://www.http://quixel.se/

Should check it out if you can, it's worth it for the base license. We have it at work, been using it about a year now, saves a HUGE amount of time in production workflow.

It doesn't entirely replace highres modeling, since it can't do some thing that well. But it saves time on the details. For something like KSP, unless you're going really fancy with curved surfaces and such, you can pretty much use it exclusively. It can also generate AO and cavity maps for you as well.

Edited by stubbles
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I'm a Motion Designer taking a break into gamedesign. We don't use many textures there and specially no normals. I looked into xNormal but didn't really appeal to me. And sadly C4D hasn't the greatest UV mapping technology.

... checking the link

Wow... this is really great, Something I just need. Definitely going to try out the trail and maybe even worth buying in the end.

Thx for the link! Maybe my normals will become as good as yours ;)

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Heya Nutt, since this is all pretty simple stuff, I haven't been doing any highres modeling. I didn't see the point in it. I've been using a program called NDo2: http://www.quixel.se/

It's linked to Photoshop, so you paint full 3d normals within Photoshop. There are some things it can't do that you need a high res mesh for, but for most of what people do in KSP, it's more than enough :)

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Heya Nutt, since this is all pretty simple stuff, I haven't been doing any highres modeling. I didn't see the point in it. I've been using a program called NDo2: http://www.quixel.se/

It's linked to Photoshop, so you paint full 3d normals within Photoshop. There are some things it can't do that you need a high res mesh for, but for most of what people do in KSP, it's more than enough :)

Yeap, I started using it myself now... even might go for a freelance license for my job. Thx for the tip again.

Small request. Is it possible you can show the different maps of the sas module + mesh? I could learn a lot from just looking at it.

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Is it possible you can show the different maps of the sas module + mesh?.

Absolutely not! :P

horizon15.jpg

Definitely some things to point out.

First, I'm not going for photo-real on this project, more more of a middle ground stylized realism.

Secondly, there's a lot of wasted texture space there. That's not good. The game still loads the entire texture, so texture space that isn't used is just being wasted. Initially I had some more mesh details on the model so that could have used the space, but I decided to show it with the normal map instead. Normally in game dev, this entire rocket would be textured on a single texture sheet, like a 2048x2048 or 4096x4096. KSP doesn't work like that though. If I unwrapped all of the pieces to a single texture and saved that out for each part, every model piece would be loading a new instance of that texture, which is a huuuuuuuge memory drain. I really should add some mesh elements to the SAS module though, and fill in some of that texture space. About 1/5th of it is not being used :(

Thirdly, I'm sure you're thinking the wireframe looks wonky on the inner edge of the module. That's true. The reason for that is that I needed the extra edge loops around the main circumference of the mesh in order to smooth the silhouette, but that inner area didn't need as many edges since the silhouette isn't as visible. So to save about 100 triangles, those inner edges were merged.

Hope that helps! :D

The quality and detail of this is amazing o_0

You, sir, have got yourself a new fan.

Thanks Pwner! Glad you're liking it so far.

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Absolutely not! :P

horizon15.jpg

Definitely some things to point out.

First, I'm not going for photo-real on this project, more more of a middle ground stylized realism.

Secondly, there's a lot of wasted texture space there. That's not good. The game still loads the entire texture, so texture space that isn't used is just being wasted. Initially I had some more mesh details on the model so that could have used the space, but I decided to show it with the normal map instead. Normally in game dev, this entire rocket would be textured on a single texture sheet, like a 2048x2048 or 4096x4096. KSP doesn't work like that though. If I unwrapped all of the pieces to a single texture and saved that out for each part, every model piece would be loading a new instance of that texture, which is a huuuuuuuge memory drain. I really should add some mesh elements to the SAS module though, and fill in some of that texture space. About 1/5th of it is not being used :(

Thirdly, I'm sure you're thinking the wireframe looks wonky on the inner edge of the module. That's true. The reason for that is that I needed the extra edge loops around the main circumference of the mesh in order to smooth the silhouette, but that inner area didn't need as many edges since the silhouette isn't as visible. So to save about 100 triangles, those inner edges were merged.

Hope that helps! :D

Hey thx for giving a look into your work. Nice to see we have the "same method" of working.

I learned some valuable stuff from it. Ones I got nDo2, I could go crazy with normals, it opened a whole new level of creativity for me so thx for that amazing tip (ones again).

Also what I noticed is how great nDo2 creates amazing diffuse & specular map textures that look very much like the ones above. Also you use a "dirt" map on the specular, which I didn't think off yet.

Note: Screw empty spaces, don't worry about it too much. I have them too. If it would be a job, then that would be a different matter.

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  • 2 weeks later...

Just a heads up that this project is on hold for juuust a few weeks (about 5 more :( ). I'm currently on a contract job in Boston (I live in Texas), and I'm working a lot of overtime right now. I won't have much spare time to do anything on this. When I get back though, I'll be cranking out the rest of the textures and getting this out to the public :)

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Just a heads up that this project is on hold for juuust a few weeks (about 5 more :( ). I'm currently on a contract job in Boston (I live in Texas), and I'm working a lot of overtime right now. I won't have much spare time to do anything on this. When I get back though, I'll be cranking out the rest of the textures and getting this out to the public :)

That's understandable. RL commitments come first.

Can't wait to see this finished, it looks really good.

Any ideas on what will come after this?

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  • 10 months later...

A lot has happened since I left off, heh. My Boston contract was at Irrational Games, where I did some work on Bioshock Infinite. After returning home to Timegate Studios in Texas, we had issues with Aliens Colonial Marines and I was part of a layoff in December. In February, I got a job back at Turn10, working on Forza 5. Haven't had a ton of spare time as a result, but I have managed to complete the stage 3 engine cover and an extended payload fairing for the default station module. Seems there have been some great mods out there like the dynamic fairings mod, which kinda renders mine moot, but I'll be releasing it anyways.

horizon16.jpg

Working long hours at the office right now and having issues with all of the new KSP changes for part scripting, but I'll try to get this done soon. Thanks all.

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