Question for you guys. What am I doing wrong? Textures and team colors work in model viewer but not once I test it in game. The screen shot shows grabs I took from model viewer and the missing texture in game. Any thoughts on why?
Also EArkham suggested muting the colors a bit so I'm showing a variant here. I'm kind of fond of the original green (I themed it after the liberty launcher) but I figured it would be worth making a variant to see how others like it. What do you think?
Ah the Kralle. Probably the most plagiarised item on the entire Workshop. You're going to have to make it very clear when you submit that you really are the guy who originally modelled it or you're going to wind up with a lot of flaming.
Done a bit of work, changed the lens texture to look better and fiddled around a bunch with the specularity and phong on both the body and the lens. Body has very subtle spec and a significantly lowered phong, whereas I made the scope nice and shiny:
@ Masich - I reckon it's too oversized to be selected by Valve.
In what aspect? It's supposed to be a huge gun, but if you think it's too big, let me know what part is the problem. Scaling it down isn't hard, I still haven't done LOD's yet, leaving those till last.
Question for you guys. What am I doing wrong? Textures and team colors work in model viewer but not once I test it in game. The screen shot shows grabs I took from model viewer and the missing texture in game. Any thoughts on why?
It's strange that it works in HLMV but not in game. Typically there are four points of error when textures go pink:
1) The texture or material is missing (either vtf or vmt, or both)
2) The texture or material is in the wrong folder (either vtf or vmt)
3) The vmt points at the wrong location
4) The name of the material in the smd does not match the name of the vmt
My suspicion is that the model you're loading up in HLMV is not in the same location as the one the game is loading up.
I'm definitely liking the muted version better for what it's worth.
@Masich - nice model, but I think you need something more to make it stand apart from all the other ones. I might suggest making it corroded like it's a relic or came out of a swamp.
@Masich - nice model, but I think you need something more to make it stand apart from all the other ones. I might suggest making it corroded like it's a relic or came out of a swamp.
I did try a corroded, rusted look to it but it simply looked out of place. Then again that was earlier in the texture process.
Perhaps an optional style: the current being "Refurbished" and another being "Surplus" which is all rusted and corroded. Like an old PRTS dragged from a Soviet weapons dump.
It's strange that it works in HLMV but not in game. Typically there are four points of error when textures go pink:
1) The texture or material is missing (either vtf or vmt, or both)
2) The texture or material is in the wrong folder (either vtf or vmt)
3) The vmt points at the wrong location
4) The name of the material in the smd does not match the name of the vmt
My suspicion is that the model you're loading up in HLMV is not in the same location as the one the game is loading up.
I'm definitely liking the muted version better for what it's worth.
Guess I'll check for a dupe once I get home, if that's not my error I may have to make a thread and post my relevant .qc and .vmt lines. The muted version is starting to grow on me as well. Thanks again!
I did try a corroded, rusted look to it but it simply looked out of place. Then again that was earlier in the texture process.
Perhaps an optional style: the current being "Refurbished" and another being "Surplus" which is all rusted and corroded. Like an old PRTS dragged from a Soviet weapons dump.
I don't think it would look out of place rusted, it's already based on an older gun. It just seems like valve prefers the weapons to have some character dimension.
Focusing on texture right now. Pretty happy with what I have, but if I can improve this, I want to. Any tips?
Honestly man, your texture looks great, but the model is kinda ruining it for me. Mess around with the smoothing groups, you might want to revise on the original design, try to make it TF2-y by scaling things to abnormal sizes (not super unrealistic though)
Honestly man, your texture looks great, but the model is kinda ruining it for me. Mess around with the smoothing groups, you might want to revise on the original design, try to make it TF2-y by scaling things to abnormal sizes (not super unrealistic though)
The smoothing groups have been tweaked since that screenshot, and I think most of the issues you're talking about lately are related to the phongmask, which until recently, didn't exist.
As for the model, it is blown out and cartoonish... Or at least I hoped it was.
I did try some odd things with it, stuff like making the scope flare out and get bigger, changing the ratios of some areas. But none of it really worked or looked good, and it's already a pretty unrealistic variation of the PTRS-41 it's based on.
If you have any specific ideas, feel free to suggest them. But keep in mind if it messes with the UV unwrap (AKA, if it involves removing/rebuilding anything from scratch) then I'm definitely not going to do it, unless you're happy to volunteer to unwrap the damn thing again.
Scaling aspects up and down, like the scope, I can do, but there is no way in hell I'm unwrapping and re-painting the texture on that bastard.
I'm new to modeling and TF2, but made this in blender. A work in progress obviously, I thought it could be used in the flaregun slot for the pyro. Suggestions on what to do with it would be welcome.
I'm new to modeling and TF2, but made this in blender. A work in progress obviously, I thought it could be used in the flaregun slot for the pyro. Suggestions on what to do with it would be welcome.
Not a bad start. It's got an interesting look to it but I'm concerned about the handle. It looks like the bits connecting to the tank would make it really hard to hold. The hand grip also seems to wide to get your hand around. Might be helpful to drag the character model in and place it in his hand.
Maybe moving the tank connection apparatus to the side of the gun will allow you to fix those problems.
Yeah the handle is of some concern, but overall the scale is deceiving. It's meant to be not much bigger than the flaregun/detonator, so maybe his gloves will fit over it. If not it can be changed. It would certainly help to place it in his hands and see but I haven't figured that part out yet. Thanks for your feedback.
Once again I have problems. My attempt at a sapper is having issues. When I look at it in model viewer it turns into a sheet of ice when in direct light. Not entirely sure why.
Though it might have something to do with the transparency but it persists when i swap the textures out for entirely new ones with no transparency.
Once again I have problems. My attempt at a sapper is having issues. When I look at it in model viewer it turns into a sheet of ice when in direct light. Not entirely sure why.
*image*
Though it might have something to do with the transparency but it persists when i swap the textures out for entirely new ones with no transparency.
Thoughts?
Probably a phong issue, you might want to comment that out in the vmt until you've made a proper phongmask.
I'm no expert when it comes to texturing, but I'll try to help speaking with what little experience I do have. When texturing I use multiple layers for each "material" for lack of a better word; like dark metal, lighter metal, or team colored areas. Once I'm finished with the diffuse texture I convert it to black and white and play around with the opacity for each layer until I get something that looks reasonable. Darker areas in the phongmask are less shiny and lighter areas are more shiny. Also if your material is transparent, you'll need to use a normal map's alpha as the phongmask. Usually the normal map's red green and blue channels would be used to add detail to the model, but in this case you can fill it with the color 128,128,248 for a flat normal map. The normal map can be compressed using dxt5 if you only plan on using it for a phongmask, though if you did actually plan on using it for detail I'd highly recommend leaving it uncompressed.
EDIT:
Working on this thing, not quite sure if I'm happy with it.
Now available in the workshop. Please vote if you like it. Thanks.
I like these because I do kendo but at the same time they are inaaccurate but who cares . I only have 2 major gripes the ropes on the men/helmet usaully are black and also they end in a big bow at the end. Also the front of the men should be metal and red on the inside. Otherwise I love it!
I like these because I do kendo but at the same time they are inaaccurate but who cares . I only have 2 major gripes the ropes on the men/helmet usaully are black and also they end in a big bow at the end. Also the front of the men should be metal and red on the inside. Otherwise I love it!
There is a bow at the back end of the head gear. I can make it bigger if needed. The men is modeled after the older early 1900 bamboo version of the headgear. There is a colored inside padding. I cannot make it as accurate as i wanted to be without covering the face too much. Even with this "simplified" version, it still covers too much of the face against my preference.
A while ago I painted a mustache for the engineer, I feel it fits the game's style better to have a few simple strokes with a slight gradient overlay.
I do agree my mustache is a bit unfitting. Maybe because I removed the phong lighting. It looked too much like plastic, I probably should have tweaked it.
I'm really bad at making textures so I just used a simple brush to brush on some relief.
WAAAAAAAAAAAAAAAAAAAAAY too many strokes, paint them yourself (no grass blade brush) and try to follow the curves of the model shape a bit more (but still a bit vertical). Here's a good TF2 style moustache:
WAAAAAAAAAAAAAAAAAAAAAY too many strokes, paint them yourself (no grass blade brush) and try to follow the curves of the model shape a bit more (but still a bit vertical). Here's a good TF2 style moustache:
Thanks for the feedback! Here's a try with a few clean strokes, bent a little around the model's shape. The texture's shifted a bit to the side, but I compensated by rotating the UV map a slight bit.
Thanks for the feedback! Here's a try with a few clean strokes, bent a little around the model's shape. The texture's shifted a bit to the side, but I compensated by rotating the UV map a slight bit.
That's looking a lot better, one last suggestion I would offer is lower the contrast between the two colours, make those clean stroke lines a bit lighter and closer to the base tone. Not too much, but enough so they don't show up as being black.
Question for you knowledgeable people I've made this scarf and brace combo for the Scout and I have some questions.
First. The jiggle bones I set up seem to work in reverse. When moving forward the scarf also moves forward curling in on its self. That shouldn't happen unless the scout is back peddling. Likewise when back peddling the scarf flares backwards as it should when the scout moves forward. Problem with my QC or bone orientation?
Replies
Rate UP please Thank`s all)))
http://steamcommunity.com/sharedfiles/filedetails/?id=1078049
http://www.youtube.com/watch?v=EGxf1KpyPlI&feature=youtu.be
[ame="http://www.youtube.com/watch?v=PF0CCWAONOU&context=C4bfe735ADvjVQa1PpcFOc2LW0EMRFC9PojD9_qJh6uoMHz2_MY_Q="]The Mannkannon - YouTube[/ame]
Also EArkham suggested muting the colors a bit so I'm showing a variant here. I'm kind of fond of the original green (I themed it after the liberty launcher) but I figured it would be worth making a variant to see how others like it. What do you think?
it looks like it would be a fantastic re skin for the terribly hideous Machina I might actually use the weapon
On a somber note, lime green and hot pink pants for the engineer... and my interest in TF2 fades just that little bit more..
Hot pink and lime green pants? I beg your pardon? lol
Subtle though.
Make a phongmask. It will make your textures looks loads better.
Thoughts?
In what aspect? It's supposed to be a huge gun, but if you think it's too big, let me know what part is the problem. Scaling it down isn't hard, I still haven't done LOD's yet, leaving those till last.
It's strange that it works in HLMV but not in game. Typically there are four points of error when textures go pink:
1) The texture or material is missing (either vtf or vmt, or both)
2) The texture or material is in the wrong folder (either vtf or vmt)
3) The vmt points at the wrong location
4) The name of the material in the smd does not match the name of the vmt
My suspicion is that the model you're loading up in HLMV is not in the same location as the one the game is loading up.
I'm definitely liking the muted version better for what it's worth.
I did try a corroded, rusted look to it but it simply looked out of place. Then again that was earlier in the texture process.
Perhaps an optional style: the current being "Refurbished" and another being "Surplus" which is all rusted and corroded. Like an old PRTS dragged from a Soviet weapons dump.
Guess I'll check for a dupe once I get home, if that's not my error I may have to make a thread and post my relevant .qc and .vmt lines. The muted version is starting to grow on me as well. Thanks again!
I don't think it would look out of place rusted, it's already based on an older gun. It just seems like valve prefers the weapons to have some character dimension.
maybe like this:
Please vote by clicking the image to get to the Worskhop!
By myself and APesquara, based off his concept:
That Is The Scottish Vision!
Please Click above to vote up
P.S. i would fix the phong shader but i can't find the memory stick with all the data on it :poly136:
Honestly man, your texture looks great, but the model is kinda ruining it for me. Mess around with the smoothing groups, you might want to revise on the original design, try to make it TF2-y by scaling things to abnormal sizes (not super unrealistic though)
The smoothing groups have been tweaked since that screenshot, and I think most of the issues you're talking about lately are related to the phongmask, which until recently, didn't exist.
As for the model, it is blown out and cartoonish... Or at least I hoped it was.
I did try some odd things with it, stuff like making the scope flare out and get bigger, changing the ratios of some areas. But none of it really worked or looked good, and it's already a pretty unrealistic variation of the PTRS-41 it's based on.
If you have any specific ideas, feel free to suggest them. But keep in mind if it messes with the UV unwrap (AKA, if it involves removing/rebuilding anything from scratch) then I'm definitely not going to do it, unless you're happy to volunteer to unwrap the damn thing again.
Scaling aspects up and down, like the scope, I can do, but there is no way in hell I'm unwrapping and re-painting the texture on that bastard.
It's up. Give her a vote it you guys like it http://steamcommunity.com/sharedfiles/filedetails/?id=1557708
Maybe moving the tank connection apparatus to the side of the gun will allow you to fix those problems.
Though it might have something to do with the transparency but it persists when i swap the textures out for entirely new ones with no transparency.
Thoughts?
Probably a phong issue, you might want to comment that out in the vmt until you've made a proper phongmask.
Workshop link
Seems you are right. Any suggested setting for the phong? Or tips on phongmasking? I'm still learning all this mess.
Feedback much appreciated
https://developer.valvesoftware.com/wiki/$phong
I'm no expert when it comes to texturing, but I'll try to help speaking with what little experience I do have. When texturing I use multiple layers for each "material" for lack of a better word; like dark metal, lighter metal, or team colored areas. Once I'm finished with the diffuse texture I convert it to black and white and play around with the opacity for each layer until I get something that looks reasonable. Darker areas in the phongmask are less shiny and lighter areas are more shiny. Also if your material is transparent, you'll need to use a normal map's alpha as the phongmask. Usually the normal map's red green and blue channels would be used to add detail to the model, but in this case you can fill it with the color 128,128,248 for a flat normal map. The normal map can be compressed using dxt5 if you only plan on using it for a phongmask, though if you did actually plan on using it for detail I'd highly recommend leaving it uncompressed.
EDIT:
Working on this thing, not quite sure if I'm happy with it.
Well it's loosely based on these
A while ago I painted a mustache for the engineer, I feel it fits the game's style better to have a few simple strokes with a slight gradient overlay.
Now available in the workshop. Please vote if you like it. Thanks.
Workshop page.
Finally got this thing compiled and released!
Also compiled it for use as a Machina, Sydney Sleeper or Bazaar Bargain skin!
Bazaar Bargain: http://www.gamebanana.com/tf2/skins/116691
Machina: http://www.gamebanana.com/tf2/skins/116689
Sydney Sleeper: http://www.gamebanana.com/tf2/skins/116690
And to top it off, here's the latest (laggy as balls) youtube vid!
[ame="http://www.youtube.com/watch?v=93_AZEOrHMI&context=C4e9498bADvjVQa1PpcFN6sUZ8xyUQ2TGrbx0LenjArtdMkfnAq2k="]Mannkannon final demonstration - YouTube[/ame]
Enjoy, hope you all like it!
I like these because I do kendo but at the same time they are inaaccurate but who cares . I only have 2 major gripes the ropes on the men/helmet usaully are black and also they end in a big bow at the end. Also the front of the men should be metal and red on the inside. Otherwise I love it!
I'll try and fix that. thanks.
There is a bow at the back end of the head gear. I can make it bigger if needed. The men is modeled after the older early 1900 bamboo version of the headgear. There is a colored inside padding. I cannot make it as accurate as i wanted to be without covering the face too much. Even with this "simplified" version, it still covers too much of the face against my preference.
http://steamcommunity.com/sharedfiles/filedetails/?id=8986212
I'm really bad at making textures so I just used a simple brush to brush on some relief.
http://steamcommunity.com/sharedfiles/filedetails/?id=2609204
That's looking a lot better, one last suggestion I would offer is lower the contrast between the two colours, make those clean stroke lines a bit lighter and closer to the base tone. Not too much, but enough so they don't show up as being black.
First. The jiggle bones I set up seem to work in reverse. When moving forward the scarf also moves forward curling in on its self. That shouldn't happen unless the scout is back peddling. Likewise when back peddling the scarf flares backwards as it should when the scout moves forward. Problem with my QC or bone orientation?