Arc, personally I like the lighter one because it seems to match up with the rest of the "grungy" effects in the texture, though I WOULD like to see what it looks like if you put it in the specular.
I don't know almos anything about normal mapping.. if I don't have one to put in the shader... what can I use? a plain purple-ish colour? black? white?.
I don't know almos anything about normal mapping.. if I don't have one to put in the shader... what can I use? a plain purple-ish colour? black? white?.
Davision, what lights setup did you use?
plain normal map color is: R:128 G:128 B:255
It works only with 1 light, most of the lighting look comes through the ramp texture and fresnel in the shader.
just a question, because i'm very bad at seeing this stuff. do you see them carved or bumped? I think I made it carved and it indeed looks carved, but my eyes betray me often with this kind of BS
Hi guys!
Just want to show my first hat (not finished yet)
I'm not going to submit it, just some practise
It's a cap that was part of uniform of Soviet militia (police) in the middle of last century.
Got some questions:
I can't switch to second (blue) skin in modelviewer, but everything's ok in game. What's wrong with mviewer?
I realised that star should be like on the image below, not flat. How can I protect my unwrap from resetting when I'll collapse verticles on star? Really don't want to reunwrap everything (I'm using 3ds Max)
I also wanted to make shoulder straps like these, but ammunition on his right shoulder got in the way
Waiting for your suggestions!
PS. While reading this thread, I found this Swizzle's cap and it's sooo much more beautiful than mine ^^
I really like that watch but I hate the texturing on the band. It makes it look like it's concrete or marble or some other silly thing. I think it'd look better textured like a rough leather or some type of metal.
In Render To Texture (0), under output, add a Ambient Occlusion(MR) map like you would a normal, diffuse, or height map and render like you would a normal map.
Cheers Vig, much cleaner/clearer method thank you!
I really like that watch but I hate the texturing on the band. It makes it look like it's concrete or marble or some other silly thing. I think it'd look better textured like a rough leather or some type of metal.
I think it's meant to look like stone, given the whole sundial thing, but I agree that it's too noisy and rough for the TF2 style - a smoother and less detailed stone would fit better and also avoid drawing attention away from the awesome sundial in the middle
Hi guys!
Just want to show my first hat (not finished yet)
I'm not going to submit it, just some practise
It's a cap that was part of uniform of Soviet militia (police) in the middle of last century.
Got some questions:
I can't switch to second (blue) skin in modelviewer, but everything's ok in game. What's wrong with mviewer?
I realised that star should be like on the image below, not flat. How can I protect my unwrap from resetting when I'll collapse verticles on star? Really don't want to reunwrap everything (I'm using 3ds Max)
I also wanted to make shoulder straps like these, but ammunition on his right shoulder got in the way
Waiting for your suggestions!
PS. While reading this thread, I found this Swizzle's cap and it's sooo much more beautiful than mine ^^
The wireframe error that you pointed at is just the inside of your hat showing through, nothing to worry about.
You have to load the hat without the character to change it's skin. If it still doesn't work hit File > Unload Weapon and try again.
Alright, so I think I'm ready to submit my model to Valve now.
This last one was an old screenshot, but I don't have any new screenshots in this "First person" mode.
Also, as this is my first time submitting, is this a good format for my submission?
svetlana-model.zip
-Model Source Files (Contains a .smd and a .obj of the model)
-Model Compilation Files (Contains the .qc, and rigged model .smds, phys .smd)
-Model Compiled Files (Contains 3 .vtx, 1 .mdl, 1 .phy, and 1 .vvd file)
svetlana-material.zip
-Material Source Files (Contains my .psd and .tga files)
-Material Compiled Files (Contains my .vmt and .vtf files)
@Cronotic: Thanks, I appreciate that. It's been a long road till the submission, and I really hope I get to kill some enemies with this gun soon. (If it gets in of course)
Alright, so I think I'm ready to submit my model to Valve now.
This last one was an old screenshot, but I don't have any new screenshots in this "First person" mode.
Also, as this is my first time submitting, is this a good format for my submission?
svetlana-model.zip
-Model Source Files (Contains a .smd and a .obj of the model)
-Model Compilation Files (Contains the .qc, and rigged model .smds, phys .smd)
-Model Compiled Files (Contains 3 .vtx, 1 .mdl, 1 .phy, and 1 .vvd file)
svetlana-material.zip
-Material Source Files (Contains my .psd and .tga files)
-Material Compiled Files (Contains my .vmt and .vtf files)
Been so long since I've done any TF2 stuff! Infact, I don't think I ever got this question answered, does TF2 deal more with Tris or Quads? If it's Tris, this thing is pulling in at 870.
And in the spirit of winter; as you can see, ear muffs and a pipe - 'Cuz you know all those cliches with old men sitting by the fire and smoking their weed.:smokin:
Don't worry, it won't be this dull and boring once I get textures on...even though I suck at hand painting them. But I really doubt I want to go to the textures this soon. The model just seems too plain! Ideas people?
Edit; I just noticed I screwed up the lighting, it's sodark! o.O
Working on another scout hat with Blender! This one is a bit more orthodox. This is actually a hat that I have wanted to wear when playing scout for a long time and I finally got around to actually modeling the thing. Reverse hat with custom Headset that attaches by the back of the neck.
Looking for crits on the texture setup. This isn't actually textured right now, I am using Blender scene materials to give myself an idea of what it will look like.
OK, does anyone know a video or a link that would explain how to work with flex bones (how to add them) and how to test them. I remember there is a source program but i dont know much about it. Please help. Want to finish the bolo tie
I realised that star should be like on the image below, not flat. How can I protect my unwrap from resetting when I'll collapse verticles on star? Really don't want to reunwrap everything (I'm using 3ds Max)
Do you have any ideas? I'll be very grateful if you tell me how to do this :icon15:
Ok, so I'm almost finished. The model is good, maybe textures need some more work.
does anyone know a video or a link that would explain how to work with flex bones (how to add them) and how to test them. I remember there is a source program but i dont know much about it. Please help. Want to finish the bolo tie
Ow.. and are the overlaps bad ? I saw that there are some and I decided to ask you . Will they any damage ?
I'm about to compile the golden gunslinger to open it in the viewmodel. As I don't know how to replace submodels I'm going to export it as a hat. Do hat files accept normal and spec maps?
diffuse and normal mapping checked, but what the "$" code for the specular is?
the ambasador also has this two little images
phongwarp
lightwarp
according to the wiki they have something to do with the lighting effects. Do I need to make my own to get a nice result?
Edit: one last thing. I know that you must add the diffuse VTF in Max before the SMD exporting proccess...does it also needs the spec and the normal maps applied in max?
Here is the VDC article on the commands if you want to research what they do more.
Also ideally your specular map should be located in the alpha of your normal and you should use the line "$normalmapalphaenvmapmask" 1.
You don't need your own lightwarp and phongwarp files. Just delete those lines from your VMT. If you want you could research them on the VDC and make your own though but it's definitely not necessary.
You do not need your specular or normal applied to your model in max. Also just a correction, you don't need your VTF applied to your model before export. You need ANY image file that has the same name as your final VMT.
I don't know what you mean by that. Just put your specular map in your normal's alpha, save as TGA or PNG, convert to VTF using VTFEdit and it should work as long as your VMT is right.
Of those 3 $envmap commands, $envmap is the only one that's absolutely required but you'll get better results if you mess around with the other two.
another question? can the model viewer handle normals? because I opened my model and when I move the light just the specular reacts. I think it's not my fault because the same thing happens with the ambassador.
Edit: @terzalo: thanks, I already knew what an alpha are and where they are, I just thought that add it to the normal map was some step with source files, not with photoshop.
I think i'm not going anywhere until I can test this with the engie FPVIEW animations. there has to be a way to recompile submodels, I've seen a lot of reskined furry hands for the heavy, I won't fail where they succeeded! but I can't figure it yet...
About what I got.. why is the screen reflecting yellow?
Have tried to replace the gunslinger with that model?
I don't know how you're trying to get that in game (still need to learn that myself) but replacing the gunslinger might be a better idea.
for now I just know how to replace hats.. I think replace C_weapons is as easy as hats. but the gunslinger is THE engineer, and I don't know how to replace player models. the first google link is me asking here how the gunslinger submodel works
Replies
Made a little progress on mine too;
The stock still doesn't look right, and I don't want to detail stuff until I've seen it in the engies hands; I reckon the bars are gonna clip.
Davision, what lights setup did you use?
http://developer.nvidia.com/object/photoshop_dds_plugins.html
I don't know if you already knew about this, but it seems a nice plugin
It works only with 1 light, most of the lighting look comes through the ramp texture and fresnel in the shader.
Oh and have you started thinking of names :P?
First thing that popped into my head was "Golddigger" something, eh I'm no good with names :P
Just want to show my first hat (not finished yet)
I'm not going to submit it, just some practise
It's a cap that was part of uniform of Soviet militia (police) in the middle of last century.
Got some questions:
- I can't switch to second (blue) skin in modelviewer, but everything's ok in game. What's wrong with mviewer?
- I realised that star should be like on the image below, not flat. How can I protect my unwrap from resetting when I'll collapse verticles on star? Really don't want to reunwrap everything (I'm using 3ds Max)
I also wanted to make shoulder straps like these, but ammunition on his right shoulder got in the wayWaiting for your suggestions!
PS. While reading this thread, I found this Swizzle's cap and it's sooo much more beautiful than mine ^^
if you just want to use the headgear-less model as reference for modeling, just delete the hat
Goldfinger?
Now I need a little help
I don't know if any of you saw my previous post (if you haven't you can check it here)
Im trying to decide between having the ring at the end or not...
which one do you prefer?
original, the only thing that i can say... IT'S SO DAMN ORIGINAL THAT I'M GOING TO FAP WATCHING THIS PIC .
Cheers Vig, much cleaner/clearer method thank you!
I think it's meant to look like stone, given the whole sundial thing, but I agree that it's too noisy and rough for the TF2 style - a smoother and less detailed stone would fit better and also avoid drawing attention away from the awesome sundial in the middle
You have to load the hat without the character to change it's skin. If it still doesn't work hit File > Unload Weapon and try again.
This last one was an old screenshot, but I don't have any new screenshots in this "First person" mode.
Also, as this is my first time submitting, is this a good format for my submission?
svetlana-model.zip
-Model Source Files (Contains a .smd and a .obj of the model)
-Model Compilation Files (Contains the .qc, and rigged model .smds, phys .smd)
-Model Compiled Files (Contains 3 .vtx, 1 .mdl, 1 .phy, and 1 .vvd file)
svetlana-material.zip
-Material Source Files (Contains my .psd and .tga files)
-Material Compiled Files (Contains my .vmt and .vtf files)
@Cronotic: Thanks, I appreciate that. It's been a long road till the submission, and I really hope I get to kill some enemies with this gun soon. (If it gets in of course)
Looks great. Good luck!
And in the spirit of winter; as you can see, ear muffs and a pipe - 'Cuz you know all those cliches with old men sitting by the fire and smoking their weed.:smokin:
Don't worry, it won't be this dull and boring once I get textures on...even though I suck at hand painting them. But I really doubt I want to go to the textures this soon. The model just seems too plain! Ideas people?
Edit; I just noticed I screwed up the lighting, it's so dark! o.O
Looking for crits on the texture setup. This isn't actually textured right now, I am using Blender scene materials to give myself an idea of what it will look like.
If you're not submitting it, you will have to make it an in-game mod. That hat is so fine.
Now the skin changes, thank you very much! :thumbup:
Thanks, I'll do this when it's done
Do you have any ideas? I'll be very grateful if you tell me how to do this :icon15:
does anyone know a video or a link that would explain how to work with flex bones (how to add them) and how to test them. I remember there is a source program but i dont know much about it. Please help. Want to finish the bolo tie
Ow.. and are the overlaps bad ? I saw that there are some and I decided to ask you . Will they any damage ?
looking in the Ambassador files I discovered:
diffuse and normal mapping checked, but what the "$" code for the specular is?
the ambasador also has this two little images
phongwarp
lightwarp
according to the wiki they have something to do with the lighting effects. Do I need to make my own to get a nice result?
Edit: one last thing. I know that you must add the diffuse VTF in Max before the SMD exporting proccess...does it also needs the spec and the normal maps applied in max?
The Specular lines are:
"$envmap" "env_cubemap"
"$envmapcontrast" 1
"$envmaptint" "[1.0 1.0 0.5]"
Here is the VDC article on the commands if you want to research what they do more.
Also ideally your specular map should be located in the alpha of your normal and you should use the line "$normalmapalphaenvmapmask" 1.
You don't need your own lightwarp and phongwarp files. Just delete those lines from your VMT. If you want you could research them on the VDC and make your own though but it's definitely not necessary.
You do not need your specular or normal applied to your model in max. Also just a correction, you don't need your VTF applied to your model before export. You need ANY image file that has the same name as your final VMT.
how do I locate the spec in the alpha of my normal?
and if I do that then should my VMT look like this?
and...all this locating-in-alpha thing... is something I need to do on photoshop or is something the VTFEdit can handle?
Of those 3 $envmap commands, $envmap is the only one that's absolutely required but you'll get better results if you mess around with the other two.
I think you ask about these:
White is absolutely glossy, black is absolutely opaque
another question? can the model viewer handle normals? because I opened my model and when I move the light just the specular reacts. I think it's not my fault because the same thing happens with the ambassador.
Edit: @terzalo: thanks, I already knew what an alpha are and where they are, I just thought that add it to the normal map was some step with source files, not with photoshop.
(Ugh, every time I copy/paste names my post ends up in all-bold, anyway finally got my avatar working..)
Anyway, here's the current stage of my project.
I still need to resolve some minor issues on my gun and add some small details but the model won't change much from this (sorry for the huge image)
Any ideas on how to improve it?
Is it any good? :shifty:
It's currently at 1487 polys
My posts got buried under other posts
They explained everything
check them here and here
I think i'm not going anywhere until I can test this with the engie FPVIEW animations. there has to be a way to recompile submodels, I've seen a lot of reskined furry hands for the heavy, I won't fail where they succeeded! but I can't figure it yet...
About what I got.. why is the screen reflecting yellow?
But seriously, this is AWESOME, and it's a HAT
DOUBLE AWESOME
I don't know how you're trying to get that in game (still need to learn that myself) but replacing the gunslinger might be a better idea.
PS: It's looking really good