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Subject: AgentSmith's texture gave me this idea...


Rayraz ( ) posted Thu, 06 March 2003 at 2:58 AM · edited Tue, 04 February 2025 at 3:53 AM

file_48923.jpg

I decided to try making a phototexture too.

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Rayraz ( ) posted Thu, 06 March 2003 at 3:02 AM

file_48924.jpg

And this is how it looks when I apply it to my favourite Alien. There's one porblem though. I get these blocky artefacts. I have aleady tried resmoothing the model at different settings but it doesn't seem to work. What am I doing wrong?

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Rayraz ( ) posted Thu, 06 March 2003 at 3:04 AM

porblem = problem

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AgentSmith ( ) posted Thu, 06 March 2003 at 4:13 AM

Have you tried scaling the texture up? AS

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AgentSmith ( ) posted Thu, 06 March 2003 at 4:23 AM

Yeah, I looked at/tweaked the texture, it's hard to see at 100%, with the naked eye, but there is a LOT of artifact blocking going on. Still, scaling the texture up should solve the problem. AS

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AgentSmith ( ) posted Thu, 06 March 2003 at 5:22 AM

file_48925.jpg

Here's a few different tweaks I did with your texture. I wrapped it Parametrically, repeat tiling, scaled up to 10%. The subtle differences in the figures are from tweaking the levels and such in the Material Lab. AgentSmith

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Rayraz ( ) posted Thu, 06 March 2003 at 8:13 AM

Cool. I'll try it out.

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Erlik ( ) posted Thu, 06 March 2003 at 12:11 PM

Rayraz, are the normals on your mesh unified? IE, do ones point in one direction and the others in another? Afentsmith, I have a feeling that the texture shows similar artifacts on your models. I zoomed in 400% in the browser and it appears they are there, but if they do, they are very small.

-- erlik


Erlik ( ) posted Thu, 06 March 2003 at 12:12 PM

Argh. Of course A_g_entSmith.

-- erlik


SevenOfEleven ( ) posted Thu, 06 March 2003 at 12:14 PM

Seems like you found some winners from the local "Iron Man" contest.


Rayraz ( ) posted Thu, 06 March 2003 at 12:41 PM

The artifacts I mean was the blocks wich are really clear on the zoom. Like the model isn't smoothed. It's perfectly smooth when I use a flat grey texture, but when I use an image it seems to be unsmoothed again. AS's scaling up didn't help to fix that.

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AgentSmith ( ) posted Thu, 06 March 2003 at 2:57 PM

Oh, sure pretty much any picture zoomed to 400% is going to show some un-perfect-ness. (I'm SO technical, lol) Rayraz, try the model with a different pic texture, see if you get the same result? Or, try wrapping the texture in a different way (object, world, etc.) AS

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Erlik ( ) posted Thu, 06 March 2003 at 4:55 PM

Yeah, Rayraz, try with a different texture. But the thing with a flat colour and the texture really makes me think that it's a problem on the model. I tried with Athens and a robot from Poser, and the texture works quite okay. So, if you have a program that can unify the normals, try that, too. Or, it occurs to me now, see if all the polygons are the same shape. Because the artifacts apparently don't reflect the light in the same way as the other polygons. BTW, similar problem with that half-textured polygons in the zoom happens in Poser when you import un-mapped model. AS, I was looking for the shape of the distortion that appears in the zoomed area of Rayraz's picture.

-- erlik


AgentSmith ( ) posted Thu, 06 March 2003 at 5:53 PM

This is cool, "unify normals", new to me. I'll have to research. I'm still learning that part of 3D. AS

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Ornlu ( ) posted Thu, 06 March 2003 at 6:43 PM

Another thing to note. The texture being used is not "seamless" per se. So if it's "tiled" on the model, where it overlaps on a curve, it might look strange too.


Rayraz ( ) posted Fri, 07 March 2003 at 4:53 AM

I used the unify option in Bryce. That didn't fix it. The Polygons are all welded together and they are all square. (But bryce triangulates the model at rendering) The model looks fine untill I apply an image as texture. Then it's blocky again. It might be the normals of the polygons that's the problem. Wich programs can fix that? I used different mapping modes, but I couldn't get the texture mapped as nice as that on AS's model. Alsways lot's of distortion. It always seems to be stretched on the y axis even when scaling it up on the y axis.

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Rayraz ( ) posted Fri, 07 March 2003 at 4:54 AM

The model itself is really clean. No big changes in polygon density. And no really distorted polygons.

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AgentSmith ( ) posted Fri, 07 March 2003 at 5:06 AM

Unify option in Bryce? As I turn my manual upside down and shake it. Where the heck is that? Where did ya get this alien? Is it a free download somewhere? I think your Bryce has become aware and is screwing with you, lol.

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Erlik ( ) posted Fri, 07 March 2003 at 5:38 AM

Rayraz, could you send me the model (if it's not five megabytes in size)? You can unify normals in Rhino, Cinema 4D ... I don't know whether Electric Image Universe can do that, because I don't understand that hybrid-Mac interface at all, but I suppose it can. Possibly TrueSpace can do unifying too. I'll have to install the Amapi 5.15 to see what it can do.

-- erlik


Rayraz ( ) posted Fri, 07 March 2003 at 5:47 AM

Unify option: Object attributes, little trangle at the top-right of the z-axis origin-codinates. It set's the rotation of the model to 0;0;0 without rotating the models back. I modelled the alien myself in Amapi 4. Already some time ago. I was thinking of maybe selling it in the Marketplace someday. But I can make an exception for you and e-mail it. What's your e-mail adress? (Both AS and Erlik) Can I use Lightwave 7 or C4D6 to unify the normals? And if I can, how does it work?

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Rayraz ( ) posted Fri, 07 March 2003 at 5:50 AM

The model is Bryce-posable, but some parts are names half-dutch half english, so the names might not always be logic to you. The model is colorcoded (using family's) and each family represents a different texture group. (Most important ones are yellow for the glass and grey for the metal.)

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Rayraz ( ) posted Fri, 07 March 2003 at 5:53 AM

I just remember, maybe it's not called unify, but set to unity. (sound more brycian) I'm not on my bryce-machine now, so I can't check it. I only have to go upstairs to my own PC to get the model, but I'm going to eat a bit now. It's lunchtime here.

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AgentSmith ( ) posted Fri, 07 March 2003 at 5:58 AM

agentsmith@renderosity.com I have a freeware program I'll run it through that is supposedly/supposed to correct some mesh problems. Try that and my Truespace. I have to crash right now, but I'll look at it asap when I get up. (3:57am here) AgentSmith

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Erlik ( ) posted Fri, 07 March 2003 at 6:02 AM

Sent an IM with the address. AFAI understand it, when you model, it may happen that some of the polygons point in a different direction. So, when you texture the model, the texture doesn't flow smoothly over the model. Unifiying normals means that all the polygons are pointed in one direction. Any correction welcome. I'd say that Lightwave 7 could do the unifiying. As to C4D, I suppose so, but I have R8 demo here.

-- erlik


AgentSmith ( ) posted Sat, 08 March 2003 at 8:19 AM

Hmmm...couldn't get the .obj you sent to load into; Bryce 4, Bryce 5, Poser 4, UVmapper Classic, or Truespace 3. Only UVMapper gives a clue to the error; "This OBJ file has no facet information" I got it to load into another program, but it's distorting the .obj I got at least one more program to (install and) try. AS

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Rayraz ( ) posted Sat, 08 March 2003 at 9:13 AM

I heard that from Erlik too. Something must have gone wrong when I tried to get teh file as small as possible. (export from bryce, import in lightwave, export again) I'll put the bryce-version up on some webspace later. I think I can unify the normals with the unify polygons option in Lightwave.

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AgentSmith ( ) posted Sat, 08 March 2003 at 9:19 AM

Also, would not load into Amorphium 1.0, ProgMesh 1.2, or Polytrans 2.2 So...maybe if you could strip all the textures out of the Bryce scene, .rar that up and send it? Would that work? AS

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Rayraz ( ) posted Sat, 08 March 2003 at 9:23 AM

I'll get a donwload-link for the model. You'll be able to download it later today.

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AgentSmith ( ) posted Mon, 10 March 2003 at 11:08 AM

file_48926.jpg

It's just a combination of reflected textures in the lower leg armor is all. I replaced the infinity's plane texture with a plain white one, blocky artifacts dissapeared, so your mesh is fine. Good news, for your mesh at least! AgentSmith

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Rayraz ( ) posted Tue, 11 March 2003 at 2:15 AM

Thanx for pointing that out. But what could be wrong with the ground-texture then? (Anoying when I can't stop asking things isn't it?) :)

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AgentSmith ( ) posted Tue, 11 March 2003 at 4:30 PM

file_48927.jpg

I've tried it with many different textures now, and it seems to come up with that same strange pattern pretty much every time. I'm guessing, but I don't think it is even anything wrong with the ground texture, it has to come down to the texture being reflected in a strange way off the shin. There may be nothing you can do about it. I'll keep messing with it, see if I can come up with anything. AgentSmith

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Rayraz ( ) posted Wed, 12 March 2003 at 2:11 AM

I'll keep messing with it too.

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