A collection of my half-done tutorials

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A collection of my half-done tutorials

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:10 am

As the title says, all my tutorials posted in Driving Passion will be in this thread.
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Re: A collection of my half-done tutorials

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:12 am

Add extra vertices to meshes


THIS TUTORIAL IS UNDER CONSTRUCTION, IF YOU WANT TO USE IT, YOU ARE FREE TO DO IT, HOWEVER, IT'S NOT EXPLAINED IN EASY TERMS NOR INCLUDES THE EXPLANATION ON HOW TO WELD VERTICES TO GET THE CORRECT PATTERN NOR CONTAINS ENOUGH INFORMATION. IF YOU HAVE WHAT IT TAKES, OR IF YOU THINK YOU HAVE WHAT IT TAKES, USE THIS TUTORIAL AT YOUR OWN RISK.



Before you read this tutorial, you must have read and understood completely the steps 1 to  8 of the tutorial "How to improve rearview mirrors reflections in ZModeler 2". In case you haven't read it, here is the link:
(Not available)


INSTRUCTIONS:


1-You have to know how to insert vertices to edges and weld vertices. If you know how to do both operations, go to the step 4. If you don't know how to insert vertices to edges, go to the step 2. If you don't know how to weld vertices, go to the step 3. Have in mind that you should only follow the steps 2 and 3 when it's strictly required, unless you exactly know what are you doing.


2-In a determined moment of this tutorial, we will need to add vertices and arrange them properly in order to form the patterns. One way of adding vertices is the Insert tool. This tool inserts vertices on edges, and therefore, adds polygons to the mesh to give the mesh a determined shape and/or to increase the quality of it. In order to add vertices:


A) Click on the Edges Level icon to go to edges level.


B) Click on the mesh of the mirror, you will see red dots, these are the vertices. You won't be able to affect them directly, you'll affect edges instead. Make sure the SELECTED MODE button is turned off, look at this example in case you need it:



C) In Tools, click in Modify…, then in Insert so you can insert vertices in edges by pressing the left button of the mouse on an edge, look at the examples:




D) Insert as many vertices to the edges as you need or desire.


3-In a determined moment of this tutorial, we will need to weld vertices so their normals can be corrected much easier. In order to weld vertices you will have to use the Weld tool. This tool "merges" 2 or more vertices into 1 vertex by dragging all affected vertices to a common "central point" which is based in X, Y and Z coordinates. Therefore, their normals are also "merged" into 1 normal. In order to weld vertices:


A) Click on the Vertices Level icon to go to vertices level.


B) Click on the mesh of the mirror to see and be able to weld the vertices.


C) In Tools, click in Select…, then in Quadr, to activate the square selection tool and be able to select the desired vertices you want to weld. To make the selection, press and hold the right button of the mouse, then drag the mouse so you can "cover" with a square the area where the vertices you want to select are, and then, release the right button of the mouse to perform the selection.


D) Click on the selection button (The one that says SELECTED MODE) so it turns red and you can only affect the selected vertices.


E) In Tools, click in Modify…, then in Submesh… and finally in Weld so you can enable the Weld tool, and weld the desired vertices by pressing the left button of the mouse in any part of the viewport. There are 2 methods, read both before doing anything:


START OF THE W.I.P. SECTION:


11-Once you've created the needed or desired amount of vertices, click on the Vertices Level icon to go to vertices level and click on the mirror mesh to be able to modify vertices and arrange them according to steps 0 and 0.


7-If the mesh has vertices "inside" the mesh, re-arrange only the "inside" vertices of the mesh (In Tools, click in Modify, then in Move so you can move the vertices by holding and dragging the left button of the mouse), so they can form patterns like these, while keeping the form of the original mesh, look at the example of how should you do it:



8-If the mesh has a non-irrregular form, like a rectangle, square or other kind of shapes, you should re-arrange some "outside" vertices so the pattern can be as symmetrical as possible, if a vertex goes along with a vertex of another mesh, don't move it. Re-arrange the vertices so they can be as symmetrical as possible, and at the same time, keep the shape of the mesh



9-It's extremely important that the vertices follow patterns like these (Center vertex , or vertices; "middle vertices" and outside vertices). The vertices also have to be very well arranged so the reflections can be the best possible


Final-Now that the vertices are re-arranged, the mesh is ready for modifying normals.


Last edited by ArturoPlayerOne on Mon Feb 27, 2017 11:23 am; edited 1 time in total
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Re: A collection of my half-done tutorials

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:17 am

How to improve rearview mirrors reflections in ZModeler 2



This tutorial is meant for Nfs Most Wanted Modders, but you can follow these instructions if you make mods for other games, although the results are guaranteed only for Nfs Most Wanted.


UPDATE 1:
This tutorial also works for Nfs Carbon!!


As the title above says, this tutorial is to be applied in ZModeler 2, but you can "translate" the instructions here and use them in your favourite 3d program.


INSTRUCTIONS:


1-Make sure that the surface of the mirrors meshes is as smoothed as possible. If you don't know how to do this, check this thread:
(Not available)
And make sure you read posts 1 and 2 (That thread needs work, I'll update it as soon as I can), check this photo as a guide, too:



2-Check this photo, it contains some hints that will guide you in case you need them (You can enable/disable the tools/options by pressing the left button of the mouse on the respective icon or name):



3-You have to work in one mirror mesh at the time, one after another. Only after you have successfully changed the normals of one mirror, repeat the steps with the other mirror or mirrors, depending on the case.


4-Click on the Vertices Level icon to go to vertices level.


5-Click on the mesh of the mirror, you will see red dots, these are the vertices.


6-Check this photo, it contains definitions I use to explain as best as possible the steps in this tutorial. These definitions, for this tutorial, apply only to mirrors and any other similar meshes.



7-If the mesh doesn't have internal vertices like in the photo below, go to the step 9.



8-If the mesh has internal vertices like in the photo below, check this thread:http://www.drivingpassion.net/archive/showthread.php?p=50291#post50291 (It's under construction yet)



9-Now, you have to modify the normals so the reflection quality can increase. This will alter the view (Just a bit of a fisheye view), but at the moment, this is the only way to increase the quality of the reflection. If you have doubts about reflection, normals and the like, visit this website:
http://www.physicsclassroom.com/class/refln/u13l1c.cfm


10-In order to modify normals:


A) Click on the Vertices Level icon to go to vertices level.


B) Click on the mesh of the mirror to see and be able to edit the vertices, and therefore, the normals.


C) In Tools, click in Select…, then in Quadr, to activate the square selection tool and be able to select all, or just the desired vertices of the mirror. To make the selection, press and hold the right button of the mouse, then drag the mouse so you can "cover" with a square the area where the vertices you want to select are (You must select all vertices of the mirror mesh), and then, release the right button of the mouse to perform the selection. It should look like the second example if done right:




D) Click on the selection button (The one that says SELECTED MODE) to make the normals appear (This is just an example).



E) All vertices have only one normal, if you see more than a normal in a vertex, it's because there is more than a vertex in the same place.


F) Check this photo, this is the Pivot helper:



G) Adjust the Pivot helper so it's behind the visible part of the mesh, and at some distance of the mesh, like this:


–> Click on the viewport name (Front) to display the available viewports, and click on one of the viewports names (Left viewport as an example) to change the current viewport to the one you clicked on, use this step only as reference so you know how to change viewports.





–> Set one of the viewports to Front or Back, or any viewport that shows the visible surface of the mesh completely pointing towards you, and maximize it. Use other viewports, and meshes if you like, as reference, look at the example:



–> Press and hold the left button of the mouse on the Pivot helper so you can drag the Pivot helper to the center of the mesh.




–> Change the viewport to Left, or Right, so you can see the mesh and the normals pointing towards this direction:



–> Move the Pivot helper to the center of the mesh, but behind of the visible surface of the mesh. Use the photos of the guide, and if you need to minimize the viewport to adjust the Pivot helper, make sure you to maximize the Left viewport (Or the one that you used it before) again once you've finished moving the Pivot helper. In the first example, the Pivot helper was moved to the desired position, the second one shows a guide you can use to position the Pivot helper correctly.




–> Move the Pivot helper away from the mesh (behind of the visible side of the mesh) to a distance similar to the distance shown in the examples. The direction must be perpendicular to the imaginary straight line that form the vertices that are farthest one of the other, and the distance must be such that the smallest angle of an imaginary triangle formed by the Pivot helper, the center of the mesh according to the viewport (Like in the second example) and one of the vertices that are farthest one of the other is of 9º. If you didn't understand the explanation, just move the Pivot helper to a distance like the distance shown in the examples (Check the third example, it's clean enough so you can see clearly the correct position of the Pivot helper), if your mesh is smaller, move the Pivot helper a little closer to the mesh, if it's bigger, move it a little farther.





–> Change the viewport to Top. If the viewport shows the mesh, the Pivot helper and the normals in a direction that's different from the example shown in the next step, use the examples below and rotate them mentally as a guide so they can match the direction of the mesh, the Pivot helper and the normals shown in your viewport.


–> Check the position of the Pivot helper in this viewport. The direction must be perpendicular to the imaginary straight line that form the vertices that are farthest one of the other. If you didn't understand the explanation, just move the Pivot helper left or right, so it can be centered, in relation with the mirror mesh, in this viewport, use the second example as a guide.




–> Minimize the viewport so you can see the other viewports.


–> Now that the Pivot helper position is correctly set, continue to the next step.


H)  In Tools, click in Surface…, then in Normals… and finally in Projection so you can enable the normals projection tool, which modifies normals direction according to the Pivot helper position and other factors. There are 2 methods, read both before doing anything:


Method 1–> The all-axes (X, Y and Z) projection: Just hold Shift and press the left button of the mouse on the mesh or in any area of a viewport in order to modify normals direction. The direction change will only depend on the position of the Pivot helper. This photo has a possible result:



Method 2–> The projection that depends on a selected axis: You can select axes by clicking on their corrsponding icons, use this photo as a guide:

After selecting the axes, just click on the mesh or in any area of a viewport in order to modify normals direction. The direction change will depend on the viewport you click, the position of the Pivot helper and the axis or axes that were selected, so be careful when you use this tool in this mode. Use this tool only when you want to modify the normals of specific vertices. This photo has a possible result:



I) Use the method 1, because the first method will modify normals direction correctly if it's used right.


J) Use the method 2 only if the results weren't like in step 11, to modify those normals that require correction, this method is hard to use, but with practice, you will achieve the optimal results.


11-Once you've finished modifying the normals, the normals should look exactly, or almost exactly like this:



12-ONLY FOR NFS MOST WANTED MODDERS, IF YOUR MOD IS NOT FOR THIS GAME, GO TO THE STEP 13. The mesh should use a gray texture with a color of RGB 36/36/36 for optimal results (R=Red; G=Green; B=Blue; 36 is the intensity value of the color, where 0 is black and 255 is white), and the most recommended shader is CHROME.


13-Test the results in-game. If you did everything right, the results should look like in this photo, and therefore, you'll successfully have improved the reflection quality of the rearview mirrors!
(The result shown here is only for Nfs Most Wanted at this moment, if you had the desired results for another game, send me a photo of it via PM in order to update this post)


Need for Speed Most Wanted:



Need for Speed Carbon (Courtesy of TFK640, thank you so much, bro!!)
To achieve the awesome results TFK640 achieved, you have to use the shader CHROME and the texture that the mirrors must use is METAL_SWATCH, a global texture. Thank you so much for the info, TFK640!!
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Re: A collection of my half-done tutorials

Post by ArturoPlayerOne on Mon Feb 27, 2017 11:23 am

A way of smoothing vertices in ZModeler 2.0.7


OK, ladies and gentlemen, here is a simple tutorial that I decided to upload here, because an user requested this tutorial to be public. I thought this was known by almost all modders and that's the main reason why I didn't uploaded this tutorial before, sorry for that. I also want to thank Rulerz for teaching me how to do it.

TO SMOOTH VERTICES IN ZMODELER 2.0.7:

1-Open ZModeler 2
2-Click on Vertices level
3-Click on the desired mesh to change it to Vertices level
4-Click on Surface/Normals/Smooth
5-Click on the box next to Smooth
6-Adjust MaxAngle to 25 (Recommended) or any value you think it's better (Maximum is 179)
7-Select the vertices you want to smooth (Should be right-click)
8-Click on SELECTED MODE so it turns red and you can affect only selected items (In this case, the vertices)
9-Click on the mesh to smooth the selected vertices. 2 or 3 times should be OK, but don't do it too many times, because the mesh could screw up.
10-That's all!

If you have similar or better ways of smoothing vertices, don't forget to add them.
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