Oh OK, I had it checked but I don't know if it works. I made a really strong white squre where it should be really obvious. At least in the viewer I didn't see it. Didn't check in game though.
That does work in the import tool viewer. But it has to be a VERY strange contrast to notice it.
I put a big white square in the middle of black and I can see the sharp edges of it.
But the spec map has much more subtle details, and most of those are on spots of the tex that are already lighter in color. So it's not really noticeable.
It's OK, I don't want it to shout spec map was used anyway.
And it only shows a difference in rimlight at certain angles. It really is more of a increased phong/rimlight than specular.
The Endothermic Exowear Built to last on those long work days, this jacket is constructed with rugged 12-ounce, 100% cotton duck. Our patented Jacket Technology™ ensures the bloodstains wash right out. For comfort and convenience, there are two deep hand-warmer pockets, and yes, even pockets on the inside.
By settings I mean things like DOF Samples (right click on camera view> render settings)
If you want to send me the dmx file I can try rendering it myself and see if there's any change..
In the demo shot above there was an option to hide his boots. It seems like only four slots are ever available. I loaded a new map (koth_lakeside_final) for a helmet shot. I added the persian boots as they fit.
But I have an option to hide arm bandages (scoot halloween item?) but not boots.
Well, you were using 2 different models.
The HWM model doesn't have an option to hide the boots, but it has an option to give the Demo a Headwrap and an Armcast. Sometimes, the body groups might be different from model to model
A question that has probably been asked a million times, but I can't find the answer too is there any guide for creating styles/paints for specific areas on the alpha to be printable as the whole thing becomes painted for me.
This is a new hat i made for this year's Christmas update, the model doesnt have a finished texture yet (my buddy is working on it), and it is all-class. not sure what to call this hat.
Typically it's best to just have the ao layer under the paint so paint just overlays the greyscale and not another color.
Then when you upload you can choose the rgb colors the hat starts off in the paint areas.
So you can have one map, with the paint either blu or red to start. (put the same texture in both blu and red slots and give them each their own value).
Or you can have two different textures (one has red painted on, one has blu painted on. Then for each you can choose the rgb values for the paint area (can be same color you painted or a different color (typically the team orange).
Yeah I think so I highlighted the heavy with a light too.
But I've been playing with it all day now so I'm getting some pretty good shots. Will have a good one to post pretty soon. Just need to edit the soly skin a bit first.
The Kiss King Just hear those sleigh bells jingling, ring-ting tingling too. Come on, it's lovely weather for a makeout session with you~
Looks great but I'd change a few things: I think your berries are too small. Make them bigger and more comical. Also your renders are way too grainy, you need to tone that down in film maker!
Typically it's best to just have the ao layer under the paint so paint just overlays the greyscale and not another color.
Then when you upload you can choose the rgb colors the hat starts off in the paint areas.
So you can have one map, with the paint either blu or red to start. (put the same texture in both blu and red slots and give them each their own value).
Or you can have two different textures (one has red painted on, one has blu painted on. Then for each you can choose the rgb values for the paint area (can be same color you painted or a different color (typically the team orange).
Thanks I'd been doing that it seems I'd'd simply forgot to delete the default alpha which was colouring the whole thing.
i made an ice cream freezer for engy, but i'm not really sure about this texture. like if the edge wear is good, or if the on/off text is a good idea, or if the chocolate even looks like chocolate.
Here's a Hat I'm working on with a friend of mine, this is the finished model, but the texture, i was just playing with(my buddy is working on the actual texture) i was wondering if any of you guys have any suggestions on a name for this hat? and yes its for the Christmas event.
The Tsar Bomber With this comfortable, trendy, and stolen jacket of the Flying Fists bomb squadron, now you too can deliver the world's most devastating device ever detonated by man - in style!
OK, this shows the problem. My demo boots work fine, one mesh each. Each attached to respective bones. They also work fine on pyro.
So I added a mesh to the demo's pelvis. It aligns properly.
But that mesh doesn't align properly on the pyro. It is twisted. So I tried copying those values to the pyros pelvis bone but that doesn't fix it.
For some reason the pyros pelvis is at a different angle, but the feet aren't?
How can that be fixed?
=============
Anyone have issues trying to rig complex items?
Sometimes rigs just don't seem to want to work. I have found work arounds but usually just skinning the bones I need, then exporting the mesh and all bones works.
On this particular item I am using the pelvis and both legs.
If I only skin to the pelvis the item attaches to belt correctly. If I add hi bones then the hips twist about 90. Or it'll attach to one hip but not the pelvis.
I have tried unlinking all the bones (same results), resetting bone pivots to world locals (bad results)...
Replies
Nope they aren't UV, they are currently in their raw form.
looks great
Well, I can take a look, depending on how complicated it is to uv rig.
Maybe you can take a look.
http://steamcommunity.com/sharedfiles/filedetails/?id=194537583
http://steamcommunity.com/sharedfiles/filedetails/?id=194818319
Trying to make some metal items really pop. I've got my specular map, it's in the alpha channel of my diffuse.
But now going into the workshop uploader I am not finding setting for it (I thought they wwere obvious).
Does it just read the alpha as spec as a first choice or what are good settings to use?
Can't find the info anywhere.
http://steamcommunity.com/sharedfiles/filedetails/?id=194311345
http://steamcommunity.com/sharedfiles/filedetails/?id=188176099
some improvements may come into play soon
That does work in the import tool viewer. But it has to be a VERY strange contrast to notice it.
I put a big white square in the middle of black and I can see the sharp edges of it.
But the spec map has much more subtle details, and most of those are on spots of the tex that are already lighter in color. So it's not really noticeable.
It's OK, I don't want it to shout spec map was used anyway.
And it only shows a difference in rimlight at certain angles. It really is more of a increased phong/rimlight than specular.
now with better normal map!
click the pic to vote!
And they prefer to not have them if not needed. I think the belt buckly could maybe use a little edge wear. belt too.
http://steamcommunity.com/sharedfiles/filedetails/?id=195970209
Christmas spirit
http://steamcommunity.com/sharedfiles/filedetails/?id=196000640
http://steamcommunity.com/sharedfiles/filedetails/?id=195490206
Built to last on those long work days, this jacket is constructed with rugged 12-ounce, 100% cotton duck. Our patented Jacket Technology™ ensures the bloodstains wash right out. For comfort and convenience, there are two deep hand-warmer pockets, and yes, even pockets on the inside.
Dark Age Donkey Kickers
But I have lower settings in TF2 (mainly lower res) and I guess that effects SFM too as I don't see settings there for render.
If you want to send me the dmx file I can try rendering it myself and see if there's any change..
In the demo shot above there was an option to hide his boots. It seems like only four slots are ever available. I loaded a new map (koth_lakeside_final) for a helmet shot. I added the persian boots as they fit.
But I have an option to hide arm bandages (scoot halloween item?) but not boots.
What gives?
----
ANSWERED, lol
I guess the demo _HWM is halloween model?
The HWM model doesn't have an option to hide the boots, but it has an option to give the Demo a Headwrap and an Armcast. Sometimes, the body groups might be different from model to model
just posting to compare old shot...
Black is no paint, white is 100% paint.
Typically it's best to just have the ao layer under the paint so paint just overlays the greyscale and not another color.
Then when you upload you can choose the rgb colors the hat starts off in the paint areas.
So you can have one map, with the paint either blu or red to start. (put the same texture in both blu and red slots and give them each their own value).
Or you can have two different textures (one has red painted on, one has blu painted on. Then for each you can choose the rgb values for the paint area (can be same color you painted or a different color (typically the team orange).
Just hear those sleigh bells jingling, ring-ting tingling too. Come on, it's lovely weather for a makeout session with you~
Looks much better, right?
But I've been playing with it all day now so I'm getting some pretty good shots. Will have a good one to post pretty soon. Just need to edit the soly skin a bit first.
http://puu.sh/5n2jz.png
Anyway nice model
http://puu.sh/5n2jz.png
Really cool design btw
Looks great but I'd change a few things: I think your berries are too small. Make them bigger and more comical. Also your renders are way too grainy, you need to tone that down in film maker!
Thanks I'd been doing that it seems I'd'd simply forgot to delete the default alpha which was colouring the whole thing.
i made an ice cream freezer for engy, but i'm not really sure about this texture. like if the edge wear is good, or if the on/off text is a good idea, or if the chocolate even looks like chocolate.
does anyone have any advice on anything
Don, maybe you can go with a more pictorial theme for the switch. A snow flake for the on position and a molten droplet for the off position etc.
http://steamcommunity.com/sharedfiles/filedetails/?id=196470007
click the link or the pics to vote!
@EmAr thats a good idea, i wasnt fond of the text anyway
Grab your glow-sticks because we're going clubbing! ... Right?
With this comfortable, trendy, and stolen jacket of the Flying Fists bomb squadron, now you too can deliver the world's most devastating device ever detonated by man - in style!
EDIT
OK, this shows the problem. My demo boots work fine, one mesh each. Each attached to respective bones. They also work fine on pyro.
So I added a mesh to the demo's pelvis. It aligns properly.
But that mesh doesn't align properly on the pyro. It is twisted. So I tried copying those values to the pyros pelvis bone but that doesn't fix it.
For some reason the pyros pelvis is at a different angle, but the feet aren't?
How can that be fixed?
=============
Anyone have issues trying to rig complex items?
Sometimes rigs just don't seem to want to work. I have found work arounds but usually just skinning the bones I need, then exporting the mesh and all bones works.
On this particular item I am using the pelvis and both legs.
If I only skin to the pelvis the item attaches to belt correctly. If I add hi bones then the hips twist about 90. Or it'll attach to one hip but not the pelvis.
I have tried unlinking all the bones (same results), resetting bone pivots to world locals (bad results)...
All this time and I can't get the rig to work
25% extra warmth not guaranteed!
Link again for good measure.
Are you working with the SDK .smd files or manually decompiled ones? I'd try both if you haven't yet.