I'm stumped as to how to improve this, I'm gonna put some engravings on it, and I know how to deal with the seams, but the whole thing just looks.. eh, to me. Any advice? I can't seem to get the worn away areas around the edges of the knife and such to look right.
I'm stumped as to how to improve this, I'm gonna put some engravings on it, and I know how to deal with the seams, but the whole thing just looks.. eh, to me. Any advice? I can't seem to get the worn away areas around the edges of the knife and such to look right.
Halp please?
First step would be to stack all of the shells in your UV that are mirrored. Yous could easily reduce your texture map size by half or double the amount of space you've got to play with by doing that.
Too many awesome models posted while I was away :poly121:
I need to finish a lot of stuff so I guess I better start working on it.
Here's a w.i.p. of a misc item for the Roman set Rada and I are working on
Uploaded to the Workshop! As always, I appreciate your votes, people! Also, read the item description. I worked very hard on balancing just the right amount of TF2 sarcasm, humor, and good-ol'-fashioned American racial ignorance!
I am a bit torn here, I dont know whether or not to keep this as a buff pack as I originally intended, or if I should turn it into a misc item. Item 3 of 4 for the soldier set im working on, based off Sun Tzu's The Art of War
I have to admit, Vlek, you are really good at coming up with ideas. So many of your contributions seem like such obvious ideas, yet no one has made them before. Also, the quality of your items is becoming quite good.
I have to admit, Vlek, you are really good at coming up with ideas. So many of your contributions seem like such obvious ideas, yet no one has made them before. Also, the quality of your items is becoming quite good.
One of my students was making a TF2 inspired model in Maya and was trying to get some TF2-shading going on.
I ended up making a TF2-like CGFX shader of my own for the Maya viewport. I added a few visualization modes for the user to more easily see the effect of the major step of the shading chain.
If anyone gives this a go or has any questions then don't hesitate to ask.
One of my students was making a TF2 inspired model in Maya and was trying to get some TF2-shading going on.
I ended up making a TF2-like CGFX shader of my own for the Maya viewport. I added a few visualization modes for the user to more easily see the effect of the major step of the shading chain.
If anyone gives this a go or has any questions then don't hesitate to ask.
Passerby>
I tried to base most of my work in the shader from this paper. When looking through the paper and also the TF2 source files supplied in the first page of this thread I was under the impression that TF2 did not use specular maps? I might be wrong though. This is the reason I didn't add support for it in my shader.
Passerby>
I tried to base most of my work in the shader from this paper. When looking through the paper and also the TF2 source files supplied in the first page of this thread I was under the impression that TF2 did not use specular maps? I might be wrong though. This is the reason I didn't add support for it in my shader.
tf uses specular maps on some things, mostly characters and weapons and some props.
the reason why you dont see them in the source files is that tf read the specmap out of hte alpha of the albedo or the normalmap, depending on what argumeants are in the material.
Hey guys, here's some concepts I'm working on for a new Sniper Melee. The basic idea is that its just a large tooth from a giant animal fashioned into a knife. Crits are welcome!
That's an awesome idea. When I submitted my capo's capper, they had to change the texture because my lines were too thin and it caused aliasing. Anyway, try to reduce the size of your texture, and thicken up those lines.
A syringue gun concept. If someone feels like doing it I'll detail it a bit more, maybe change some stuff and take care of the textures. I kind of forced that little bottle in there and I've not ended up liking it much.
A syringue gun concept. If someone feels like doing it I'll detail it a bit more, maybe change some stuff and take care of the textures. I kind of forced that little bottle in there and I've not ended up liking it much.
@kodde - nice shader!, I wish I used Maya :P @vlek - keep up the good work @Napy - that looks awesome
it seems it will be a texturing week for me, starting with this medigun... right now it's only base colors, some brush strokes, and a few scratches, I need to add edge highlighting, etc...
Replies
Texture am difficult.
I'm stumped as to how to improve this, I'm gonna put some engravings on it, and I know how to deal with the seams, but the whole thing just looks.. eh, to me. Any advice? I can't seem to get the worn away areas around the edges of the knife and such to look right.
Halp please?
Roninsmastermix supports this message.
It's also very pleasant to see vlek improve on texturing. Keep it up.
PLEASE CLICK TO VOTE!
I need to finish a lot of stuff so I guess I better start working on it.
Here's a w.i.p. of a misc item for the Roman set Rada and I are working on
It's supposed to go with this:
http://steamcommunity.com/sharedfiles/filedetails/?id=6598
Does it look better with the dagger on the same side as the pauldron? or opposite?
New boots replacements for the victorian demoman set. Up-rate please if you like it. Thanks.
Uploaded to the Workshop! As always, I appreciate your votes, people! Also, read the item description. I worked very hard on balancing just the right amount of TF2 sarcasm, humor, and good-ol'-fashioned American racial ignorance!
pew pew pew pew
You should work on dividing the smoothing groups. doesn't look like a half bad pistol, but it would look better if you could split them up.
I feel like I'm the only one who posts here.
[ame="http://www.youtube.com/watch?v=LRHtceJC2PE&feature=fvst"]ZZ Top - Sharp Dressed Man - YouTube[/ame]
You know it makes sense.
I'll add it as an alternate name in the description though.
http://steamcommunity.com/sharedfiles/filedetails/?id=12942
Voting would be appreciated.
[ame="http://www.youtube.com/watch?v=sgf1hT-xffo"]sniper_cup - YouTube[/ame]
http://steamcommunity.com/sharedfiles/filedetails/?id=12978
One of my students was making a TF2 inspired model in Maya and was trying to get some TF2-shading going on.
I ended up making a TF2-like CGFX shader of my own for the Maya viewport. I added a few visualization modes for the user to more easily see the effect of the major step of the shading chain.
If anyone gives this a go or has any questions then don't hesitate to ask.
[size=+1]Download the koddeTF2shader here.[/size]
Melee for the set. Hope you guys like it. If you do, please vote up. Thanks for your support guys.
is there a way to make it work with a specular map, im olny seeing albedo and normal inputs in the shader.
Passerby>
I tried to base most of my work in the shader from this paper. When looking through the paper and also the TF2 source files supplied in the first page of this thread I was under the impression that TF2 did not use specular maps? I might be wrong though. This is the reason I didn't add support for it in my shader.
http://steamcommunity.com/sharedfiles/filedetails/?id=12942&requirelogin=true
Gave this an update :V
tf uses specular maps on some things, mostly characters and weapons and some props.
the reason why you dont see them in the source files is that tf read the specmap out of hte alpha of the albedo or the normalmap, depending on what argumeants are in the material.
I Appreciate the votes
I'll pack it in the Albedo alpha then.
Get koddeTF2shader v0.2 here.
That's an awesome idea. When I submitted my capo's capper, they had to change the texture because my lines were too thin and it caused aliasing. Anyway, try to reduce the size of your texture, and thicken up those lines.
A syringue gun concept. If someone feels like doing it I'll detail it a bit more, maybe change some stuff and take care of the textures. I kind of forced that little bottle in there and I've not ended up liking it much.
Doktor Stahl ?
Thats pretty snazzy if I do say so myself.
@vlek - keep up the good work
@Napy - that looks awesome
it seems it will be a texturing week for me, starting with this medigun... right now it's only base colors, some brush strokes, and a few scratches, I need to add edge highlighting, etc...
Comments always appreciated
Rate UP please)))
http://steamcommunity.com/sharedfiles/filedetails/?id=13388
Look videos and Rate UP my friends)))
http://steamcommunity.com/sharedfiles/filedetails/?id=13379
look videos this item
and rate it
http://steamcommunity.com/sharedfiles/filedetails/?id=13386