24 May 2024 |
zoura3025 | Bobbens speedrunning killing Naev's optimization (too many vertecies) | 10:08:39 |
bobbens | The models are actually really really bad for rendering. They have waaaay too many polygons and such, but since they're rendered small, and most of the screen is not 3D objects, it actually works out surprisingly well 🙂 | 10:15:59 |
zoura3025 | 🤔 | 10:19:55 |
zoura3025 | If I knew how to export models with textures I'd volunteer to try simplifying things | 10:20:17 |
bobbens | they probably need a complete remake, since they were designed sort of using a CAD process instead of a modelling process | 10:20:44 |
bobbens | as in, they are clusters of intersecting modified primitives instead of an actual outter mesh | 10:20:56 |
bobbens | za'lek ships are the same | 10:48:16 |
bobbens | the neutral / empire ships were designed for vegastrike, so with 3D in mind from the beginning and are extremely low poly and nice | 10:48:33 |
bobbens | texturing there is also really good | 10:48:41 |
26 May 2024 |
bobbens | Welp, looks like all the Sirius ships are going to have to be remade. Even if I somehow was able to import them into modern blender and export to gltf, they use displacement maps which our renderer doesn't support :/ | 12:24:07 |
uncombed_coconut | Oof. | 12:24:25 |
bobbens | On the plus side, all the Soromid / Za'lek / Thurion (minus Za'lek Demon) are imported fine 🙂 | 12:25:04 |
bobbens | dr_viktor You wouldn't happen to have some spare time to work on modelling missing ships or ships we can't import well? 🙂 ATM, it's Sirius ships + Heavy Drone + Za'lek Demon (still have to try to import others) | 12:25:30 |
bobbens | the Peacemaker is also giving trouble, but it should be solvable with a bit of model editing | 12:25:45 |
bobbens | Other modelling volunteers also welcome 🙂 | 12:29:41 |
theelerd | There should be a way to bake the displacement map into the model or at least to convert it to a normal map, right? | 12:29:48 |
bobbens | Yes, theoretically it should be possible. However, trying to fix the model update and artefacts to get it orking, then figuring out the baking is probably more work than redoing it. At least the base of the model is fine, although it's very primitive without the displacement stuff working well | 12:31:14 |
theelerd | I'll try to figure things out when I'm back from work. Not promising anything will work out | 12:35:54 |
bobbens | Cool, I can provide blends if I'm still awake (although the original blend is in the naev-artwork repo) | 12:37:03 |
bobbens | I'll stick to my plan of trying to pick up all the low hanging fruits. Still a few models that can be imported with relatively little work | 12:38:02 |
bobbens | If anyone wants to test the 3D ships, they're all in the https://github.com/naev/gltf_models plugin that works in nightly. All ships should be "final"ish, so report anything that looks off 🙂 | 12:39:54 |
bobbens | * If anyone wants to test the 3D ships, they're all in the https://github.com/naev/gltf_models plugin that works in nightly. All 3D ships in the plugin should be "final"ish, so report anything that looks off 🙂 | 12:40:13 |
dr_viktor | I tried to create a new model for the Demon. I don't like what I did so far, though. | 14:37:52 |
theelerd | Can you show us the WIP? maybe our views will help unlock some ideas | 14:39:05 |
dr_viktor | I'll try to make the layout similar to the existing sprites. | 14:51:10 |
bobbens | I'm a fan of the current model, shame it never made it into the repo | 14:59:55 |
dr_viktor | Download demon01.png | 15:54:10 |
dr_viktor | Download demon02.png | 15:54:11 |
dr_viktor | Now I have something that I need to stick together in some way. | 15:54:11 |
theelerd | Sorry. I tried figuring things out but I'm not even sure where to start. I looked into Divinity, for example. At first glance it looks simple enough, but the shader graph is weird. I don't think I'm savvy enough for this | 18:00:28 |