Erroneous Visual Elements of New Vegas

Post » Tue May 17, 2011 2:02 pm

Aside from gameplay bugs, there are a lot of unpolish visual elements in New Vegas. I haven't seen any mention of them yet.

Incorrect normal map:
Just about every new asset has incorrect normal map. Outfit/armor, Rex, Super Mutant, and maybe weapons, too. The normal has to have inverted green channel in order to render the lighting direction correctly in this particular game engine.
http://i576.photobucket.com/albums/ss207/Zenlren/BadMarcus.jpg
http://i576.photobucket.com/albums/ss207/Zenlren/CorrectMarcus.jpg

Unpolish rig/skin:
http://i576.photobucket.com/albums/ss207/Zenlren/RigError2.jpg
http://i576.photobucket.com/albums/ss207/Zenlren/RigError3.jpg
http://i576.photobucket.com/albums/ss207/Zenlren/RigError1.jpg

Holes/Floaty parts
http://i576.photobucket.com/albums/ss207/Zenlren/Hole1.jpg
http://i576.photobucket.com/albums/ss207/Zenlren/Hole2.jpg

Some of the New Vegas asset like the followers' outfit, combat ranger armor, and Remnant armor look really polish, where the legion armor, reinforce leather armor, new combat armors, and some of the NCR armors are fell in comparison. Not to mention a lot of weapons need retex. (I'm sure you all familiar with Arenovalis' work)

These are a few that came to mind.
Report it here and if the developer don't fix them then maybe modders will.
User avatar
Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Tue May 17, 2011 12:28 am

Yep, I noticed a lot of that sort of stuff. I've fixed some of it with the construction set, GIMP, and Blender, but yes, it is annoying that the game developers couldn't even get mappings right, considering that what? 70% of meshes/textures were already made for FO3.
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Tue May 17, 2011 7:59 am

I thought Marcus's face was off somehow...

The problem with normal maps is that there is no real convention as to which way the colors in a normal map channel align. That leads to no end of confusion.
User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Tue May 17, 2011 3:11 pm

I thought something looked strange about my chest. I'm using a no-magic-underwear/topless mesh and my characters chest looks inverted, like Marcus' face. I'll post screens later.
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Tue May 17, 2011 9:05 am

Someone needs to fix Reinforced combat armors MK1 and MK2... bad.
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am

Post » Tue May 17, 2011 1:38 am

IThe problem with normal maps is that there is no real convention as to which way the colors in a normal map channel align. That leads to no end of confusion.

There is a tangent basis convention per engine. And at the end of the day, that is all that matters.

Many use max standards.
Many popular engines, Unreal, gamebryo, and cryengine2 renderers do. I even think IDtech does too, they just 'swizzle' the channels. Dragon Age devs used max for baking as well.

This should never happen. The art lead on this needs a kick in the balls for letting the flipped g channel slip. School boy error. Honestly the art pipe should have been well aware of the how the normal map shader is set up.

This makes me wonder what they use as a baker at obsidian. default settings in max's baker will flip the green channel.

Weird.
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Tue May 17, 2011 1:11 pm

I thought something looked strange about my chest. I'm using a no-magic-underwear/topless mesh and my characters chest looks inverted, like Marcus' face. I'll post screens later.


I did a very quick-and-dirty test and that does seem to be the case. I had just assumed that the default appearance was due to surviving some form of pox and general malnutrition. :shrug: Makes me wonder how many other normal maps are messed up.
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Tue May 17, 2011 5:40 am

Someone needs to fix Reinforced combat armors MK1 and MK2... bad.


What exactly is wrong with the Mk1? Is it the lack of a pipboyon/pipboyoff arm setup?

I made a more feminine-shaped female Mk1 armor, complete with proper Pipboy arm portions.

Also, to be fair, Unpolished Rig/Skin #2 is on a mesh made by gamesas, not Obsidian.
User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Mon May 16, 2011 11:26 pm

I thought something looked strange about my chest. I'm using a no-magic-underwear/topless mesh and my characters chest looks inverted, like Marcus' face. I'll post screens later.


As I stated if it's a new asset, then it probably have incorrect normal map, but if it comes from FO3 then it probably is ok.

What exactly is wrong with the Mk1? Is it the lack of a pipboyon/pipboyoff arm setup?

I made a more feminine-shaped female Mk1 armor, complete with proper Pipboy arm portions.

Also, to be fair, Unpolished Rig/Skin #2 is on a mesh made by gamesas, not Obsidian.


I'm thinking they rush the item out. I feel it doesn't look as good as some of the follower's outfits or the ranger outfit, eketera. Inconsistent quality. FO3 combat armor looks a lot better.

I don't remember the T-51b clipping like that during running motion in FO3. The new animation probably cause that and Obsidian didn't adjust the mesh or the skin.
User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Tue May 17, 2011 6:27 am

Nuh-uh. The Reinforced Combat Armor MkI looks awesome compared to the FO3 combat armor (and the MkII combat armor, which looks really really ugly).
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm


Return to Fallout: New Vegas