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View Full Version : Superspecular soft edges tutorial chapter 1


pablobox
09-26-2009, 08:01 PM
Tutorial to improve Shading of your low poly models and get rid of hard edges or surfaces that heavy depend upon normalmapping.
It will introduce techniques i use that makes normalmapped model looks better.
Tutorial for Superspecular soft edges (http://deadlineproof.com/model-shading-techniques-soft-edge-superspecular/)
http://deadlineproof.com/wp-content/uploads/2009/gallery/m16.jpg
tecniques i used on this model to let it perform good edge specularity without normalmap smoothing group with only a normal shader with some reflections to show the precision of shading(no bumps or deformations) compared to other unique smooth groups models.

acapulco
09-27-2009, 12:13 PM
After finding out how to edit the normals and how to get them where you wanted them to be, what is kinda left out in your tutorial I have to say that this is awesome!
It looks really good and without smoothing groups is really cool! Thanks!

pablobox
09-27-2009, 01:36 PM
Thanks.
After some good feedback i received now i'm changing all my script to use this workflow.I just come with some ideas to finish the one button script that apply all automatically to whatever mesh.It's really hard to do due to many script limitation on edit normals.
Sorry about Edit Mesh -> Edit Normal mistake i have fixed it.


Please if you like it leave comments also on site maybe with links to images of your models you will do with this technique.

pablobox
09-27-2009, 09:35 PM
I have added a video to the tutorial hoping it will be more clear. Superspecular soft edge videotutorial (http://deadlineproof.com/model-shading-techniques-soft-edge-superspecular/)
If you make something using this technique send me an image with your name and homepage link so i can upload it in next tutorial on the subject.
For who wants to help me with the script to fix whatever model with one button in one second can contact me on skype looking for pablobox .

Draxxuss
09-27-2009, 10:23 PM
works pretty good. seems to be a great trick for architectural objects but maybe not so good for organic.

fieldscarecrow
09-28-2009, 06:15 AM
Wow this is great thanks a lot! Woooo no more funny shading on boxes :D

acapulco
09-28-2009, 12:38 PM
Gave it another try. Was much more understandable with Video, thanks!

http://simonkopp.de/Modelling/test1.jpg
http://simonkopp.de/Modelling/test2.jpg

Now without failnormals:
http://simonkopp.de/Modelling/test3.jpg

zeke3d
09-28-2009, 02:23 PM
yep, edit normals for the win

pablobox
09-29-2009, 11:20 AM
Scritp is almost done only few issues with some models and it's really fast one button workflow.i will release it soon.late todayi will post a video with progress.

poopinmymouth
09-30-2009, 06:11 AM
Looks nice, but some export formats don't support edited normals. Just something for people wanting this technique to be aware of.

pablobox
10-09-2009, 10:05 PM
i believe that support will increase soon just because there isn't too much to change. In some Engine the problem is only in the exporter in the others is however unpainfull.
I hope to see more pics with this tecnique maybe in game and to have the time to fix the script it have always some problems you have to fix by hands.