Silent Hills 2 Alley ported from XPS
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Nik |
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Silent Hills 2 Alley ported from XPS |
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ID: 8493 - Image Type: JPG - Size: 1089 x 572 (95KB) |
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02 Apr 2022 18:05 |
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This is just a glimpse of the so-ominous SH2 ''alley'' nicely ported to XPS by Sasuke-Bby. There''s a lot more along and at the end, plus external stairs and upper-floor fronts.
https://www.deviantart.com/sasuke-bby/art/Silent-Hill-2-Alley-XPS-777738576
I used ($$) 3DOC to further port it to OBJ+MTL for use in Poser. This OBJ imported as ~35% original scale.
There is a free route, converting XPS to PMX using Mariokart64''s nimble utility, then exporting as OBJ+MTL from PMX editor, both available via DA. I''ve not tried it, but expect OBJ import scaling would be at a tenth of the 3DOC route, so ~3.5% original. YMMV. Note PMX editor defaults will export ''mirrored'' L/R...
The model makes ~41 calls to 11 TGA textures. Investigating with free Irfan View, I found four ''name.tga'' textures had a transparency map in their alpha channel, exported these as ''namea.jpg'': 2862a.jpg, 2866a.jpg, 2875a.jpg, 2883a.jpg.
In addition, I hunted out the street lights from their texture map. With lit parts painted white, the rest painted black, I exported the modified maps as ''ambient'' They are hard to spot, I''ll put ''finder'' guide in comments for 2875amb.jpg and 2883amb.jpg.
As only two materials needed such ambient masks, I was happy to hand-load them. But, of the 41 materials, fully 35 called transparency maps. Not a problem, I could hack the OBJ''s MTL in Notepad to auto-load them. Note you can also hack OBJs to fix eg badly pathed ''mtllib SH Alley1.mtl'' calls but, if file-size greater than 70~~80 kB, I''d recommend eg Wordpad. Notepad would certainly choke on this OBJ''s ~8.3 MB..
First, make a safety copy of the MTL, which should look something like...
newmtl Material_1
Ka 0.200000 0.200000 0.200000
Kd 1.000000 1.000000 1.000000
Ks 0.000000 0.000000 0.000000
illum 2
Ns 8.000000
map_Kd 2862.tga
newmtl Material_2
Ka 0.200000 0.200000 0.200000
Kd 1.000000 1.000000 1.000000
Ks 0.000000 0.000000 0.000000
illum 2
Ns 8.000000
map_Kd 2862.tga
etc
For each material with an alpha map, add two lines. ''d 0'' to invoke it, ''map_d namea.jpg''
newmtl Material_1
Ka 0.200000 0.200000 0.200000
Kd 1.000000 1.000000 1.000000
Ks 0.000000 0.000000 0.000000
illum 2
Ns 8.000000
map_Kd 2862.tga
d 0
map_d 2862a.jpg
newmtl Material_2
Ka 0.200000 0.200000 0.200000
Kd 1.000000 1.000000 1.000000
Ks 0.000000 0.000000 0.000000
illum 2
Ns 8.000000
map_Kd 2862.tga
d 0
map_d 2862a.jpg
etc
Save this over original MTL, so will be called by OBJ.
Imported to Poser at ~35% original, scaled by eye against shop-front doors, I applied the two luminaires'' ambient masks, set them alight. Though neat, they were not bright enough for the scene. I played around with camera focal length, spot-lights and point-source lights until the alley looked okay. LaF''s wearing ($$) Combats etc from Rendo with a generic texture. After several quickie local test renders as sanity-checks, I sent the job to my networked ''Box'' as Superfly, progressive, 96 pixel-samples, 64 vol-bounces and buckets. |
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Nik
Power User
Joined: December 2003
Posts: 728
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02 Apr 2022 18:10
Here's the 'finder' guide for the luminaires' ambient map.
Remember white will light as 'super ambient', black is 'off'. But, 'dark' areas, even if look black, may glow oddly.
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rico
Frequent User
Joined: April 2019
Posts: 126
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04 Apr 2022 10:55
Ooh I like this! It looks good for a story !
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