Game Editing > General Content Creation

Preserve "brushes" in Blender

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kat:
Speaking to the technical aspects of the idea: you're wanting to place a modelled skin over the top of a brush based structure and replace all the default textures/materials with new photo-realistic content? If that's the case it might be better to just model the level(s) in Blender.

Here's what you could do; model the level in Blender as normal for Quake 3. That will be the 'clip' hull (this is essentially caulk hulling). Duplicate that and increase the detail where necessary to fulfill the 'photogrammetry' requirements. This forms the 'skin'. Export the former as a *.map file. Export the latter as an *.ase model - this aspect of the process will likely require the 'skin' to be split into multiple sections and elements to make it manageable and for each to fall within the strict limitations of BSP compiling (assuming use of Q3Map2).

Depending on how you're producing texture and material assets from the results of photogrammetry, you may need to UV unwrap and texture the 'skin' models as *models* rather than the way that might be done if they were simple primitive shapes like brush volumes (essentially producing a unified UV map rather than one broken into plains and regions). What you're thinking of doing is certainly possible, it'll just take a bit of figuring out to get the pipeline nailed down satisfactorily to what you're intending to do.

James Stortz:
Thank you for confirming my hopes here! I'm glad it seems to check out.

(I am so sorry if that whole backstory/theme was too... much! I didn't realize in my head it'd turn out so cumbersome. I need to work on that.)

I've heard of a method to import higher poly models with separate skins, so I am totally on the same page with the approach. Those are great ideas, and yeah, it will be a real experimentation, like you say, to get it streamlined. Model in Blender, render with V-ray, photogram it, re-skin, finalize/etc. I will definitely continue to refer to your guides and all your help.

Seriously, haha Thanks. This is awesome!

kat:
Nothing wrong with the back-story, it's just not something one can provide a solution for (not broken so nothing fix). Heh!

Also forgot to add, I'd suggest working an a much smaller level to start with so you know what you're up against in terms of content production as ASE has some limitations that will need to be worked around if you settle on that as the final format of your in-game 'skin' models (iirc models can't be more than 1024 vertices otherwise it produces a MAX_.. error during compile).

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