Progressing pretty great
Although those 2 little knobs look like plastic rather than metal.
Still figuring out how to import it in-game, just found a better tutorial so let's hope that works.
Does anobody knows if this QC is enough to recompile the C_arms?
this is what MDLdecompiler creates when I extract the arms. But I guess I still need the .QCI file
You need to check the actual file it output what it shows in the render preview window is a full render (diffuse, spec, height, normal, even the scene ligting) of the object. It is absolutely incorrect, don't ever trust what it shows you in the render preview window, and whatever you do don't save that and apply it.
The actual AO file will be a black and white image you can multiply over your diffuse.
It does a full render and then saves out the elements you wanted. Under the "add button where you specified MentalRay(AO) there is a file name/path option, that's the file you want.
thank you.
oh, and your weapon looks awesome. have you already tested it in game? because I noticed that heavy's miniguns overal look changes the most when they are held by him
this is a nice AO, thanks
uhm... there is any way to get rid of that weird "edge spread"?
Thanks and yep working on the world model. The weird edge spread is padding and you actually want that otherwise the background will bleed into the image portion of your UV layout and you'll see noticeable seams on the model. You'll want to pad your diffuse texture also.
... might take off the normals on the folds of the cloth - valve tends to ignore small details like that ...
Hmm, you do find quite a few normaled folds on the players close, soft weapons like the boxing gloves and other hats and i always enjoyed its look with the tf2 shading.
Although id generally agree with you that it has been the norm for hats in the past to be flat and plane, the trent seems to go more towards complex normal maps and textures recently.
For instance, if you take a look at the halloween horseman hat (the most stunning hat so far imo.) normal map, you wound find a pixel that is untouched there.
In my case, my headband is supposed to appeae rather soft. it bends over the ears and the folds kind of emerge from that peek and taper towards the neck neck.
A shape hardly realizable polygonal while maintaining a low mesh therefor i was quite happy that i was able to fall back on the normal map here to realize my vision.
i do value your input though and youre sure right not to do it unnecessarily but i find it can add a lot of charm, ... and since its free ...
i for example really went crazy with folds for my most recent hat 'the TECHWIZARD' wich i made this friday.
But even though its a complex normal map, for me, combined with the plane material it still maintaines the desired look.
1127 tris
256 pix. color/normal/paintalpha
i made some experiments with the paint overlays during this project and noticed that you can get a very clean, AO preserving result with a uncolored/dark background.
Though you need one extra texture for this, additional to the teamcolors. 8/
But in direct compare it really looks a lot better than to overlay the paint on top of the teamcolors.
Color samples (created with the paint overlay alpha):
Aww thanks, dude
Hmm ... i do kinda like the stars :poly124:
Though, i thought about replaceing the biggest one with a engi-emblem?
Or may sneak a half moon in there somwhere.
Does anobody knows if this QC is enough to recompile the C_arms?
this is what MDLdecompiler creates when I extract the arms. But I guess I still need the .QCI file
*decompiled QC*
You shouldn't use the QC the decompiler spits out, the decompiler it's very outdated and most of the time does things in strange ways.
You should use this:
$cd "[FULL PATH TO THE QC]"
$modelname "weapons\c_models\c_engineer_arms.mdl"
$model "c_engineer_arms" "c_engineer_arms.dmx.smd"
$bodygroup rightarm
{
studio "c_glove_bodygroup.dmx.smd"
studio "[COLOR=Red]c_robotarm_bodygroup.dmx.smd[/COLOR]"
}
$cdmaterials "models\player\engineer\"
$texturegroup skinfamilies
{
{ "engineer_red" "engineer_handL" "engineer_mech_hand" }
{ "engineer_blue" "engineer_handL" "engineer_mech_hand_blue" }
}
// Model uses material "models/player/engineer/engineer_red.vmt"
// Model uses material "models/player/engineer/engineer_handL.vmt"
// Model uses material "models/player/engineer/engineer_handR_red.vmt"
// Model uses material "models/player/engineer/engineer_mech_hand.vmt"
// Model uses material "models/player/engineer/engineer_blue.vmt"
// Model uses material "engineer_mech_hand_blue.vmt"
$bonemerge weapon_bone
$bonemerge weapon_bone1
$bonemerge weapon_bone2
$bonemerge weapon_bone3
$bonemerge weapon_bone4
$bonemerge weapon_bone5
$includemodel "weapons\c_models\c_engineer_animations.mdl"
$surfaceprop "metal"
$illumposition 0.321 -2.546 45.795
$sequence c_engineer_arms "c_engineer_arms" fps 30.00
If the textures don't appear, you may also want to go to the decompiled SMD, open it in your modelling software of choice and edit the texture names. The decompiler likes to concatenate the full path to the texture and it's name and use an empty $cdmaterials. If you don't want to do that you can add the empty $cdmaterials yourself, either way it works, I just don't like doing that.
Anyone know how to make my bolo tie ropes look like ropes ? I need a good texture for them and i think there is a map for such things (the optical illusion i think). Can ya help meh ?
OHMYGODOHMYGOD It's ingame and working (almost)
thanks a lot idletard, again
now I have to deal with two problems.. the pistol animations are broken and it's ignoring the smoothing groups, but when I open the SMDs they are smooth.
Edit: the arms and the other hand are as well without smooth
@Arcaltarion, does that hat really need jigglebones? Seems kind of unnecessary. Anyway try putting down the Stiffness a lot, maybe 100 or less. I think that will give you results closer to what you want but I haven't messed with jigglebones in a while.
Also you'll have to redo the smoothing groups on the hands. When you decompile it shows up in Max, but once you apply a new Edit Poly modifier they disappear which is how it shows up once compiled. I'm not sure why your glove lost its smoothing groups though.
good news is that it's working good
bad news is that the engravings hasn't enough resolution to look good even in 1080
Ii have to remove the normals or redo the unwrap leaving making the palm bigger
I also have to play with the specular because I think everything is too shiny
Edit:
I achieved a specular I like a lot more. with the normals only in the broken screen it looks better, however it will need a new UV, I can't submit that blurry texture
does tf2 have something to record videos? otherwise I have camtasia installed.
also, I know how to put the game in 3rd person, but there is a command to see the front part of the engineer(free camera or something)? I can also ask a friend for help
Not sure about the video part, I don't really have any experience there, but use "thirdperson_mayamode" to get a camera that you can rotate around (might have to enable "thirdperson" first, I can't remember)
oh boy I don't even know how to reorganize the unwrap. I think instead I'm going to do the engravings less detailed and leave the rest of the work to the "less is more" philosophy
Edit: @cron: yes, I'm from Spain, that explains why sometimes I have a hard time expressing myself in english
I'm new to all this but I love TF2 and haaaaats so thought i'd give it a go;
It's a Kepi (worn by French Police mostly) like this,http://upload.wikimedia.org/wikipedia/commons/4/47/Kepi_mg_3387.jpg ,although I've tried to make mine look a bit more interesting. Any advice or suggestions? And it's pretty cool to see loads of items in this thread which I recognise from TF2!
oh boy I don't even know how to reorganize the unwrap. I think instead I'm going to do the engravings less detailed and leave the rest of the work to the "less is more" philosophy
Before you give up could you upload your current uvs and normals? I think it adds a lot to the model and there should be a way to achieve what you want...
does tf2 have something to record videos? otherwise I have camtasia installed.
also, I know how to put the game in 3rd person, but there is a command to see the front part of the engineer(free camera or something)? I can also ask a friend for help
Try thirdperson_mayamode & thirdperson_platformer 1, this should make you able to look at the engie from any angles.
@ Zipfinator, or anyone else. (Also, thanks for a clear tutorial, looks much better than others)
Do I need to include the "$specmap" "models\effects\surgeon_general_spec" in this file devoted to my diffuse, or should I scrap that line and make another .vmt with that line of code for my specular map?
Is that spec line of code correct?
Is that generally how the spec's .vmt should look like, also?
Delete that line, it makes no sense and has no purpose. $specmap isn't a valid command and you don't have any lines after that telling it what to do with that spec map.
Also you can't have two VMT files for one material and I don't know why you're talking about VMF files. A VMF file is a Valve Map File, the files that you save maps to in Hammer. Did you mean VTF or VMT?
Yes, I just edited my post before you replied. I meant .VMT, and I added my questioning about is that spec line valid.
I also moved my spec map to models/effects/
Sorry for the confusion. This is my final word.
Don't place your specular map in models/effects. It shouldn't even have its own VTF. Your specular map should be placed in the alpha channel of your diffuse map. Your phong is already being told to look in the diffuses alpha through $basemapalphaphongmask.
Before you give up could you upload your current uvs and normals? I think it adds a lot to the model and there should be a way to achieve what you want...
current look
The normals are just now in the screen, I think the drawings look better if they are just a subtle change in the specular.
-diffuse
-Specular
-And the UV
and I thought this UV was a good idea....
I think I can shrink the main leather part with "conagher" to scale up the hand. the typewritter keys are also bigger than they should.
Do you guys see other things I can change? what do you think about the texture itself?
@Arcaltarion, it looks like there is a lot of stuff on there that you could overlap. For instance, the keys on the typewriter are barely visible. You could probably get away with overlapping all of them. It looks like there are parts of the fingers that you could overlap too. The floppy parts that connect the fingers to the hand could all use the same UV space probably. Definitely a lot of stuff you could optimize in that UV.
Okay, now I'm back to this problem. I cannot select Team Fortress 2 as my current game. Edit: I also do not have the Orange Box as a selection for the engine.
Also, what command do I use to make my hat appear in a test map as a physics prop?
Replies
Texture needs fixing
but overall its done
Looks quite nice!
I think the axe blade contrasts too much though.
also
fancy ingame pic
do you have a pic of the view model?
Although those 2 little knobs look like plastic rather than metal.
Still figuring out how to import it in-game, just found a better tutorial so let's hope that works.
this is what MDLdecompiler creates when I extract the arms. But I guess I still need the .QCI file
Wow I love it
This looks seriously badass though some dark teamcolors coudn't hurt (as in keep it the same shade of green but with RED and BLU)
Though it looks like it may be a bit too long for the Heavy (I'd like to see some world models for this )
Soviet Sawduster
Lenin Logger
Stalin Stumper
but this is the result:
why are those weird round shadows appearing?
Edit: also, this is the original texture
isn't the result too dark?
The actual AO file will be a black and white image you can multiply over your diffuse.
It does a full render and then saves out the elements you wanted. Under the "add button where you specified MentalRay(AO) there is a file name/path option, that's the file you want.
oh, and your weapon looks awesome. have you already tested it in game? because I noticed that heavy's miniguns overal look changes the most when they are held by him
this is a nice AO, thanks
uhm... there is any way to get rid of that weird "edge spread"?
More info on edge padding: http://wiki.polycount.com/EdgePadding?action=show&redirect=Edge+Padding
Hmm, you do find quite a few normaled folds on the players close, soft weapons like the boxing gloves and other hats and i always enjoyed its look with the tf2 shading.
Although id generally agree with you that it has been the norm for hats in the past to be flat and plane, the trent seems to go more towards complex normal maps and textures recently.
For instance, if you take a look at the halloween horseman hat (the most stunning hat so far imo.) normal map, you wound find a pixel that is untouched there.
In my case, my headband is supposed to appeae rather soft. it bends over the ears and the folds kind of emerge from that peek and taper towards the neck neck.
A shape hardly realizable polygonal while maintaining a low mesh therefor i was quite happy that i was able to fall back on the normal map here to realize my vision.
i do value your input though and youre sure right not to do it unnecessarily but i find it can add a lot of charm, ... and since its free ...
i for example really went crazy with folds for my most recent hat 'the TECHWIZARD' wich i made this friday.
But even though its a complex normal map, for me, combined with the plane material it still maintaines the desired look.
1127 tris
256 pix. color/normal/paintalpha
i made some experiments with the paint overlays during this project and noticed that you can get a very clean, AO preserving result with a uncolored/dark background.
Though you need one extra texture for this, additional to the teamcolors. 8/
But in direct compare it really looks a lot better than to overlay the paint on top of the teamcolors.
Color samples (created with the paint overlay alpha):
I'm going to add jigglebones to my hat if I learn how to use them, Do you guys know any good jiggle tutorial? I'm starting with the Dev Wiki and this:
[ame]http://www.youtube.com/watch?v=tmfK-xlNn88[/ame]
Aww thanks, dude
Hmm ... i do kinda like the stars :poly124:
Though, i thought about replaceing the biggest one with a engi-emblem?
Or may sneak a half moon in there somwhere.
i dont like to tag the items too much generally, i only did it for the BOOMJAH cause i found this image during my research for it and it looked so much like the tf2 logo anyway:
http://mabryonline.org/blogs/baylor/archives/mud%20cloth.jpg
really, thanks for your sympathies though
I'm testing and playing witn numbers. but anybody here has already setup a good cloth effect?
for reference, i'm jigglin these two cloth pieces:
You shouldn't use the QC the decompiler spits out, the decompiler it's very outdated and most of the time does things in strange ways.
You should use this:
If the textures don't appear, you may also want to go to the decompiled SMD, open it in your modelling software of choice and edit the texture names. The decompiler likes to concatenate the full path to the texture and it's name and use an empty $cdmaterials. If you don't want to do that you can add the empty $cdmaterials yourself, either way it works, I just don't like doing that.
thanks a lot idletard, again
now I have to deal with two problems.. the pistol animations are broken and it's ignoring the smoothing groups, but when I open the SMDs they are smooth.
Edit: the arms and the other hand are as well without smooth
Also you'll have to redo the smoothing groups on the hands. When you decompile it shows up in Max, but once you apply a new Edit Poly modifier they disappear which is how it shows up once compiled. I'm not sure why your glove lost its smoothing groups though.
bad news is that the engravings hasn't enough resolution to look good even in 1080
Ii have to remove the normals or redo the unwrap leaving making the palm bigger
I also have to play with the specular because I think everything is too shiny
Edit:
I achieved a specular I like a lot more. with the normals only in the broken screen it looks better, however it will need a new UV, I can't submit that blurry texture
also, I know how to put the game in 3rd person, but there is a command to see the front part of the engineer(free camera or something)? I can also ask a friend for help
never recorded matches demos u noobs ? :P
PD: Where are you from? spain ?
Edit: @cron: yes, I'm from Spain, that explains why sometimes I have a hard time expressing myself in english
It's a Kepi (worn by French Police mostly) like this, http://upload.wikimedia.org/wikipedia/commons/4/47/Kepi_mg_3387.jpg ,although I've tried to make mine look a bit more interesting. Any advice or suggestions? And it's pretty cool to see loads of items in this thread which I recognise from TF2!
Edit: guys, with the current resolution the engravings don't look good, I'm gonna get rid of them
Try thirdperson_mayamode & thirdperson_platformer 1, this should make you able to look at the engie from any angles.
Do I need to include the "$specmap" "models\effects\surgeon_general_spec" in this file devoted to my diffuse, or should I scrap that line and make another .vmt with that line of code for my specular map?
Is that spec line of code correct?
Is that generally how the spec's .vmt should look like, also?
Also you can't have two VMT files for one material and I don't know why you're talking about VMF files. A VMF file is a Valve Map File, the files that you save maps to in Hammer. Did you mean VTF or VMT?
I also moved my spec map to models/effects/
Sorry for the confusion. This is my final word.
current look
The normals are just now in the screen, I think the drawings look better if they are just a subtle change in the specular.
-diffuse
-Specular
-And the UV
and I thought this UV was a good idea....
I think I can shrink the main leather part with "conagher" to scale up the hand. the typewritter keys are also bigger than they should.
Do you guys see other things I can change? what do you think about the texture itself?
@ Zipfinator, like this?
Edit: Already far past this part, on to viewing it in-game, but it would be nice to know if I did it correctly anyway.
@Arcaltarion, it looks like there is a lot of stuff on there that you could overlap. For instance, the keys on the typewriter are barely visible. You could probably get away with overlapping all of them. It looks like there are parts of the fingers that you could overlap too. The floppy parts that connect the fingers to the hand could all use the same UV space probably. Definitely a lot of stuff you could optimize in that UV.
It is all jiggleboned and ready to go. On to the next hat!
Edit: I also do not have the Orange Box as a selection for the engine.
Also, what command do I use to make my hat appear in a test map as a physics prop?