Community MetaSteam | May 2022 - May Comes Kicking Like a Kangaroo

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I now own a Steam Deck
Finally...I can use my powers for evil
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Photogrammetry as a basis is the future and present of high end 3d modelling. Yeah, obviously it goes even further than just the initial scanning phase in higher end productions. But all of UE5 materials/prefabs is wholly based (starting with) photogrammetry.

Look at what people are doing in photogrammetry (this is someone with years of experience and using LIDAR stuff):

Obviously that's being ported to platforms that aren't particular about their materials, VR Chat and another program I hadn't heard of before. Pause that video at any spot and you'll see the typical distortions of raw photogrammetry. But it's still awesome.

It might just be that Source 2 isn't suitable for what you want to do at the moment.

A UV map is always going to be a complete mess and nightmare. I'm not an expert, but I don't think anyone does ART on the raw texture for a UV map these days. That's like Quake 1 era art, I think.

while i can see where it looks like, that's the thing i'd like to avoid in my imagination of "my room", i want something that is a "good enough" recreation of it, without any obvious defects like that, where i can pick up things and throw them around, hide the bodies and all of the stuff you want to do in a vr rendition of your own room, the photogrammetry of my whole room wouldn't cut it, but remaking it in hammer would

source 2 definitely has some photogrammetry stuff going, considering that there exists guides on valve's own wiki for photogrammetry environments and objects: SteamVR/Environments/Photogrammetry - Valve Developer Community

if i'll be true, UV map is most likely one of my bigger concerns, as you can just adjust the texture from there, make the lighting neutral, neutral colours and all of the good stuff, even add more contrast or detail

i'll definitely also have to take a look if normal maps can be generated, as they're a big help in contrast to what i saw on the poliwhirl plush i did
 
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i think my second try this time around will be better, as some of the ones i tried earlier today were mainly suffering from two problems; uneven lighting (main light was from a window to the right, instead of something more "uniform" and "average" like a top-down light), and the unability to "freely" adjust the props sometimes (which can then be resolved by learning how to do scans on two sides)

result of of the two problems working their own: (notice how parts "on top" of the controller were done perfectly, in contrast to the sides, which were most affected by the uneven lighting from the right side; this would create very uneven surface compared to the very smooth and nicely done top) (also notice how the controller is lying down at it's back; effectively hiding the downside from the camera, unable to be scanned properly, this would be fixed by learning how to scan on two sides)
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here's an example of a more uniform lighting, but also another problem that should've been elementary:
this snake amiibo has a very uniformed lighting, so every part didnt "overshine" or "get too dark", and as a result, nothing got left out or turned very uneven, but there's still this strange shade of warm yellow, which is actually caused by the light in the first place; the uniformed top-down lighting caused the stand (which was made out of wood) to act like bounce lights, giving off the warm colour, which is easily fixed by adding something like paper over the wood, done in the dualsense example
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while i can see where it looks like, that's the thing i'd like to avoid in my imagination of "my room", i want something that is a "good enough" recreation of it, without any obvious defects like that, where i can pick up things and throw them around, hide the bodies and all of the stuff you want to do in a vr rendition of your own room, the photogrammetry of my whole room wouldn't cut it, but remaking it in hammer would

source 2 definitely has some photogrammetry stuff going, considering that there exists guides on valve's own wiki for photogrammetry environments and objects: SteamVR/Environments/Photogrammetry - Valve Developer Community

if i'll be true, UV map is most likely one of my bigger concerns, as you can just adjust the texture from there, make the lighting neutral, neutral colours and all of the good stuff, even add more contrast or detail

i'll definitely also have to take a look if normal maps can be generated, as they're a big help in contrast to what i saw on the poliwhirl plush i did

I'm pretty sure if you accomplish this without flaws you'll be the first entity on this planet to do so.

Even Valve's own full-production photogrammetry has obvious flaws. I don't recall seeing even teams with thousands of people do a full polished photogrammetry of a complicated space. Take a look at Ubisoft's stuff, which had a huge staff, full production with expensive kits etc.
 
I'm pretty sure if you accomplish this without flaws you'll be the first entity on this planet to do so.

Even Valve's own full-production photogrammetry has obvious flaws. I don't recall seeing even teams with thousands of people do a full polished photogrammetry of a complicated space. Take a look at Ubisoft's stuff, which had a huge staff, full production with expensive kits etc.
yeah, a perfect photogrammetry model would be somewhat hard to do, but a photogrammetry model specifically for games would be borderline impossible, as it'd imply the model's tris count is lower than 50k (which is drastically different to the usually 3+ million tris models they produce raw, the dualsense itself is 6.5 million tris to put it into perspective) (but this shouldn't be a problem, as the program has a feature that allows you to reduce the tris count as well as make a normal map to not lose the details), but mostly for the sake of the loss of detail you'd find on a model, even if that detail isn't accurate

the main challenges and generic workflow steps for me would be the steps of:
  • creating a raw photogrammetry model with minimal impurities, with all sides of the model visible on the raw model
  • treat the raw photogrammetry model with a proper texture unwrap, so there's a nice UV map that can be used for textures and eventual retouches in the honestly pretty warped texture that is automatically produced
  • preform a nice retouching of the model in Blender by sculpting it (smoothening it, adding smaller details like some holes or something, eventual removing of potential impurities)
  • porting it into source 2 as a working physics model

i think i'll attempt 2-3 of these steps today on ONE individual model rather than the "at least two" that i mentioned before on the object i want "first" implemented into source 2, which would then be the Dualsense controller

one studio that i know for certain has "good" photogrammetry is Kojima Productions, they used photogrammetry for all of their player characters which look pretty decent, but that's most likely after retouches and various other things, a piece of cake really (and literally):

jtgpwbuu1by31.jpg
 
yeah, a perfect photogrammetry model would be somewhat hard to do, but a photogrammetry model specifically for games would be borderline impossible, as it'd imply the model's tris count is lower than 50k (which is drastically different to the usually 3+ million tris models they produce raw, the dualsense itself is 6.5 million tris to put it into perspective) (but this shouldn't be a problem, as the program has a feature that allows you to reduce the tris count as well as make a normal map to not lose the details), but mostly for the sake of the loss of detail you'd find on a model, even if that detail isn't accurate

the main challenges and generic workflow steps for me would be the steps of:
  • creating a raw photogrammetry model with minimal impurities, with all sides of the model visible on the raw model
  • treat the raw photogrammetry model with a proper texture unwrap, so there's a nice UV map that can be used for textures and eventual retouches in the honestly pretty warped texture that is automatically produced

  • preform a nice retouching of the model in Blender by sculpting it (smoothening it, adding smaller details like some holes or something, eventual removing of potential impurities)
  • porting it into source 2 as a working physics model

i think i'll attempt 2-3 of these steps today on ONE individual model rather than the "at least two" that i mentioned before on the object i want "first" implemented into source 2, which would then be the Dualsense controller

one studio that i know for certain has "good" photogrammetry is Kojima Productions, they used photogrammetry for all of their player characters which look pretty decent, but that's most likely after retouches and various other things, a piece of cake really (and literally):

jtgpwbuu1by31.jpg

My dream is still an automated photogrammetry drone which you just throw into the air and it'll take scans of an area. Maybe a high end model which has 3 drones, one which holds one of those material scanning mirrors next to whatever it is capturing the materials for and a 3rd light source drone.

I want it to make me specularity, metallic, and normal maps automatically. And please, sub 1-mm accuracy.

That'll be like the Polaroid camera of the 2200s!


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Good news for them, that means they are at least settled down to continue working on the game.
Most likely the game will get delayed tho, but giving the current Ukrania-Russia circumstances that should be the least of the matters right now.

Hopefully gamers in general can understand this if the delay gets confirmed in the xbox event next month
 
first try both sides, got unlucky and neither side worked, looks like i'll have to be more careful with my pictures again, and yeah, tried several times so i know it's the pictures this time and not just the program

i'll try the dualsense 3 times over night, and if none of those work, i can't do much except take a 2 week long break from it to focus on other crap
 
Honestly without Deck I don't believe that I would ever play game like Disco Elysium. I simply wouldn't have enough patience for sitting at my desk and playing that kind of game. But with Deck it's pure joy. I am really enjoying playing it.
 
i have been at 6 attempts and its only for the upper part

luck is unreal bad atm
another update:

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like cars in horror movies, and everything in my life; just when i want it to work, it just doesn't

my last hope for this whole project will probably be tomorrow again, where i'll get the same exact scene as for the previous dualsense that i posted, up1 is the most promising i've had tonight, so i'll investigate on it further as i head to bed

if it don't work tonight or tomorrow, i'll have to get back on track with my exams, and the very coincidental "hey dude, you have to work on this all of a sudden because you can haha", including glimses of "calling the insurance company because the people who are buying our house are lowkey mentally handicapped", "cancelling subscriptions that came with the new 5g thing, as it's not gonna be free anymore", and "next month i'll have virtually no money"
 
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and yet another update from the grave, i opened up what i got and either denial has gotten the better of me for thinking what i am about to write, or there exists something i can salvage from this

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very rough model without a doubt, but the basic shape is there, and i won't doubt that it's totally possible to fix it post in blender or something, the shape of the controller in the program is pretty alright, dont think i need a secondary shape to get what's at the bottom

i think it's best to get the uv map in blender instead of reality capture, after i'm done sculpting and making it proper
and the last update for tonight:

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i dont know how to do blender, so i got around with what i knew of general common sense, and i've come here

at this point, i started realizing something; there probably already exists a dualsense model on the internet that is easily accessible, something that has caused me to really fucking question if all of this hassle at 3 am was worth it

well, if i'm to continue on my room, i would have to scan "specialized" props, that is props that are so unique, you can't find them or improvise them with anything else; my planks. lamps, commodore, whatever, but trust me, dualsense does not fall into this list
the rest, like dualsense, can be found online

after these 2 weeks, i'll probably just start on the hammer room outline, and adding the bed and planks, as well as porting that room you saw into source 2 to get a proper measure
 
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FF2 sure does have some interesting design choices. There are so many empty rooms across dungeons. Don't think I've ever played a jrpg like this lol. Not even rewards or anything just empty rooms. The whole ask/learn thing is very weird too. Maybe back in the day they thought it would make the game unique but really it made it much more tedious.

Tho probably the only negatives with the game so far. I'm enjoying the rest of it especially love the difficulty spikes when doing dungeons. The outer world is easy but as soon as you do any dungeons then shit gets real with some of the enemies and how unpredictable damage is. You feel like you went through hell when you complete a dungeon with barely any health/potions left.
 
Honestly without Deck I don't believe that I would ever play game like Disco Elysium. I simply wouldn't have enough patience for sitting at my desk and playing that kind of game. But with Deck it's pure joy. I am really enjoying playing it.
Is the font easy enough to read? I would think that's the only issue. It's a fantastic game, so you're in for a treat.
 

Giveaway

Restrictions & Conditions:

Hello, I'm the Giveaway Bot! d__adee is giving away 3 gift(s).

This giveaway is a raffle and will be closed after May 31, 2022 at 12:32 PM. A winner is chosen randomly with the key delivered via a PM.

Hello Hatchwell dev here!

This is a raffle giveaway for the first commercial game I released on Steam!

Hatchwell! A topdown action RPG inspired by old school Legend of Zelda games!

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Thanks

The raffle has ended.

The following games are being given away:

 
one small step for me
one giant step for also me

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raw images, but both have been taken at the same time and place, and feature enough detail that will ensure that the model, before polish, has minimal amount of impurities
sure, there's some dents here and there, but the fact that it's mostly consistent should eliminate some of them as i add both models together

with these results, i think i'll instead skip starting exams today, and rather start them tomorrow because i am a daredevil while i continue this project

edit: and as predicted, i don't have enough credits to export it in the first place, as i thought in the back of my head, which means i'd have to use 10 bucks to render it (which i frankly can't afford)
i'll spend the rest of today playing chess and drinking tea i guess
 
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Oh I remember playing Game Dev Story on my iPod Touch years ago. Pretty fun. Nice to have their games on Steam.
EDIT: Oh, seems they are more or lesse straight mobile ports... In case anyone expected any QoL features exclusive to PC.
tbh i didnt really expected them to add much , even surprised they added achies

Other than the three that released today , these released back in March:
Game Dev Story , Dungeon Village , Hot Springs Story , Dream House Days DX and Station Manager
 
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Finished BO1, at least i'm number 1 in friend's ranking!!1 :Kain_weendance:
only one other gog friend played this game for 20 minutes lol
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Awesome that you finished it! Here is hoping that after the Embracer buy out we might get some remastered or dare I say remakes related to LOK. . Getting SR1 working on PC is kinda wonky but would love to play through it again.
 


Got to the end of Garage last night at around 13 hrs. and I couldn't beat the final boss!

LOL.

Tried several times and even knocked it down to Easy, but I just gave up after a while.

Gotta love getting old. I ain't even mad, I'll just watch the ending on YouTube.

Still really dug it. Great visuals, spectacular soundtrack, creepy atmosphere with a bit of humor tossed in. Nice, varied action.

Quite memorable, all told.

A-
 
Looks like a new No Man's Sky update will be happening very soon.


They always tweet emojis that somehow tie into the next update shortly before it is announced. Will be interesting to see what a whale could mean... Expanded underwater stuff? Space whales?

I'm not a hardcore NMS player, but I do try to do the Expeditions when they launch.
 
Looks like a new No Man's Sky update will be happening very soon.


They always tweet emojis that somehow tie into the next update shortly before it is announced. Will be interesting to see what a whale could mean... Expanded underwater stuff? Space whales?

I'm not a hardcore NMS player, but I do try to do the Expeditions when they launch.
Microtransactions!!
 
Awesome that you finished it! Here is hoping that after the Embracer buy out we might get some remastered or dare I say remakes related to LOK. . Getting SR1 working on PC is kinda wonky but would love to play through it again.
Yeah, or at least return SR1 back to Steam, its still not available for the purchase lol
 
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Developer The Dust has announced I, The Inquisitor, a story-based action-adventure based on the popular books by Jacek Piekara in which, in an alternate history, Jesus of Nazareth responds to his crucifixion with anger and rage rather than forgiveness and compassion.



Please be good Eurojank game.

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Reason: Added Kingslayer Bundle
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Nearing the finish line on Valkyria Chronicles 4 now. Only 2 chapters left. And I'm really starting to get ready for it to end. I've never really liked the overly gimicky super-boss scenarios in VC1 and VC4 since they make the game too puzzly and too untactical in my opinion.
 
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