The Scotch Saver
NeoDement / Void Ever think to yourself maybe you shouldn't make it? Why don't you just wait here for a little while, grow a beard, see what happens?
The Antarctic Researcher
NeoDement / Void You're a thousand miles from nowhere, man, and it's gonna get a hell of a lot worse before it gets any better. Better dress accordingly.
And that's it for my winter submissions. Here's hoping there's even a glimmer of hope that this isn't too late.
" It's getting colder and colder, and before you get frostbite, cover yourself as much as you can. You wouldn't want to go to a christmas party with frozen flesh, do you? "
i don't know if someone already said it but : did you know that we now got Modo Steam Edition for around 130$ ? see there : http://store.steampowered.com/app/244290/ enjoy !
I haven't been able to find anything out there on this problem I'm having, so I figured I'd ask here. Has anyone else had these texture problems when applying maps in 3ds Max? Model importing works fine, skinning is fine, etc; it's just that the textures load super funky.
The texture when applied is just completely off. Here's a shot of the (untouched) UVs which obviously look wrong (the head is overlayed on top of the body):
Models were decompiled via cannonfodder's MDL Decompiler and imported via wunderboy's 3ds Max smd file plugin. Textures I converted to TGA after extracting as well.
Any help would be appreciated because, as I stated earlier, I couldn't find anyone else experiencing this. I figure there may be a certain way to apply materials after importing using wunderboy's tool but I am not aware of one yet.
download the files on the first page of this thread, its got all the reference models. ctrl+f " Click here to get all the files you'll need to contribute to your own TF2 hats or items! " should have skins working normally.
Well, the heads use a different texture. I think at some point valve decided they needed to be higher res.
So that needs a different texture.
Then just show the texture in uv editor (top right> checker pattern, pick the right one in that menu so you can see it)
Then just grab all body verts and drag until they align.
Well, the heads use a different texture. I think at some point valve decided they needed to be higher res.
So that needs a different texture.
Then just show the texture in uv editor (top right> checker pattern, pick the right one in that menu so you can see it)
Then just grab all body verts and drag until they align.
The head indeed has a different texture applied.
Thanks for that, but I was curious as to if there was a more precise way then manually adjusting UVs. Brian's suggestion of using the other resource pack has actually fixed the problem, so I guess I'll just ditch the self-decompiling method
Hey guys, is anybody else having trouble with the import tool?
It won't let me tint the mesh for some reason. Am I missing something? The Diffuse texture has an alpha channel, I can use it for transparency but the "Blend Tint By Base Alpha" checkbox is greyed out :S
EDIT: *sigh* I've being going crazy for an hour, and just after I post I find the "Paint VMT1" checkbox outside of the VMT properties window. :poly128:
Can someone please explain how they do the final presentations for items? Is it using the SFM and is there a straightforward tutorial about this somewhere? I've done a ton of waffling and I'm having a real tough time figuring out so any help would be really appreciated. Thanks!
Can someone please explain how they do the final presentations for items? Is it using the SFM and is there a straightforward tutorial about this somewhere? I've done a ton of waffling and I'm having a real tough time figuring out so any help would be really appreciated. Thanks!
It took me some time to learn using SFM, but I did it after a while.. I didn't find any proper guide on how to make SFM posters so I just messed around with it and learned on my own, you can try that
It's been a long time since I've done anything TF2 related (I think since the polycount contest). Starting to get back into the swing of things recently, and I have to say I do enjoy the new import beta tool. Anyways, my new item is up on the workshop if anyone wants to check it out.
I've been wanting to make some cosmetic items for TF2 for some time now, and I recently started actually applying myself on it. I decided I would start with a misc item as opposed to a hat, but there's no reliable tutorial for misc items. I decided to just use hat tutorials for anything that I didn't know how to do, which was mostly just getting the item to stick to the bone it needs to be on (for reference, I'm using bip_dogtag_0. but I've also kept bip_neck parented).
From what I've gathered, if I'm going to keep these bones, which is required to make the item stay on the Scout's body, I need to export as a .smd, which I have tried to do using MESA 2.0. I believe I've set up MESA correctly, since it did export my model as a .smd, but when I try to put it into the TF2 workshop test, it gives me an error message: "could not open [undefined]". I tried importing my .smd into Blender, and all that imported was a complex bone structure that doesn't exist in Maya, no mesh at all.
Does anyone have any idea what's up with this? It's a pretty significant hurdle to jump.
Can someone please explain how they do the final presentations for items? Is it using the SFM and is there a straightforward tutorial about this somewhere? I've done a ton of waffling and I'm having a real tough time figuring out so any help would be really appreciated. Thanks!
That's a nice one perrryz. I'd make it paintable too.
Thanks! No Idea how to.. something screws up every time.
I'm painting the area white in the alpha channel, upload the texture to the importer and for some reason it keeps coloring over the current layer. I tried to replace the RGB values if that's what i should do but i had no success.. Can't find any good guide on how to make an item paintable with the importer.
perrryz, I think I understand the problem. The TF2 shader multiplies your texture with the paint color. Therefore, you need to actually change your texture at least partially into a grey-scale image. If you are using Photoshop, try this:
- Create a new Hue/Saturation adjustment layer on top of everything.
- Create a normal layer on top of the adjustment layer and set its blending mode to multiply.
- Fill the last layer with a paint color(189 59 59 and 83 132 158 work well for red and blue teams respectively).
- Go back to your adjustment layer(double click its icon) and drop Saturation to zero.
- Play around with Lightness until you like the colors you see on your texture.
- Disable the color layer and save the texture.
- If you want a partially paintable texture, you need to use the alpha channel for that.
The RGB values in the item importer are the default colors you see as "unpainted" in the game.
I hope this helps.
EDIT: I changed a sentence in the first paragraph!
perrryz, I think I understand the problem. The TF2 shader multiplies your texture with the paint color. Therefore, you need to actually change your texture at least partially into a grey-scale image. If you are using Photoshop, try this:
- Create a new Hue/Saturation adjustment layer on top of everything.
- Create a normal layer on top of the adjustment layer and set its blending mode to multiply.
- Fill the last layer with a paint color(189 59 59 and 83 132 158 work well for red and blue teams respectively).
- Go back to your adjustment layer(double click its icon) and drop Saturation to zero.
- Play around with Lightness until you like the colors you see on your texture.
- Disable the color layer and save the texture.
- If you want a partially paintable texture, you need to use the alpha channel for that.
The RGB values in the item importer are the default colors you see as "unpainted" in the game.
I hope this helps.
EDIT: I changed a sentence in the first paragraph!
Edit: got the first part
And, "Fill the last layer with a paint color" has to be a TF2 color?
I think you could afford to beef up the rim on the brim and underside of hat a bit. It will read better in game being thicker.
for paint you want greyscale only.
I'd take your green camo layer and desaturate it so you have greyscale cammo (overlayed on your ao). Make the whole alpha channel white.
Then like Emar said inthe importer define the start color with rgb (average the green you have now, take the middle value. Overlayyed on the greyscale camo will give you light/dark spots.
Then when it is painted it will be correct colors with light/dark spots. And it will be green default
I submitted my first item a couple days ago. I found out about Polycount from the service provider list. :d Anyway, here's my first hat. I started playing with SFM and just put up some more images for the Preview. Should I change my thumbnail image or should I keep it as is?
I only have the takedown notice along the top of the workshop page. No messages as to who filed it or why.
There are several comments claiming it to be similar to the Dragonfire in CoD, although aside from having multiple props and a gun, I see no other similarity (maybe an Apple style "squint really hard and it looks the same" mentality is starting on the Workshop)...
It'd be easy enough to prove this as my own work, I keep several incremental files of everything.I just dont see a process for doing so.
Replies
NeoDement / Void
Ever think to yourself maybe you shouldn't make it? Why don't you just wait here for a little while, grow a beard, see what happens?
The Antarctic Researcher
NeoDement / Void
You're a thousand miles from nowhere, man, and it's gonna get a hell of a lot worse before it gets any better. Better dress accordingly.
And that's it for my winter submissions. Here's hoping there's even a glimmer of hope that this isn't too late.
http://steamcommunity.com/sharedfiles/filedetails/?id=204729969
Just made a workshop thread for this item and the more to come!!
http://www.polycount.com/forum/showthread.php?t=129331
Check it out and dont be afraid to like/favorite if you do like what you see!
Thanks!!
If you like it, please rate it on the Workshop:http://steamcommunity.com/sharedfiles/filedetails/?id=206286711
Show your true colors!
What should I add? 230 polys left..
The texture when applied is just completely off. Here's a shot of the (untouched) UVs which obviously look wrong (the head is overlayed on top of the body):
Models were decompiled via cannonfodder's MDL Decompiler and imported via wunderboy's 3ds Max smd file plugin. Textures I converted to TGA after extracting as well.
Any help would be appreciated because, as I stated earlier, I couldn't find anyone else experiencing this. I figure there may be a certain way to apply materials after importing using wunderboy's tool but I am not aware of one yet.
So that needs a different texture.
Then just show the texture in uv editor (top right> checker pattern, pick the right one in that menu so you can see it)
Then just grab all body verts and drag until they align.
The head indeed has a different texture applied.
Thanks for that, but I was curious as to if there was a more precise way then manually adjusting UVs. Brian's suggestion of using the other resource pack has actually fixed the problem, so I guess I'll just ditch the self-decompiling method
Thanks for the help, both of you!
Tried to go low key on this one, something that fits the class, adds paint. Clean/simple/understated.
http://steamcommunity.com/sharedfiles/filedetails/?id=211630424
3 styles: Full set (lower poly models), Extinguisher only (higher poly), ash kickers (boots only)
Awesome!
Ash-Kickers paint is a bit unnoticeable.
Also, try showing more of the model in your promo-images.
It won't let me tint the mesh for some reason. Am I missing something? The Diffuse texture has an alpha channel, I can use it for transparency but the "Blend Tint By Base Alpha" checkbox is greyed out :S
EDIT: *sigh* I've being going crazy for an hour, and just after I post I find the "Paint VMT1" checkbox outside of the VMT properties window. :poly128:
http://steamcommunity.com/sharedfiles/filedetails/?id=213251513&tscn=1389038428
Example of what I consider to be really good presentations for items : http://steamcommunity.com/id/rozzy/myworkshopfiles/?appid=440
It's SFM. I can make some promo pictures for a minor part of the revenue, if you want
Take a look at my SFM posters..
And preview images: http://steamcommunity.com/id/perrryz/myworkshopfiles/
It took me some time to learn using SFM, but I did it after a while.. I didn't find any proper guide on how to make SFM posters so I just messed around with it and learned on my own, you can try that
Baltic Bubbler
http://steamcommunity.com/sharedfiles/filedetails/?id=214014834
From what I've gathered, if I'm going to keep these bones, which is required to make the item stay on the Scout's body, I need to export as a .smd, which I have tried to do using MESA 2.0. I believe I've set up MESA correctly, since it did export my model as a .smd, but when I try to put it into the TF2 workshop test, it gives me an error message: "could not open [undefined]". I tried importing my .smd into Blender, and all that imported was a complex bone structure that doesn't exist in Maya, no mesh at all.
Does anyone have any idea what's up with this? It's a pretty significant hurdle to jump.
Did this matador costume after I learned about the "matador" trick stab for the spy! :poly121:
Let me know what you guys think!
Agreed! I actually got some really good feedback over at reddit. I'll post some progress soon.
I second this! It would be great to have a template or something to get started!
[ame="http://www.youtube.com/watch?v=WVyC6p-t6k4"]Quick TF2 presentation shot tutorial - YouTube[/ame]
If you want a more in-depth tutorial, check this one out:
http://steamcommunity.com/sharedfiles/filedetails/?id=203444502
Fieldmann's Camo Cap, my new hat
Thanks! No Idea how to.. something screws up every time.
I'm painting the area white in the alpha channel, upload the texture to the importer and for some reason it keeps coloring over the current layer. I tried to replace the RGB values if that's what i should do but i had no success.. Can't find any good guide on how to make an item paintable with the importer.
- Create a new Hue/Saturation adjustment layer on top of everything.
- Create a normal layer on top of the adjustment layer and set its blending mode to multiply.
- Fill the last layer with a paint color(189 59 59 and 83 132 158 work well for red and blue teams respectively).
- Go back to your adjustment layer(double click its icon) and drop Saturation to zero.
- Play around with Lightness until you like the colors you see on your texture.
- Disable the color layer and save the texture.
- If you want a partially paintable texture, you need to use the alpha channel for that.
The RGB values in the item importer are the default colors you see as "unpainted" in the game.
I hope this helps.
EDIT: I changed a sentence in the first paragraph!
Edit: got the first part
And, "Fill the last layer with a paint color" has to be a TF2 color?
I think you could afford to beef up the rim on the brim and underside of hat a bit. It will read better in game being thicker.
for paint you want greyscale only.
I'd take your green camo layer and desaturate it so you have greyscale cammo (overlayed on your ao). Make the whole alpha channel white.
Then like Emar said inthe importer define the start color with rgb (average the green you have now, take the middle value. Overlayyed on the greyscale camo will give you light/dark spots.
Then when it is painted it will be correct colors with light/dark spots. And it will be green default
No, but if it's a TF2 color, you get a nice preview of what you can expect to see in the game when you throw the texture into the importer.
Thank you so much EmAr! Exactly what I was looking for
http://steamcommunity.com/sharedfiles/filedetails/?id=215735326
http://steamcommunity.com/sharedfiles/filedetails/?id=215735825
http://steamcommunity.com/sharedfiles/filedetails/?id=215736361
http://steamcommunity.com/workshop/filedetails/?id=215740313
http://steamcommunity.com/sharedfiles/filedetails/?id=216013374
http://steamcommunity.com/sharedfiles/filedetails/?id=216012756
http://steamcommunity.com/sharedfiles/filedetails/?id=217807362
http://steamcommunity.com/sharedfiles/filedetails/?id=218590233
The R-CAT MKII
When its rigged and textures fixed, I'll also be adding it to the SFM workshop for others to mess with, since animation is not my strong suit.
edit---
This now has a lovely dmca takedown notice. Anyone know the process in Steam for contending this?
There are several comments claiming it to be similar to the Dragonfire in CoD, although aside from having multiple props and a gun, I see no other similarity (maybe an Apple style "squint really hard and it looks the same" mentality is starting on the Workshop)...
It'd be easy enough to prove this as my own work, I keep several incremental files of everything.I just dont see a process for doing so.