[HELP]Model looking low quality

Post » Sat May 28, 2011 5:06 pm

http://j.imagehost.org/0706/MODUL2.png -> 3ds max render

http://j.imagehost.org/0874/MODUL.png -> ingame render

Does anyone know what the problem is here? It is my first time experimenting with importing models into Oblivion. I exported the NIF and changed the .pngs to .dds and it shows up looking extremely blurry and low quality with textures - even though a lot of them are quite high quality. Do I have to set some lighting tool on it? I am a complete beginner with the CS

Any help would be much appreciated :icecream:
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Ells
 
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Post » Sat May 28, 2011 7:50 pm

Unless I'm seeing things, it looks like your graphics settings are all very low. I don't think mod-created objects are exempt from a low texture setting.
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Cameron Garrod
 
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Post » Sat May 28, 2011 4:48 pm

Graphics are maxed out with Quarl's texture pack
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NO suckers In Here
 
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Post » Sun May 29, 2011 12:10 am

Maybe a pic when its not raining and really really dark outside? Thats the worst lighting to take a pic.
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Laura Richards
 
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Post » Sat May 28, 2011 4:23 pm

What are the sizes of the base textures?
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Nick Pryce
 
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Post » Sun May 29, 2011 2:16 am

Here's a clear day picture: http://j.imagehost.org/view/0372/MODUL3
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Quick draw II
 
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Post » Sun May 29, 2011 4:00 am

1024x512, 640x640 ) around that range


Guess they aren't as big as I thought, but they're bigger than vanilla Oblivion, yet that looks better with things. Is there any lighting I have to add to the model in the CS or something? Or should it just be a case of import-> done?


edit: after looking through vanilla oblivion's textures, i can see mine are quite lower (ffuu).
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Rachel Briere
 
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Post » Sat May 28, 2011 8:50 pm

Did you create normal maps ?
in vanilla oblivion, 512x512 was a big dds.
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Romy Welsch
 
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Post » Sun May 29, 2011 2:31 am

Did you create normal maps ?
in vanilla oblivion, 512x512 was a big dds.

I see normal maps on it, but it looks like they may be low-quality and smudging up the appearance. That could be the issue.
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Victoria Bartel
 
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Post » Sat May 28, 2011 3:08 pm

1. A 3ds max render looks different than a real time render by the Oblivion engine. Your render for example has ambient occlusion, something Oblivion doesn't have unless you use OBGE (which is slightly buggy and decreases performance). You can fake ambient occlusion by using vertex colors, which is what Bethesda did for most of their meshes. You will need to increase the amount of triangles to achieve the same effect as can be seen on the render though.

2. Your model is extremely low poly. It's basically a few boxes with hard edges stitched together. Chamfer edges for a smoother look and add more details (like vertex colors mentioned above, a more detailed framework for the house etc).

3. Some parts of the mesh seem to have no texture at all (the grey ones).

4. Make sure the textures have the right scale. If you slap a 256x256 texture on a part that is 512x512 units in game it will look lowres.
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brenden casey
 
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Post » Sat May 28, 2011 6:06 pm

1. A 3ds max render looks different than a real time render by the Oblivion engine. Your render for example has ambient occlusion, something Oblivion doesn't have unless you use OBGE (which is slightly buggy and decreases performance). You can fake ambient occlusion by using vertex colors, which is what Bethesda did for most of their meshes. You will need to increase the amount of triangles to achieve the same effect as can be seen on the render though.

2. Your model is extremely low poly. It's basically a few boxes with hard edges stitched together. Chamfer edges for a smoother look and add more details (like vertex colors mentioned above, a more detailed framework for the house etc).

3. Some parts of the mesh seem to have no texture at all (the grey ones).

4. Make sure the textures have the right scale. If you slap a 256x256 texture on a part that is 512x512 units in game it will look lowres.



Do you have any links for vertex colouring?

And the model is low poly, yes. It's less than 500 polys. The main idea was a test to see if I could first and foremost get a model into Oblivion, so I whipped this up.
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A Lo RIkIton'ton
 
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Post » Sun May 29, 2011 3:59 am

The model looks good, but it looks little too perfect for Oblivion. As mentioned above, add some imperfections to the structure and some clutter/foilage. Will make a big difference
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Emma Copeland
 
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Post » Sun May 29, 2011 12:56 am

http://cs.elderscrolls.com/constwiki/index.php/3ds_Max:_Vertex_Painting
For the vertex tutorial ;D
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Mason Nevitt
 
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Post » Sun May 29, 2011 3:40 am

Thanks a lot. I didn't realise it was 3ds Max's vertex paint modifier. I'm familar with that with San Andreas modding
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Laura Richards
 
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