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Skyline Forums • View topic - Quixel Suite Profile Model?
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Quixel Suite Profile Model?

Re: Quixel Suite Profile Model?

Postby SolarPortal » 09 Feb 2015, 10:37

ok well done :)



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Re: Quixel Suite Profile Model?

Postby StarFire » 09 Feb 2015, 17:20

@Pirate Myke, I have played with the lamp and tried to get an night time atmospheric scene on a terrain. This has shown up a few issues with the terrain materials and the Ubre shader.

This week is a bit busy but I will plan some time to work on the terrain material to give it multilight and fix up the transparency issue with the other shaders.

If you can work with the temp fix for now, until we can get the other problems sorted. We will keep you upto date with the progress.

Thank you for your patience :D
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Re: Quixel Suite Profile Model?

Postby Pirate Myke » 10 Feb 2015, 00:10

Yes, I can wait. No problem, I have no time frame for anything, but understanding and learning what it takes to get models working in the store for people with out any hassle.

I mostly model real world stuff, no organics (Not enough practice or a good idea), and custom work per request from clients.
Can rig and animate the organic stuff, but still need to understand the engine and the mechanics to get it done proper.

I do want to have animated models to be offered with a basic script to make them function for the buyers. I don't really see issues there, just me learning the procedure.

Anyway of having a mesh be consider static like the terrain without the use of advanced or dynamic physics, or spraying them as in the terrain editor? Things like flags, and wires on utility polls, unmovable machines with working parts, like bridge cranes and stuff like that. Building with multiple stories in them with stairs that the player and NPC can navigate.

Obviously applying mesh physics to a bunch of these kinds of objects will take a toll on performance. Better to split them up into static and animated parts and combine in the level? Or just skin and use bone animation to make them happen? which will also be taxing on a populated map.

Seems everyone wants the universe on there maps. I don't like to sacrifice round surfaces for the 4 sided pole, or 20 sided wheels, so it is a matter of a happy medium for all and being realistic to the capabilities of the engine. Which is what I like to understand, so I can stop them before they go overboard.

Mostly what I do is prep meshes to be inserted into game engines. So understanding what I can do, make it easy for me to be able to say yes or no to there requests.

I have a problem finding that happy medium between full transparency and being able to actually see the dust and finger smudges that would be on a glass surface. I am sure it just boils down to my inexperience. but I find the same in most engine with Directx 9, its all or none most of the time and hard to get a realistic result.

I am getting into the shaders right now to understand adding the different techniques and passes I can apply, to get all the stuff going.

So keep on you work flow plans, it seems to be working, and you have a bunch of features, I still need to check out anyway.

Thanks.
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Re: Quixel Suite Profile Model?

Postby SolarPortal » 11 Feb 2015, 13:25




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Re: Quixel Suite Profile Model?

Postby Pirate Myke » 11 Feb 2015, 17:20

Cool, Thanks.

Some video of a scene should be posted today. Have to get permission to post it first. This will show the direction that this client is heading for.
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