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Showing results for tags 'texture'.
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I would really appreciate some finishing help on my tall 3D apartment building now, trying to get the stairs to the roof fixed (after that I'll try to add textures, 3d objects in rooms etc.). Almost all apartments complete, should pretty much only be few doors and windows missing (I can finish all windows/doors, but if you want to do it, please make it precise, compare it to the existing heights/values of doors/windows. Several of the values of the house are even after german industry standards lol I looked up some values on internet) Here you can access it via TinkerCAD (I made a private backup ofc) or you can download the .OBJ file here: https://ufile.io/22e301 TinkerCAD direct access here (free autodesk account required): https://www.tinkercad.com/things/ceERKh2TKIG-house-3-rich-basement-stairs/editv2?sharecode=4DLfWKNtrSbXf9rV-Ds0j7bQjSEemZBY_4TgGVNolw0= click here for free 3D view, walls made invisible for view (Sketchfab): -> -> -> -> -> -> https://skfb.ly/66oDY <- <- <- <- <- <- And ofc. we will share credits for this asset (I have an idea for an easteregg in the texture ) Setup will probably be like "as war started, all citizens abandoned the house and only left few things in it" (big furniture), also I'd say 5-10 apartments totally empty, like they hadn't found tenants yet. Each aparment will have small bathroom, small kitchen and bedroom (just like my old apartment had lol). WIP screenshot (not latest):
OXOTHNK posted a topic in ArchiveWhen I try to export my final Base_color texture, it exports not correctly, but in viewport all is ok. I have tried to use any formats(png, targa), but it didn't help. Pls help me to fix it.
Hey guys, ive got a problem with horrible and strong flickering on my textures in the game, especially in maps with bright sunlight! In darker maps or maps without sunlight, my whole picutre looks smooth,flawless, kinda like CSGO. Maybe a little bit aliasing and flickering of textures, which is totally normal. But when the sun starts to reflect on those objects, its like all my trees and grasses starting to dance with each other. I cant even see a difference between an enemy who is moving and those flicker parties in distance - no chance to spot...feeling like a big disadvantage, especially in bright and big maps. For example Chora,Kokan or Yehorivka in the sunny version. I cant spot anything or anyone with this issue. What is more, when i stand still, its still looks awful but nothing moves - no flickering at all. When i start moving or zooming ("breathing") , the flicker party begins. I searched and tested and tweaked for more than 20 hours by now and just cant get it right...i tried EVERY possible ingame setting, i tried 90% of nvidia control panel /inspector tweaking tips, i read hundreds of threads of people who have the same problem with flickering textures in a bunch of different games. Actually, its a common problem, but i never noticed it that hard like in squad. Somehow, i feel like my graphic card cant get AA to work right in Squad....its weird. No AA ist horrible flickering, FXAA, FXAA+TXAA and SMAA too. Smaa is the best of them, but still hard to play. JUST TXAA "freezes" all my textures, so my picture is totally smooth and chill but horrible blurry tho. My nvidia AA`s didint work either. Anistropic filtering, optimization, high quality filtering,max performance mode, single display...all of that didnt solve my problem. I even tried sweetfx, but the presets looked anything but "realistic" in my opinion and it was still flickering, just in a sharper and brighter way I cant downsample/upscale my resolution that much, because otherwise i loose my stable 50-70 FPS ingame. So, higher resolution cant do it for me. All i can afford (fps-wise) is 1.25 super sampling ingame. I really dont know what is going on. I watched tons of squad videos (even tho i know they are compromised) and 95% of them had a WAY smoother, "kinda flicker/Shimmer-free" picture - even in movements and in sunny maps. I hope you guys can help me Sorry, gotta improve my english as good as my squad graphics didnt wrote that much in a long as time, hope you guys can still understand my problem. My rig: i7 4790k 4,4 ghz evga gtx 980 4gb Vram with the newest driver (tried 3 or 4 different drivers) -> runs ingame with 1394 mhz Clock and about 2000-2600 vram, under 70° C 8 GB ram DDR3 1600 mhz Seagate HDD Barracuda (games) SSD (Windows) 850 be quiet psu ( i guess?) win 10 BenQ GL 2450 - 1080P Display 60 HZ
Hello everyone ! Let me first of all introduce myself, I am Romain, 28yo CG Supervisor for video game cinematics. I have recently worked on project like Halo 5, Grey Goo, Call of Duty ect... I am also member and founder of the ArmA section in the multigaming community =BoB= aka BreizhoO, I am pretty sure I have played with some of you guys on Squad or any other simulation game out there. I am new in the video game industry though, always worked with pre rendered cut scenes, and I have just started in the modelisation of some WWII era assets. Endgame being integrated those as a mod in Squad with Unreal Engine 4. Those assets are started : ( I will get some WIP renders later this week ) Opel Blitz - 80% KubelWagen - 70% Stielhandgranate - 100% Pak 38 - 90% STG 44 - 40% The list is quite long, and for now I am only working on this on my spare time. I will first focus on the firearm themselves, and then, when the SDK gets released, I will get the characters and vehicle up and running? I hope that we will be able to get the original rig, and reuse the game animation. I am also negotiating with the Milirary History Museum of Budapest to get my hand on some Axis and Allies outfit and gears and then 3D Scan them with my company hardware system to get ultra hight quality model, almost never seen in an Indie game before. Now, to get a bit more into details and to introduce the mod : It will be a partial game conversion using some existing asset and animation. Project name is : 1944 : La voie de la liberté. This is the road that goes from Utah Beach in Normandy to Bastogne in the East of France. Crossing Britanny, and Center of France to finish into those cold Ardennes valleys. Battlefield will be various, from the Libération of Sainte-Mère-Eglise, Carentan, Rennes, Anger, Le Mans, Verdun, Bastogne ect... The main idea is to develop a war frontline, with no compromise, extreme simulation, so extreme that gameplay would be left behind on some aspect. Difficulty and Inertia will be the keywords. No quick reload, if it takes 20 seconds for the crew to get in the Panzer 38 (t) then, 20 seconds it will take. MG Gunner will have less stamina than a simple rifleman, or according to his load. Emphasize ambush and transport more than Gun & Run Here are a few features we would like to showcase, via Scripting or Blueprints in UE 4 : - Drink & Stamina ( Drink coefficient is directly connected to the speed of Stamina regeneration. ) - Towing of Canon and light Artillery. - Troop transport, Opel Blitz, Half track, Light carrier ect.. - Light armored vehicles, M5 Stuart, Panzer 38 t. No Heavy Unit - Squad Based, FOB, rallypoint ( Squad ) - Massive non linear map based on actual location - Construction and Fortification ( Squad ) - Gear modification ( Tree branch for canon camouflage, sandbags ect... Men of War like ) - HQ and High Command ( Squad ) - Axis and Allies, Western Front conflict. - Inventory, micro gestion, ammo and drink canteen ( Men of War like ) - Vehicles Cargo ( ArmA like ) - Night and Day cycle ( If technically possible ) - Autobipod ( Red Orchestra like ) Everything announced is subject to changes, but the main idea is here. We will start with the basic features first, in order to get a prototype released no too long down the road. On the reference side, here are some and what we like from them : - Invasion 44 & Iron Front (mod ArmA) ''Speed pace and tactics'' - Resistance & Liberation ( mod Half Life ) ''Game overall concept and belt inventory'' - Men of War series ''Micro gestion and inventory'' - BattlegroundEurope WWII OL ''Game concept and scale and learning curve'' - Red Orchestra & Darkest Hour ''Game concept, and weapon behaviour and impact + bipod system'' - Project Reality ''Team based'' As you can imagine, this is a gigantic task that is in front of us. This is also why I offer to any volunteers to step up, we need 3D Artists, Texture Artists, Progammers, Level designer and Sound specialist. There is absolutely no obligation what so ever in therm of time to invest, if you just feel like modeling one gun and then leave, it is all good with us. If you feel like this is a project you like and want more responsability, then that is also totally fine. Everything is to be done, so if you like it, text me, and we will find you a task suited to your skills. If you have a showreel, or example of past work, please attach them to the discussion. Pipeline is as follow : 3D Modeling : 3dsmax or else for High & low poly. (We need high and low poly modelers, I can provide High meshes that just need retopo and UV's) Texturing : PBR Shader Substance Painter & Designer Photoshop Rigging : 3dsmax Game Engine: Epic Unreal Engine 4 I also have a possibility to purchase some good models on Turbosquid or CG Trader, I will activate a transparent paypal microdonation system to help. Everything will help, up to what you can and want to give, 100% of it will be used in the game purpose. This totally optionnal and is basically like a kickstarter to help us shorten some corners. Thanks for your support. =BoB=BreihzoO