3rd Party Models/Media Chat / FBX import Last try !

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imothep85
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Posted: 27th Jun 2018 10:12
So now i spent two weeks trying everything, from 3dcoat to 3ds max, from 3ds max to gg.
nothing work.
In 3dcoat everything works well, textures and auto uvw (even if seams are ugly), i export to 3ds max and i get the exact same result CLEAN (no seams visibles)

so i re-export form 3ds max to GG tried ALL the fbx formats from 2009 to 2016
here you can see my last test i do with game guru, in FACT importing FBX with pbr or not, it's not working at all i can make a video, but its another waste of time, and i have other things to do.
here you can see my object inside 3d coat, YES i also tried every export format and texturing options like dds.
two you can se my result in 3ds max with my setup for texture
and then the result of importing the model in GG and the final result !

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synchromesh
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Posted: 27th Jun 2018 10:32
Please stick to one of the other threads you have going and stop creating more to avoid them being deleted ..
Moved to 3rd party models and media
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granada
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Posted: 27th Jun 2018 10:47
You need to let people look at the model to be able to help you

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imothep85
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Posted: 27th Jun 2018 11:37
i did it i sended the files to pirate mike and i got a terrible result
this is the result https://forum.game-guru.com/attachment/19599
Pirate Myke
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Posted: 27th Jun 2018 12:06
The obj you sent me has a smooth normal map from 3d coat. as I explained in the email back to you, that there needs to be some definition in it for it to show details.

Your normal map from 3d coat.


Your Color map


The normal I made for you using the color texture thru a photo normal program


The original .obj file sent


Result I got in GG


It is the way your normal map is being generated in 3d coat. It is to smooth with out details.
3d coat is not baking the original mesh to make the normal map proper.
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Belidos
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Posted: 27th Jun 2018 12:34
Ding ding we have a winner, i knew someone else would get it. Also, with regards to the UV map, it's not very good, it's a bit distorted and scrunched up into one corner, you would need a fairly high resolution texture to get a decent fidelity on screen, shapes like this need to be manually unwrapped by marking seams, and evenly distributed across the texture properly.
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Pirate Myke
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Posted: 27th Jun 2018 17:16 Edited at: 27th Jun 2018 17:16
I did another test cube in 3d coat and exported it out and brought it into 3ds max.
Converted the textures to .dds.
Had to add the bump texture to the normal, because again the normal was smooth.
Exported one object as X and One as FBX 2011 version.

Here is the video showing the results.



As you can see the one marked F has a better normal display. Still has to adjust the texture for Game Guru a bit.
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imothep85
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Posted: 28th Jun 2018 09:26
Pirate Myke it is working with simples objects, try with more complex objects
if its working you need to do an HD 1080p video where you show what setting you put on 3dcoat an then what fbx export setting you use for GG.
Pirate Myke
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Posted: 28th Jun 2018 13:27
I will not learn 3d coat any more. You need to watch there video , just like I have. I am not a circus monkey just here for your entertainment.

It is not the programs, It is you that cant get it working.
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Belidos
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Posted: 28th Jun 2018 14:14
Quote: " I am not a circus monkey just here for your entertainment."


Give that guy post of the week!
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Bored of the Rings
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Posted: 28th Jun 2018 14:33
Blimey, some basic manners wouldn't go amiss ..... @Imothep850 I think you meant ...

Quote: "Pirate Myke it is working with simples objects, [please] try with more complex objects
if its working you , please can do an HD 1080p video showing what setting you put on 3dcoat an then what fbx export setting you use for GG - pretty please with sugar on top "


and even then I'd have to think about it twice ha
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imothep85
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Posted: 28th Jun 2018 15:29 Edited at: 28th Jun 2018 15:37
i mean it is working with basic objects, i tested again today with my rock, now textures are working fine from 3dcoat to 3ds max and then GG but i still have the seams problem, last thing to fix !
i get the textures almost right, with reflections, roughness, normal, diffuse, ( not tested with ao ) only the seams problem persist!
under 3dcoat everything is clean, no seams visibles, exported to 3ds max i get the same result, everything is super clean, no seams visibles, rendered also very close to the model, no seams but when i try under GG textures are working like in 3ds max and 3dcoat, but the seams are all visible.

i dont want to be impolite with you pirate mike, i never said it was an order to do it, (the video in 1080p), i was asking if it was possible to record a video where users can see what setup you use.
Belidos
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Posted: 28th Jun 2018 15:57 Edited at: 28th Jun 2018 16:07
Game engines render differently to modelling programs, a seam will always be more prominent in a game engine than in modelling software, but there are some ways of making them less obvious. For example, when you unwrap the UV leave space between the UV islands to allow for padding (about 12 to 16 pixels should do it), when you texture a model it adds padding to the texture to help blend the seems better, if you do't leave enough space that padding will make the seam more prominent, also try not to leave areas between UV's that are transparent, fill any unused space with a solid colour. Also, MipMapping a texture can cause colour bleed on the edges of a texture, try not to use mipmapping unless you need it (Note: an advantage of using .DDS is that they handle mip maps better and you don't get so much bleed).
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GraPhiX
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Posted: 28th Jun 2018 16:42
further to what everyone is saying I used 3DCoat for quite a while and found it not very GG friendly, I mainly use Quixel Suite 2 and the colour to use in that suite for 'auto seam hiding' is pure black of which I thought would be a problem in GG but its not, so look at the small print on your texturing software see if it has a 'seam helper' also as Belidos states you can use little tricks to hide your seams cylinders are the worst you will always get one seam unless you do a bit of trickery like I did for this....




if you look carefully all I have done is rotated the texture on the outside by 90 degrees and hidden the seam under the ring patterns now unless I had told you that you would not have known.

so when building complex models take in consideration of where your seam will be, contrary to popular belief making assets is not easy making them look good is damn hard, I always think ahead when making models.
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imothep85
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Posted: 28th Jun 2018 17:36 Edited at: 28th Jun 2018 17:58
thanks for your help GraPhiX i tried and i did this, exported to 3Ds max converted to fbx and imported the textures+object fbx everything is almost exactly the same as 3Dcoat & 3Ds max, the LAST problem i have is always the visible seams.

in 3d coat i created clean uvw then i added a texture smart material and exported to 3ds max and converted to fbx and re-imported to GG.
in the FP file i added: preservetangents_1 and i got a terrible result (picture 2) if i remove the preservetangents_1 from the fpe i get another result ( picture3 )

so inside 3ds coat i tested with padding 16 ( because my texture is 2048x2048 ), and 4, and 32 too but nothing changes...
in the import editor i can already see the seams (last picture)

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granada
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Posted: 28th Jun 2018 22:52
You will always have seam problems with a model like that

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Ertlov
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Posted: 29th Jun 2018 00:24 Edited at: 29th Jun 2018 00:27
Those UVs make me cringe.

Edit:

Seriously, I can import supercomplex meshes, fuse characters with clothing and semitransparent sunglasses, freakking megascan from quixel - and all works.

Actually, really good.
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GraPhiX
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Posted: 29th Jun 2018 12:03
@imothep85 can you send me that model as .OBJ via PM I want to unwrap it in UUPRO3D to see how it turns out
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imothep85
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Posted: 29th Jun 2018 12:56
sended !
Wolf
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Posted: 29th Jun 2018 15:57
I think I said this before but: The built in importer does not work particularly well, you are better off doing it manually.
I attached a blank .fpe file.

If you insist on using the importer its likely that you get undesirable results. You can also look at some models inside GG that use PBR textures to see how they are different from 3D coat and adjust your work. (if you want to use PBR.)



-Wolf

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Pirate Myke
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Posted: 29th Jun 2018 16:29 Edited at: 29th Jun 2018 16:29
I have been listing the FBX file in the FPE file under the mesh section and it works fine so far.
I have not tried an animated one yet.

But some other good new is that multi textured objects with a pbr texture set are rendering correctly inside of Game Guru.
This only works with dynamic lighting so far. The detail map is only working on the first map listed in the mesh.
I have tried it with 2 textures so far. But I am working another test and incorporating this in it as well for regular static objects.









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GraPhiX
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Posted: 29th Jun 2018 16:51
that's good to know thanks Myke, I might try some of my old models that are multi textured see what they look like
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Pirate Myke
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Posted: 2nd Jul 2018 19:29 Edited at: 2nd Jul 2018 19:32
3dCoat to 3dMax To FBX 2011 To Game Guru
Multi textured object with 32000 polygons, 6 textures, All PBR set with the apbr_basic.fx shader used.
All meshes were assigned in the FPE files, No textures listed, and shader Listed.

After 7 days of learning 3dCoat, 6 versions of trying not to over load my boat anchor, and 47 machine lock ups later, here is what can be done in 3dCoat and brought in by FBX into Game Guru. Importer not needed.
Here are the pieces in 3dCoat:







Here they are together F for FBX and X for X file version in Game Guru:












Here is what the mesh looks like in 3dMax:


The X file in Assimp Viewer.
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