Need help texturing

zastelszastels Join Date: 2003-11-29 Member: 23731Members
edited March 2012 in Mapping
<div class="IPBDescription">Looks like a blend of 1998 and 2012</div>Alright so problem I have is that there is no "treat as one" for texturing, however I'm starting to think maybe that wouldn't fix the problem I have. The problem is that my geometry is too blocky looking and not smooth.

<a href="http://i.imgur.com/dAI6n.jpg" target="_blank">http://i.imgur.com/dAI6n.jpg</a>

I've tried texturing the wall with a texture I made of a solid colour, and it still looked blocky, so that is why I do not think 'treat as one' will fix my problem. Did I maybe do this wrong? Am I going to have to model a hallway like this to have it look right?

The hallway is very early concept, I'm only worried about removing the blocky look right now.

edit: here is a pic with lines enabled

<a href="http://i.imgur.com/YzJBn.jpg" target="_blank">http://i.imgur.com/YzJBn.jpg</a>

Comments

  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    edited March 2012
    Nice coridor!

    I have the same problem on similar shapes as well. I think the problem lies in fact, that Spark doesn't make smooth shading for brushwork. For example, in Source's Hammer you can select adjacent faces and add them in smoothing group and they will be rendered with nice transition.

    Because I can't explain this better with my crappy english, I will direct you to <a href="http://en.wikipedia.org/wiki/Shading#Smooth_shading" target="_blank">Wikipedia</a> for explanation.
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    Yes I'm suspect of smoothing as well.

    I guess what this comes down to is, can this be fixed before 1.0? I'd hate to launch my map looking this way, I'd rather go in another direction instead of waiting.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    edited March 2012
    I have no idea if smooth shading is going to be implemented, but my guess is that it isn't. I think this is a question for Max.

    Only viable solution right now is to model your curvy pieces in external program (3DS Max) and use them as props. But no idea if there still be smooth shading carried over from that program. I have no idea how this works, but assuming from current pipe props there should be some smoothing.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    Right, Spark would need smoothing groups or this scene to look its best. Model pling it is a very extensive workaround, if you're up to it.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Smoothing groups is something that will probably be added, but not in the near future.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    Very nice work, I'd love to see more :-)
  • john_bjohn_b Join Date: 2011-03-10 Member: 85608Members
    I have this problem as well, I thought it was something I did wrong but apparently not

    oh well, we'll just have to wait until after release before the SDK gets much needed upgrades/features to make our maps look better.

    you can always leave it like that and update it later when the feature gets added.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    Personally the gradients don't shock me that much. I understand you are looking for a smooth feel, and because of this, it feels weird to you. It is part of expressing what is possible in the limits of the technology.

    It is very different, but that screen reminded me a scene from this, not for the faint of heart, movie.

    <img src="http://1.bp.blogspot.com/-XQ1oO9003ak/TrvzeFfy_UI/AAAAAAAAA-g/L2aJ-IjHR_s/s1600/HolyMountain07.png" border="0" class="linked-image" />
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    It's funny because models can suffer from too much smooth shading to the point they lose depth and hard edges, unless its down to a shader setting?
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=1917283:date=Mar 25 2012, 02:05 AM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Mar 25 2012, 02:05 AM) <a href="index.php?act=findpost&pid=1917283"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally the gradients don't shock me that much. I understand you are looking for a smooth feel, and because of this, it feels weird to you. It is part of expressing what is possible in the limits of the technology.

    It is very different, but that screen reminded me a scene from this, not for the faint of heart, movie.

    <img src="http://1.bp.blogspot.com/-XQ1oO9003ak/TrvzeFfy_UI/AAAAAAAAA-g/L2aJ-IjHR_s/s1600/HolyMountain07.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->


    Please tell me this is The Holy Mountain. The movie of nightmares.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    edited March 2012
    That is indeed The Holy Mountain.
  • BiglinesBiglines Join Date: 2003-12-07 Member: 24094Members, Constellation
    In case normal maps can be applied to world textures, you could possibly model such an area in blender or 3dsmax, and export a baked smooth normal map to the texture. It's not perfect but it might smooth stuff out a bit better.
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