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Pomperi

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  1. Like
    Pomperi reacted to penE in DE_CACHE (new version)   
    Some of the stuff I did on cache :
     
    Some of the textures:
    In total there are 76 new textures being used in the final map  . I tried to match the look very closely to the existing cs:go content.






     

     
    Some props:

    And props for the skybox.

     
    I had to work extremely fast and efficient on these ones, as I had only something like two weeks to do it all, while it was the end of the term at university (with a lot of presentations, examns and all that). Still, it has been a lot of fun and I'm very proud of the output and the general map feels fantastic to walk in.
  2. Like
    Pomperi got a reaction from OrnateBaboon in Vertex normal script for Maya   
    Hi everyone!

    I just wanted to share a script I've done for Maya to quickly be able to set the vertex normals based on the face normals. I know there are a few ways to do this within native maya, as well as a few scripts, but I haven't been able to find one which averages the normals for verts shared by multiple selected faces. This can be quite annoying when setting up curved or round surfaces.



    For 3ds max there's a great script called GetVertNormalFromFace which does this. What mine does is essentially the same but in Maya. Just make a face selection of the faces you want to set the vert normals for and run the script.



    To run the script, just paste into the script editor as python and drag it to a shelf, or set it up as a hotkey


    Here's the script:


    # --------------------------------------------------------------------------------------- # - pompVertNormFaceAvg # # - Sets the vertex normals of a face selection, # averaging normals shared by multiple selected faces. # # # - by Pontus Karlsson 2013 (www.pomperi.com) # --------------------------------------------------------------------------------------- import maya.cmds as cmds faces = cmds.filterExpand(sm=34, ex=True) verts = cmds.ls((cmds.polyListComponentConversion(faces, ff=True, tv=True)), flatten=True) normals = [[], [], []] for v in verts: conFaces = cmds.ls(cmds.polyListComponentConversion(v, fv=True, tf=True), flatten=True) shaFaces = list(set(conFaces).intersection(set(faces))) faceNorm = cmds.polyInfo(shaFaces, fn=True) for normal in faceNorm: label, vertex, x, y, z = normal.split() normals[0].append(float(x)) normals[1].append(float(y)) normals[2].append(float(z)) x_avg = (sum(normals[0]) / len(shaFaces)) y_avg = (sum(normals[1]) / len(shaFaces)) z_avg = (sum(normals[2]) / len(shaFaces)) cmds.select(v) cmds.polyNormalPerVertex(xyz = (x_avg, y_avg, z_avg)) normals[:] = [[], [], []] cmds.select(cl=True)



    I hope someone finds it useful
  3. Like
    Pomperi got a reaction from -HP- in Smoothing groups   
    Whenever I do bevels for my lowpolys I use the regular bevels in maya that creates triangles in the corners. 
     

     
    This way each face has its own vertex corners, so that the bevel face will average between the flat surfaces. To set up the smoothing properly in this case, just smooth all the normals of the mesh. If you toggle the vertex normal display (Display>Polygons>Vertex Normal) you should get a result like this:
     

     
    You can see that all the smoothed faces have averaged vertex normals, which makes the whole thing look smudgy. The best approach imo to set up the vertex normals properly is to base them on the face normals of the big flat surfaces. The way I do this is by selecting all the faces i want to base my smoothing on.
     

     
    I then run a script that I posted here on mapcore () and it sets all the vert normals.
     

     
    This will give you a correct smoothing, which works well with baking as well as for objects where you can't bake down individual normal maps for supporting the smoothing.
     

     
    You should definitely check out the migNormalTools as HP pointed out. It has some really neat features, as well as a good interface for toggeling and controling the visibility of your normals
  4. Like
    Pomperi got a reaction from knj in Smoothing groups   
    Whenever I do bevels for my lowpolys I use the regular bevels in maya that creates triangles in the corners. 
     

     
    This way each face has its own vertex corners, so that the bevel face will average between the flat surfaces. To set up the smoothing properly in this case, just smooth all the normals of the mesh. If you toggle the vertex normal display (Display>Polygons>Vertex Normal) you should get a result like this:
     

     
    You can see that all the smoothed faces have averaged vertex normals, which makes the whole thing look smudgy. The best approach imo to set up the vertex normals properly is to base them on the face normals of the big flat surfaces. The way I do this is by selecting all the faces i want to base my smoothing on.
     

     
    I then run a script that I posted here on mapcore () and it sets all the vert normals.
     

     
    This will give you a correct smoothing, which works well with baking as well as for objects where you can't bake down individual normal maps for supporting the smoothing.
     

     
    You should definitely check out the migNormalTools as HP pointed out. It has some really neat features, as well as a good interface for toggeling and controling the visibility of your normals
  5. Like
    Pomperi got a reaction from Thrik in Vertex normal script for Maya   
    Hi everyone!

    I just wanted to share a script I've done for Maya to quickly be able to set the vertex normals based on the face normals. I know there are a few ways to do this within native maya, as well as a few scripts, but I haven't been able to find one which averages the normals for verts shared by multiple selected faces. This can be quite annoying when setting up curved or round surfaces.



    For 3ds max there's a great script called GetVertNormalFromFace which does this. What mine does is essentially the same but in Maya. Just make a face selection of the faces you want to set the vert normals for and run the script.



    To run the script, just paste into the script editor as python and drag it to a shelf, or set it up as a hotkey


    Here's the script:


    # --------------------------------------------------------------------------------------- # - pompVertNormFaceAvg # # - Sets the vertex normals of a face selection, # averaging normals shared by multiple selected faces. # # # - by Pontus Karlsson 2013 (www.pomperi.com) # --------------------------------------------------------------------------------------- import maya.cmds as cmds faces = cmds.filterExpand(sm=34, ex=True) verts = cmds.ls((cmds.polyListComponentConversion(faces, ff=True, tv=True)), flatten=True) normals = [[], [], []] for v in verts: conFaces = cmds.ls(cmds.polyListComponentConversion(v, fv=True, tf=True), flatten=True) shaFaces = list(set(conFaces).intersection(set(faces))) faceNorm = cmds.polyInfo(shaFaces, fn=True) for normal in faceNorm: label, vertex, x, y, z = normal.split() normals[0].append(float(x)) normals[1].append(float(y)) normals[2].append(float(z)) x_avg = (sum(normals[0]) / len(shaFaces)) y_avg = (sum(normals[1]) / len(shaFaces)) z_avg = (sum(normals[2]) / len(shaFaces)) cmds.select(v) cmds.polyNormalPerVertex(xyz = (x_avg, y_avg, z_avg)) normals[:] = [[], [], []] cmds.select(cl=True)



    I hope someone finds it useful
  6. Like
    Pomperi got a reaction from Kinky in Vertex normal script for Maya   
    Hi everyone!

    I just wanted to share a script I've done for Maya to quickly be able to set the vertex normals based on the face normals. I know there are a few ways to do this within native maya, as well as a few scripts, but I haven't been able to find one which averages the normals for verts shared by multiple selected faces. This can be quite annoying when setting up curved or round surfaces.



    For 3ds max there's a great script called GetVertNormalFromFace which does this. What mine does is essentially the same but in Maya. Just make a face selection of the faces you want to set the vert normals for and run the script.



    To run the script, just paste into the script editor as python and drag it to a shelf, or set it up as a hotkey


    Here's the script:


    # --------------------------------------------------------------------------------------- # - pompVertNormFaceAvg # # - Sets the vertex normals of a face selection, # averaging normals shared by multiple selected faces. # # # - by Pontus Karlsson 2013 (www.pomperi.com) # --------------------------------------------------------------------------------------- import maya.cmds as cmds faces = cmds.filterExpand(sm=34, ex=True) verts = cmds.ls((cmds.polyListComponentConversion(faces, ff=True, tv=True)), flatten=True) normals = [[], [], []] for v in verts: conFaces = cmds.ls(cmds.polyListComponentConversion(v, fv=True, tf=True), flatten=True) shaFaces = list(set(conFaces).intersection(set(faces))) faceNorm = cmds.polyInfo(shaFaces, fn=True) for normal in faceNorm: label, vertex, x, y, z = normal.split() normals[0].append(float(x)) normals[1].append(float(y)) normals[2].append(float(z)) x_avg = (sum(normals[0]) / len(shaFaces)) y_avg = (sum(normals[1]) / len(shaFaces)) z_avg = (sum(normals[2]) / len(shaFaces)) cmds.select(v) cmds.polyNormalPerVertex(xyz = (x_avg, y_avg, z_avg)) normals[:] = [[], [], []] cmds.select(cl=True)



    I hope someone finds it useful
  7. Like
    Pomperi got a reaction from Pampers in Vertex normal script for Maya   
    Hi everyone!

    I just wanted to share a script I've done for Maya to quickly be able to set the vertex normals based on the face normals. I know there are a few ways to do this within native maya, as well as a few scripts, but I haven't been able to find one which averages the normals for verts shared by multiple selected faces. This can be quite annoying when setting up curved or round surfaces.



    For 3ds max there's a great script called GetVertNormalFromFace which does this. What mine does is essentially the same but in Maya. Just make a face selection of the faces you want to set the vert normals for and run the script.



    To run the script, just paste into the script editor as python and drag it to a shelf, or set it up as a hotkey


    Here's the script:


    # --------------------------------------------------------------------------------------- # - pompVertNormFaceAvg # # - Sets the vertex normals of a face selection, # averaging normals shared by multiple selected faces. # # # - by Pontus Karlsson 2013 (www.pomperi.com) # --------------------------------------------------------------------------------------- import maya.cmds as cmds faces = cmds.filterExpand(sm=34, ex=True) verts = cmds.ls((cmds.polyListComponentConversion(faces, ff=True, tv=True)), flatten=True) normals = [[], [], []] for v in verts: conFaces = cmds.ls(cmds.polyListComponentConversion(v, fv=True, tf=True), flatten=True) shaFaces = list(set(conFaces).intersection(set(faces))) faceNorm = cmds.polyInfo(shaFaces, fn=True) for normal in faceNorm: label, vertex, x, y, z = normal.split() normals[0].append(float(x)) normals[1].append(float(y)) normals[2].append(float(z)) x_avg = (sum(normals[0]) / len(shaFaces)) y_avg = (sum(normals[1]) / len(shaFaces)) z_avg = (sum(normals[2]) / len(shaFaces)) cmds.select(v) cmds.polyNormalPerVertex(xyz = (x_avg, y_avg, z_avg)) normals[:] = [[], [], []] cmds.select(cl=True)



    I hope someone finds it useful
  8. Like
    Pomperi got a reaction from knj in Vertex normal script for Maya   
    Hi everyone!

    I just wanted to share a script I've done for Maya to quickly be able to set the vertex normals based on the face normals. I know there are a few ways to do this within native maya, as well as a few scripts, but I haven't been able to find one which averages the normals for verts shared by multiple selected faces. This can be quite annoying when setting up curved or round surfaces.



    For 3ds max there's a great script called GetVertNormalFromFace which does this. What mine does is essentially the same but in Maya. Just make a face selection of the faces you want to set the vert normals for and run the script.



    To run the script, just paste into the script editor as python and drag it to a shelf, or set it up as a hotkey


    Here's the script:


    # --------------------------------------------------------------------------------------- # - pompVertNormFaceAvg # # - Sets the vertex normals of a face selection, # averaging normals shared by multiple selected faces. # # # - by Pontus Karlsson 2013 (www.pomperi.com) # --------------------------------------------------------------------------------------- import maya.cmds as cmds faces = cmds.filterExpand(sm=34, ex=True) verts = cmds.ls((cmds.polyListComponentConversion(faces, ff=True, tv=True)), flatten=True) normals = [[], [], []] for v in verts: conFaces = cmds.ls(cmds.polyListComponentConversion(v, fv=True, tf=True), flatten=True) shaFaces = list(set(conFaces).intersection(set(faces))) faceNorm = cmds.polyInfo(shaFaces, fn=True) for normal in faceNorm: label, vertex, x, y, z = normal.split() normals[0].append(float(x)) normals[1].append(float(y)) normals[2].append(float(z)) x_avg = (sum(normals[0]) / len(shaFaces)) y_avg = (sum(normals[1]) / len(shaFaces)) z_avg = (sum(normals[2]) / len(shaFaces)) cmds.select(v) cmds.polyNormalPerVertex(xyz = (x_avg, y_avg, z_avg)) normals[:] = [[], [], []] cmds.select(cl=True)



    I hope someone finds it useful
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