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Grummel83 β€” AI Core WIP

#blender #masseffect
Published: 2015-12-07 19:21:06 +0000 UTC; Views: 1967; Favourites: 20; Downloads: 49
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Description A new part of my rebuild the Normandy project.

Rendering in blender.Β  Don’t upload my work anywhere without my permission.
Mass Effect and its characters belongs to Bioware / Electronic Arts
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Comments: 28

BALANCE2097 [2016-02-03 15:35:15 +0000 UTC]

Cool.

I had no idea someone is trying to remake the Normandy...

How long is it due until you could start releasing rooms?

And is there anything I can do to help? I'm pretty good with textures.

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Grummel83 In reply to BALANCE2097 [2016-03-01 22:06:24 +0000 UTC]

Thanks a lot.
I don't try to rebuild the whole ship. This would be work for many month.
If you mean a release for XPS then I've to disappoint you. To convert such complex scenes from blender to XPS is too much work.

Thanks for the offer but the textures are not the main problem.

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ImWithStoopid13 [2015-12-10 02:24:00 +0000 UTC]

Good work. I was working on this a while back but I gave up.

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Grummel83 In reply to ImWithStoopid13 [2015-12-11 20:09:51 +0000 UTC]

Thanks a lot. With help of the ME3 Explorer it was less complicated.
It would had been much more complicated to rebuild this from scratch.

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KurauAmami [2015-12-09 01:13:49 +0000 UTC]

Wow, impressive work it looks the same as the game.

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Grummel83 In reply to KurauAmami [2015-12-09 21:58:09 +0000 UTC]

Thanks a lot.
To export the scene with the ME3 Explorer helps a lot.
Just the creation of the materials can sometimes be difficult.

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ksikevinsi [2015-12-08 10:58:28 +0000 UTC]

100% exactly, very good work! Hey Grummel are you using Raytrace + lamps or Aproximate lights + emision materials, or both?

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Grummel83 In reply to ksikevinsi [2015-12-08 22:27:59 +0000 UTC]

Thanks a lot. After working with the CIC and the cabin I had already a lot of materials ready to work with.
I still use the internal render engine.
I mixed the lights. A few ceiling lamps with ray shadow, some buffer shadows for the small lamps.
And emissive materials with indirect light are self-evident.

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ksikevinsi In reply to Grummel83 [2015-12-09 09:43:21 +0000 UTC]

I see, i like the indirect light too but the time to render in internal with it is a bit long hehe.

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Grummel83 In reply to ksikevinsi [2015-12-11 21:57:37 +0000 UTC]

Too long?
I don't remember correctly, but this image in UHD to with AO, AA, and indirect light (one bounce) took about 20 til 30 minutes.

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ksikevinsi In reply to Grummel83 [2015-12-12 10:11:17 +0000 UTC]

Depend if Falloff Attenuation is active and how much. The number of Sampling passes can increase the render time, and obviously the number of objects in scene and number of indirect light bounces. I speak of course of rendering an image with a large number of objects and realistic lighting. Usually it takes a long time.

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Grummel83 In reply to ksikevinsi [2015-12-12 21:35:42 +0000 UTC]

To be honest I didn't work with the fallof so far.
I agree that some scense are due to their large amount of problematically to render.
Especially whole scene with a lot of object and chars, some mirroring effect etc. can
significant increase the render time. Β 

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BarbDBarb [2015-12-08 08:33:47 +0000 UTC]

Omg this looks totally same as original one
Great work with this one hunΒ 

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Grummel83 In reply to BarbDBarb [2015-12-08 22:24:18 +0000 UTC]

Thanks you very much.
The core room is the easiest room of the crew deck.
The centre part will take surely some more time.

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BarbDBarb In reply to Grummel83 [2015-12-09 13:33:23 +0000 UTC]

Yap im sure about that too but ur young u got time Β Β 

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Grummel83 In reply to BarbDBarb [2015-12-12 17:35:31 +0000 UTC]

That's correct. And working on such environments is a kind of relaxing work.

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BarbDBarb In reply to Grummel83 [2015-12-13 08:42:44 +0000 UTC]

Yap I always love to build things together in XNA lol

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Grummel83 In reply to BarbDBarb [2015-12-21 21:40:43 +0000 UTC]

It something you don't have to think much. Β 

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Berserker79 [2015-12-07 21:23:53 +0000 UTC]

Just like I mentioned earlier, this looks straight out of the game! Excellent work at rebuilding the scenery!

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Grummel83 In reply to Berserker79 [2015-12-08 22:14:23 +0000 UTC]

Thanks. I really appreciate you opinion.
In opposite to the CIC this was quite an easy room.
I hope that I'll have someday the whole Normandy interior as a playground.

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Berserker79 In reply to Grummel83 [2015-12-11 17:44:03 +0000 UTC]

You're welcome! And it would be amazing to have models of the whole Normandy interior!

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Grummel83 In reply to Berserker79 [2015-12-12 16:51:55 +0000 UTC]

Absolutely. I'm actually working on the rest of the crew deck.
Unfortunately there's no easy way to port sceneries from blender to xps.

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Berserker79 In reply to Grummel83 [2015-12-14 21:29:28 +0000 UTC]

Uhmmm, the only two ways I know to port sceneries from blender to xps are to either export the model as a .obj or in the XPS format. However, both ways are somewhat a pain since I have either to edit the .mtl file that comes with the .obj to manually add specular maps or to set up the render groups for each mesh in the .mesh.ascii file.

If I have to choose I prefer the XPS format, since I feel more comfortable setting up render groups rather than editing the .mtl file.

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Grummel83 In reply to Berserker79 [2015-12-15 20:02:04 +0000 UTC]

Same here. I tried once the with obj files, but the result was ... lets not talk about.
And the XPS format works. It's just a lot of work to make the materials ready for XPS.
Surely I would like to convert some parts of the Normandy for XPS but hundres of objects would take too much time.

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Berserker79 In reply to Grummel83 [2015-12-20 22:10:24 +0000 UTC]

Don't know if this may be helpful for you, but some time ago I found this [link] which points to a document with some information useful to tweak the .mtl files that come with the .obj files. It will not help to speed up working with .obj files, but I found it useful to understand a bit better the syntax used in the .mtl files.

Indeed, setting up materials for XPS is really time-consuming and I assume that's one of the reasons keeping people from working on too many sceneries: the last two Dragon Age 2 sceneries I worked with took too much time to set up render groups and I'm not looking forward to repeating the experience anytime soon...

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Grummel83 In reply to Berserker79 [2015-12-21 22:47:34 +0000 UTC]

Thanks for the link, but for me personal the obj format is totally useless.
All objects I converted for my use are stored as blend files.
And I don't use the obj for sceneries cause it makes trouble when you store
a scene in XPS as far as I remember.

Due to the amount of object my custom rooms are okay to convert.
I just won't convert any whole mass effects scenes. I think it would take
a couple of days to convert.

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elmjuniper [2015-12-07 21:19:14 +0000 UTC]

Wow, looks amazing.

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Grummel83 In reply to elmjuniper [2015-12-08 22:12:57 +0000 UTC]

Thanks a lot.

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