Hey ruskeydoo !
Thanks !
I thought to make it team colored or with different styles aswell but i'd like this one to be the default state. The texture is wip but i always struggle to fit the tf2 style.
Ok...I have searched the forums, and I guess my searching skills suck cause I cant find help on this issues I am having making a TF2 hat..actually its a mask for the Pyro...I want a glow around the eyes...AND...some specular information. I am only using a diffuse and no normal map. SO....do I need 2 textures to accomplish this? One for the glowing eyes, and one for the spec in the alpha of the diffuse?
This is driving me CRAZY!:poly142: HELP!
Ok...I have searched the forums, and I guess my searching skills suck cause I cant find help on this issues I am having making a TF2 hat..actually its a mask for the Pyro...I want a glow around the eyes...AND...some specular information. I am only using a diffuse and no normal map. SO....do I need 2 textures to accomplish this? One for the glowing eyes, and one for the spec in the alpha of the diffuse?
This is driving me CRAZY! HELP!
Haven't done this in a while, but I think what you need to do is have the Illumination mask in the Alpha channel of your diffuse, and make a specular map seperately.
Don't take my word for it, though, again, I'm not 100% sure that's what needs doing.
Integration try. Texture still wip.
It might be a bit big. It looked smaller in Max. I have the weirdest shading under the dorsal fin that I shall investigate onto.
Any weird shading is usually down to either Max triangulating an n-gon weirdly and the resulting smoothing group going mad, or duplicate vertices.
Size-wize, it looks fine! The birdcage thing is huge and disrupts the silhouette way more. Looks great! @SpooneyLuv1, the VDC is your friend. Also try the Facepunch TF2 forums.
That's the plan, I'm only using the back-colour right now because max doesn't support transparency with PSD files. But the end result intends to use alpha.
Congratulations to the guys from this thread who have already got their stuff in Dota 2. I came across this stuff last night and I had no idea you guys made it. Good going!
P.S. If there's a thread like this, but for Dota stuff pls forward me a link.
P.P.S. and how exactly did your items end up on this http://optf2.com/d2b/items if they're not in game yet?
Any weird shading is usually down to either Max triangulating an n-gon weirdly and the resulting smoothing group going mad, or duplicate vertices.
I don't know, the model was already triangulated in max. The normals look ok.
I don't think i can do more. It's probably the edge flow which breaks the specular. As I want to avoid a normal map, i probably have to add some more triangles there.
P.P.S. and how exactly did your items end up on this http://optf2.com/d2b/items if they're not in game yet?
Valve has two different schemas, one internally and one for releasing. That one is the internal one, so they have a lot of the items in there some of us submitted, but didn't quite sit with what they were looking for or still needed some work done.
A newb question. I've been using blender but it's terrible with displaying alpha channeled textures, is there another model viewer out there I could use?
Well I sat down for a good 6 hours and got this done. I'm looking for a bit of help with texturing since I can never come up with something I'm happy with. If you want to help, leave me a message or send me a note.
1 for all 3.
If you really can't use the same texture space because you're uvs are completly different, you can make a tiny version of an element somewhere in your texture.
Example : characters have a specific big texture for their head, but a tiny version of the head is also present in the body texture and is used with lods (i guess)
Genrally you unwrap and texture your original object, then remove vertices after to create lods. So you don't have to unwrap 3 times.
Remember a lod is seen from farther so if your texture is a bit stretched or lil broken compare to your original model, it shouldn't be an issue.
1 for all 3.
If you really can't use the same texture space because you're uvs are completly different, you can make a tiny version of an element somewhere in your texture.
Example : characters have a specific big texture for their head, but a tiny version of the head is also present in the body texture and is used with lods (i guess)
Genrally you unwrap and texture your original object, then remove vertices after to create lods. So you don't have to unwrap 3 times.
Remember a lod is seen from farther so if your texture is a bit stretched or lil broken compare to your original model, it shouldn't be an issue.
So I should have done the LoD's after I had created the texture? Bah and blasphemy I say! It hurt me the first time to cut my baby up and slap ugly onto it . Lol, oh well, I guess I'll try to get a texture going and see whats what afterwards.
So I should have done the LoD's after I had created the texture? Bah and blasphemy I say! It hurt me the first time to cut my baby up and slap ugly onto it
Yes. But anyway, lods are always a pain in the ass.
Replies
Now available in the Workshop. Click to vote, comment, etc.
video:
http://youtu.be/OBGBs0xxFQ4
Rate UP please:
http://steamcommunity.com/sharedfiles/filedetails/?id=74189042
Back with the "solemate" like 2 years after lololol
Early texturing. My tf2 texturing skills are lil rusty !
c&c welcome
All of the yes.
Try having it team coloured. I think that would bring it in line with TF2 a little bit more. Damn good build and concept
edit: also the lines on the tail fin stand out.
Ho hum trying something a little different~
Thanks !
I thought to make it team colored or with different styles aswell but i'd like this one to be the default state. The texture is wip but i always struggle to fit the tf2 style.
This is driving me CRAZY!:poly142: HELP!
This thing was a pain to unwrap, but I managed it. Not sure if Tribal tattoos are working, though.
Haven't done this in a while, but I think what you need to do is have the Illumination mask in the Alpha channel of your diffuse, and make a specular map seperately.
Don't take my word for it, though, again, I'm not 100% sure that's what needs doing.
Integration try. Texture still wip.
It might be a bit big. It looked smaller in Max. I have the weirdest shading under the dorsal fin that I shall investigate onto.
Size-wize, it looks fine! The birdcage thing is huge and disrupts the silhouette way more. Looks great!
@SpooneyLuv1, the VDC is your friend. Also try the Facepunch TF2 forums.
Click it for more pictures.
P.S. If there's a thread like this, but for Dota stuff pls forward me a link.
P.P.S. and how exactly did your items end up on this http://optf2.com/d2b/items if they're not in game yet?
I don't know, the model was already triangulated in max. The normals look ok.
I don't think i can do more. It's probably the edge flow which breaks the specular. As I want to avoid a normal map, i probably have to add some more triangles there.
Valve has two different schemas, one internally and one for releasing. That one is the internal one, so they have a lot of the items in there some of us submitted, but didn't quite sit with what they were looking for or still needed some work done.
NOW IS PAINTABLE!!!
Updated PAINTABLE layers!!!
Edited PAINT layers
On the workshop now!
[ame="http://www.youtube.com/watch?v=b_jEKWdgVlE"]The Sole Mate - YouTube[/ame]
FIXED PAINTABLE!!!
Fixed Paintable!!
Fixed paintable!!!!!
Fixed paintable!
Fixed paintable on all styles of The Parrot
http://steamcommunity.com/sharedfiles/filedetails/?id=7036
those items too FIXED Paintbale!!! not made a screenshots.
Yay done !
http://steamcommunity.com/sharedfiles/filedetails/?id=75014407
Just this texture for now. I'll do some more if i ever find the courage
http://steamcommunity.com/sharedfiles/filedetails/?id=75123236
To all who votes: "live long and prosper"
Nice !!
If you really can't use the same texture space because you're uvs are completly different, you can make a tiny version of an element somewhere in your texture.
Example : characters have a specific big texture for their head, but a tiny version of the head is also present in the body texture and is used with lods (i guess)
Genrally you unwrap and texture your original object, then remove vertices after to create lods. So you don't have to unwrap 3 times.
Remember a lod is seen from farther so if your texture is a bit stretched or lil broken compare to your original model, it shouldn't be an issue.
So I should have done the LoD's after I had created the texture? Bah and blasphemy I say! It hurt me the first time to cut my baby up and slap ugly onto it . Lol, oh well, I guess I'll try to get a texture going and see whats what afterwards.
Absolutely love those, I'd wear them for sure ^_^ Will they be paintable?
also, as for names:
Hi-Speed Hi-Tops ^_^
Yes. But anyway, lods are always a pain in the ass.