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Re: Rainbow Six: Siege Models Thread

Posted: Tue May 25, 2021 5:37 pm
by dekiroz
floxay wrote: Tue May 25, 2021 5:30 pm
dekiroz wrote: Tue May 25, 2021 4:50 pm got thunderbird

head 355091298469
body 355091301418
full list for thunderbird;
33154480716 - holster - mesh
91271895122 - eye and mouth - mesh
222131100149 - thunderbird body - mesh
326388231464 - thunderbird head - mesh
326388231503 - thunderbird helmet - mesh
357483124940 - kona station base - mesh
365163784835 - kona station ammo/pill holder - mesh

UHD textures will be available when the patch drops on live
fastest man alive

Re: Rainbow Six: Siege Models Thread

Posted: Wed May 26, 2021 3:15 am
by dekiroz
mozzie elite eyes and mouth 91271895122
mozzie elite head 183055478256
mozzie elite hat 337222633581
mozzie elite body 337222584245
mozzie elite holster 33154480716

iq cragswoman eyes and mouth 91271895122
iq cragswoman head 259207030492
iq cragswoman hair 355125587113
iq cragswoman body 64744913349
iq cragswoman holster 33154480716

lion elite eyes and mouth 91271895122
lion elite head 337222636151
lion elite hair 337222639053
lion elite body 337222639235
lion elite holster 33154480716

nomad subsister eyes and mouth 91271895122
nomad subsister head 147616584438
nomad subsister hair 338395670709
nomad subsister body 338395670817

Re: Rainbow Six: Siege Models Thread

Posted: Wed May 26, 2021 10:58 am
by floxay
Hey Custard would you mind helping cleaning up the nodes for this or do you have a proper nodegroup for it? The nodes are :ninja:
Also I wanna combine the normals into one texture (so no need for the mask and nodes again at a later time) but no idea how to :c

Image

Re: Rainbow Six: Siege Models Thread

Posted: Thu May 27, 2021 12:47 am
by Tushkan
floxay wrote: Sun May 23, 2021 4:14 am I'm pretty sure it's the Y (green) that needs to be flipped when converting between opengl and dx
also blue is completely lost so you either need to recalculate it, flip it or fill it with white/1
Your assumption about Y axis is correct. DX has it's upper left corner as zero, while GL has it's lower left corner. So their Y axis normal coordinates point in opposite directions.
Your idea to fill z coord with 1 is not particularly good. This will lead to normal's flattening. x,y and z should produce a vector that is exactly 1.0 in length. so you can express it as 1.0 = sqrt(x^2+y^2+z^2) To reconstruct z from x and y you simply have to do z=sqrt(1-x^2-y^2). This stuff is present in my example file along with scripts. Ubi seems to do this a bit trickier but ovarell the result should be the same. BTW, here are a couple of vert shader functions I have stumbled upon:

Code: Select all

#define BlendOverlayf(base, blend) 	(base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))

half3 DecompressRawDetail( half3 vNormal )
{
    // Assume that all normals are in DXN (ignore the Z)
    vNormal.xy = -vNormal.xy * 2 + 1;
    vNormal.z = sqrt( 1.0f - saturate(dot( vNormal.xy, vNormal.xy )) );

    // The output normal is signed, but may not be normalized depending on texture values and BumpScale
    return vNormal;
}

half3 BlendDetailMap(half3 _baseNormal, half4 rawDetail)
{ 
    _baseNormal.z += 1;
    half3 detail = DecompressRawDetail(rawDetail.rgb);
    half3 r = _baseNormal * dot(_baseNormal, detail) - detail * _baseNormal.z;
    return normalize(r);

}

float2x2 RotationMatrix(float rotation)  
{  
    float c = cos(rotation);  
    float s = sin(rotation);  
 
    return float2x2(float2(c, -s), float2(s ,c));  
}

Re: Rainbow Six: Siege Models Thread

Posted: Thu May 27, 2021 1:21 am
by floxay
Tushkan wrote: Thu May 27, 2021 12:47 am Your assumption about Y axis is correct. DX has it's upper left corner as zero, while GL has it's lower left corner. So their Y axis normal coordinates point in opposite directions.
Your idea to fill z coord with 1 is not particularly good. This will lead to normal's flattening.
I understand that but the 'flattened' looks 'more correct' most of the time with the original mesh normal data is missing, also thank you for the funcs =)

Re: Rainbow Six: Siege Models Thread

Posted: Thu May 27, 2021 5:38 am
by Custard
floxay wrote: Wed May 26, 2021 10:58 am Hey Custard would you mind helping cleaning up the nodes for this or do you have a proper nodegroup for it? The nodes are :ninja:
Also I wanna combine the normals into one texture (so no need for the mask and nodes again at a later time) but no idea how to :c

Image
Huh, well I'm happy to have a look but I don't think there's a lot I can help you with Floxay. You seems as good or better than me about the materials. For consolidating normal map texture the Cycles baker should make this very easy, it's a method I've used often in my own assets creation at the end to make it a bit of cleaner package.

Not sure if you've done bakiung in Blender before but here's the process. You can ask the baker to take the final state of the normal map as applied to the mesh and put that on a texture for you.

- Go into the shader you want to get processed normal map of.
- Add a new image texture node. This isn't going to be plugged into anything it's going to serve as the target image to bake to, as such it is important that this one be in a 'selected' state when you hit bake. That means it's the node with a highlight around it that you've clicked on last.
- Make a new texture there by pressing new, make the resolution correct and for normal you'd probably want no alpha and 32 bit float.
- Set the color space of that image node to non-color. The color space setting on the node affects the bake result.
- Go Render Properties tab, with it set to Cycles. Change render sampling to 1 sample. In the case where the baker isn't actually taking input from lighting then 1 sample is as good as 1 million sample, but it still wastes time generating as many samples as you set there.
- Down in the same Render Property tab can be found the Bake section. Set bake type to "Normal" and chose margin. Setting a very high margin counts as infinite dilation basically, and low margin + clear image will fill flat normal color between islands.
- Then, with your target image node selected and the object itself still selected hit bake and it should give you out the perfect consolidated normal map.

If the object has multiple shaders on it there will be a message saying no selected image in those other shaders, which is ignorable, OR you may accidentally had an image still selected in one of those other shaders, in which case it probably give a circular dependency error as it tries to bake onto a texture that's already being used by the shader.

Then in image editor section in Blender visual confirm the results and save the image out. If you start adding stuff like modifiers or mesh edit it can end up adding artifacts to the output, but otherwise the results always seem perfect to me. Not like the baking pains you might get when doing high-to-low poly and worrying about cages and rays and all that.

Re: Rainbow Six: Siege Models Thread

Posted: Thu May 27, 2021 3:37 pm
by floxay
Custard wrote: Thu May 27, 2021 5:38 amFor consolidating normal map texture the Cycles baker should make this very easy, it's a method I've used often in my own assets creation at the end to make it a bit of cleaner package.
I feel like I'm missing something here, the baked normal has no details at all, prolly my nodes, imma watch some blender tutorials, anyway thx for the help Custard
(as for the nodes, i cleaned them up so ig it's OK now)

EDIT: not sure what happened, made a new blend file and it just worked.. :roll: now I have a detail normal map for thunderbird's helmet which plugged into your shader's detail normal input works perfectly, I still need to clean it up and add a few things but it's looking good (for portability)

Re: Rainbow Six: Siege Models Thread

Posted: Fri May 28, 2021 3:04 am
by Custard
floxay wrote: Thu May 27, 2021 3:37 pm
Custard wrote: Thu May 27, 2021 5:38 amFor consolidating normal map texture the Cycles baker should make this very easy, it's a method I've used often in my own assets creation at the end to make it a bit of cleaner package.
I feel like I'm missing something here, the baked normal has no details at all, prolly my nodes, imma watch some blender tutorials, anyway thx for the help Custard
(as for the nodes, i cleaned them up so ig it's OK now)

EDIT: not sure what happened, made a new blend file and it just worked.. :roll: now I have a detail normal map for thunderbird's helmet which plugged into your shader's detail normal input works perfectly, I still need to clean it up and add a few things but it's looking good (for portability)
The Blender baker use advanced algorithms to determine when to output blank result. The square root of the wind direction and temperature at Schiphol Airport in Amsterdam divided by your Blender version number was probably odd in the last decimal place and Luna was passing it's aphelion point so I don't know why you would have expected it to work at that time.

Re: Rainbow Six: Siege Models Thread

Posted: Fri May 28, 2021 3:41 am
by floxay
Custard wrote: Fri May 28, 2021 3:04 am The Blender baker ...
... crashes most of the time when I try to bake normals using nodegroups (:, if it's not in a group everything is fine.. anyways here's the helmet in Cycles after all this... worth it i guess
Image

Re: Rainbow Six: Siege Models Thread

Posted: Fri May 28, 2021 8:30 am
by Custard
Looks good I'd wear it. I see this time around Ubi has gone with the old faithful 'don't bother' method of making a visor appear capable of being seen through. Not that the metalness 1 of the SSG headgears or alpha transparency of those football number masks were particularly better looking. Game engine showing it's limits I suppose.

By the way that eye in your render looks like the official eye, did you actual manage to assemble a shader for it?

Re: Rainbow Six: Siege Models Thread

Posted: Fri May 28, 2021 8:58 am
by MaZTeR
Custard wrote: Thu May 27, 2021 5:38 am
floxay wrote: Wed May 26, 2021 10:58 am Hey Custard would you mind helping cleaning up the nodes for this or do you have a proper nodegroup for it? The nodes are :ninja:
Also I wanna combine the normals into one texture (so no need for the mask and nodes again at a later time) but no idea how to :c

Image
Huh, well I'm happy to have a look but I don't think there's a lot I can help you with Floxay. You seems as good or better than me about the materials. For consolidating normal map texture the Cycles baker should make this very easy, it's a method I've used often in my own assets creation at the end to make it a bit of cleaner package.

Not sure if you've done bakiung in Blender before but here's the process. You can ask the baker to take the final state of the normal map as applied to the mesh and put that on a texture for you.

- Go into the shader you want to get processed normal map of.
- Add a new image texture node. This isn't going to be plugged into anything it's going to serve as the target image to bake to, as such it is important that this one be in a 'selected' state when you hit bake. That means it's the node with a highlight around it that you've clicked on last.
- Make a new texture there by pressing new, make the resolution correct and for normal you'd probably want no alpha and 32 bit float.
- Set the color space of that image node to non-color. The color space setting on the node affects the bake result.
- Go Render Properties tab, with it set to Cycles. Change render sampling to 1 sample. In the case where the baker isn't actually taking input from lighting then 1 sample is as good as 1 million sample, but it still wastes time generating as many samples as you set there.
- Down in the same Render Property tab can be found the Bake section. Set bake type to "Normal" and chose margin. Setting a very high margin counts as infinite dilation basically, and low margin + clear image will fill flat normal color between islands.
- Then, with your target image node selected and the object itself still selected hit bake and it should give you out the perfect consolidated normal map.

If the object has multiple shaders on it there will be a message saying no selected image in those other shaders, which is ignorable, OR you may accidentally had an image still selected in one of those other shaders, in which case it probably give a circular dependency error as it tries to bake onto a texture that's already being used by the shader.

Then in image editor section in Blender visual confirm the results and save the image out. If you start adding stuff like modifiers or mesh edit it can end up adding artifacts to the output, but otherwise the results always seem perfect to me. Not like the baking pains you might get when doing high-to-low poly and worrying about cages and rays and all that.
I have found combining two normal maps and then baking those on Blender gives bad results, as seen in my old Shadow of the Tomb Raider models on DeviantArt, for example, the lack of sub-surface scattering on lips. I'd rather use something like Photoshop and CrazyBump to combine multiple normal maps.

I followed this guide and it instantly gave me better results (Photoshop only):
https://www.youtube.com/watch?v=t8jvroWSCBU

Re: Rainbow Six: Siege Models Thread

Posted: Fri May 28, 2021 9:23 am
by floxay
Custard wrote: Fri May 28, 2021 8:30 am By the way that eye in your render looks like the official eye, did you actual manage to assemble a shader for it?
It is the official eye with the mouth yes, I just played around with an older eye diffuse Luxox left us :mrgreen:

MaZTeR wrote: Fri May 28, 2021 8:58 am I have found combining two normal maps and then baking those on Blender gives bad results
I'm pretty sure that is fixable and just a matter of figuring out the correct node and bake workflow for it. I, personally, will definitely never go with the PS method, it looks like a pain in the ass sadly, I'd rather just fix the normals in blender (if they are actually broken which doesn't seem to be the case for me, rn just doing the mixrgb 0.5 mix and normal strength on 2, it seems to work i guess?)

Re: Rainbow Six: Siege Models Thread

Posted: Fri May 28, 2021 12:25 pm
by Custard
MaZTeR wrote: Fri May 28, 2021 8:58 am I have found combining two normal maps and then baking those on Blender gives bad results, as seen in my old Shadow of the Tomb Raider models on DeviantArt, for example, the lack of sub-surface scattering on lips. I'd rather use something like Photoshop and CrazyBump to combine multiple normal maps.

I followed this guide and it instantly gave me better results (Photoshop only):
https://www.youtube.com/watch?v=t8jvroWSCBU
We can consider that combining normals map in Blender is an ambiguous action. Baking is by-the-by, cashing in of whatever work you've already done with the nodes. That work can be mixing normals with a MixRGB node in 3 seconds, or running them through a series of math nodes based on a presumably 'correct' method.

It was no long since I took the time to research the subject and get myself such a node group. I read a few papers and threads of the subject, and tried about 5 different node groups. They all either made mistakes that made the situation worse due to too little field testing or were imperceptible from a simple overlay mix, until the last one. As soon as I plugged in the last one I could see how overlay was inferior, the advanced method made the overlay look slightly blurry or flattened.

I will link it here so that you can use it if you want to and see if you like it. An empty .blend file with the node group for appending from. Of course using it without bothering to bake or combine any textures is the most convenience method of all.

https://mega.nz/file/SpgUhCIL#peMAl4OOj ... PaRIEXif6Q

Re: Rainbow Six: Siege Models Thread

Posted: Fri May 28, 2021 1:00 pm
by MaZTeR
floxay wrote: Fri May 28, 2021 9:23 am
Custard wrote: Fri May 28, 2021 8:30 am By the way that eye in your render looks like the official eye, did you actual manage to assemble a shader for it?
It is the official eye with the mouth yes, I just played around with an older eye diffuse Luxox left us :mrgreen:

MaZTeR wrote: Fri May 28, 2021 8:58 am I have found combining two normal maps and then baking those on Blender gives bad results
I'm pretty sure that is fixable and just a matter of figuring out the correct node and bake workflow for it. I, personally, will definitely never go with the PS method, it looks like a pain in the ass sadly, I'd rather just fix the normals in blender (if they are actually broken which doesn't seem to be the case for me, rn just doing the mixrgb 0.5 mix and normal strength on 2, it seems to work i guess?)
You can make a macro that does all of that in an instant.

Plus, it makes the texture work outside Blender.

Re: Rainbow Six: Siege Models Thread

Posted: Fri May 28, 2021 1:04 pm
by MaZTeR
Custard wrote: Fri May 28, 2021 12:25 pm
MaZTeR wrote: Fri May 28, 2021 8:58 am I have found combining two normal maps and then baking those on Blender gives bad results, as seen in my old Shadow of the Tomb Raider models on DeviantArt, for example, the lack of sub-surface scattering on lips. I'd rather use something like Photoshop and CrazyBump to combine multiple normal maps.

I followed this guide and it instantly gave me better results (Photoshop only):
https://www.youtube.com/watch?v=t8jvroWSCBU
We can consider that combining normals map in Blender is an ambiguous action. Baking is by-the-by, cashing in of whatever work you've already done with the nodes. That work can be mixing normals with a MixRGB node in 3 seconds, or running them through a series of math nodes based on a presumably 'correct' method.

It was no long since I took the time to research the subject and get myself such a node group. I read a few papers and threads of the subject, and tried about 5 different node groups. They all either made mistakes that made the situation worse due to too little field testing or were imperceptible from a simple overlay mix, until the last one. As soon as I plugged in the last one I could see how overlay was inferior, the advanced method made the overlay look slightly blurry or flattened.

I will link it here so that you can use it if you want to and see if you like it. An empty .blend file with the node group for appending from. Of course using it without bothering to bake or combine any textures is the most convenience method of all.

https://mega.nz/file/SpgUhCIL#peMAl4OOj ... PaRIEXif6Q
A complex math node is really the only way to get the normal maps look correct if you know what you are doing. However, it's way out of my league.

Mix RGB adds too much noise and blur to the texture in my opinion.