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.
On another subject, I heard you (Zipfinator) say the easiest way to view the model in-game by replacing it would be to do so-and-so. So I tried decompiling a medic hat, and I came up with 6 files that were all sized at 0 kilobytes and came with an error in GCFScape like: "Error writing C:\Users\Dave\Desktop\The Surgeon General\medic_mirror.phy (Error: Requested view (2807858820, 1126) does not fit inside mapping, (0, 0).)"
Got any idea what went wrong?
@ Neo, that was before I learned I had to have 512 maps, and this is after. Virtually no change
However I'm not too fond of the metal knobs, I tried giving them a brushed metal feel, but I guess my brush was too damn big. What are your guys' opinions on the knobs? Should I leave them a solid color with high specularity, or give it another go at a brushed feeling, this time with thinner lines? I'll probably attempt that anyway.
Edit: Okay whatever, did that and I guess the spec map helped a bunch too.
Now I have to recompile it :poly127:
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?
I thought TF2 let you stack UV's? At least I have never seen errors from doing so. I see a lot of dupped UV's there that can be stacked onto one.
@ Arcaltarion, did you try using a checkered pattern diffuse to make sure everything is proportional?
I did, but after that I made the parts more visible bigger than the ones that you can barely see.
@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.
you are right, I'm going to overlap the keys, and maybe the floppy parts as well.
I thought TF2 let you stack UV's? At least I have never seen errors from doing so. I see a lot of dupped UV's there that can be stacked onto one.
there is already some overlaped stuff, but I guess it's not enough
alcaltarion - are you going to overlay an AO map on-top of your diffuse? I think it would make everything look much! better
I'm waiting until I'm sure I have a nice UV layout.
thank you guys
Edit:
first test with the new UV. I think it's big enough to see the details? what do you guys think?
Got my Turkey Hat fitting all classes now. Also done with the unwrap so I will be giving this a real texture very soon ( likely roday unless something comes up. )
@Arcaltarion
I think that's normal, pun not intended. I'm pretty sure that's how the Ambassador's normal map is, although I can't remember if the Ambassador's art is supposed to be bumped or engraved. Either way, it looks good in game. I don't like the broken glass, though. It doesn't match the flat, cartoony look of broken glass elsewhere in the game. The hand looks awesome! Nice job!
I emailed Robin Walker and he confirmed that I can make different materials for world and view models, I'm now editing the material, textures, QC and SMDs to make them two complete separate models @Qazpim: I also think the broken glass is the weakest part of the materials, I'm open to suggestions
I think you also should make use of that empty space next to the palm - take some of the small pieces that are bunched up together and spread them out using that space so they aren't as bunched up - this will prevent texture bleeding as you downsize the resolution of the texture (although if they're all the same color it doesn't matter as much)
also on the glass I'd make the cracks a bit wider for the same reason as above - downsizing - and also since it looks a little like a spiderweb with thin cracks like that. Also consider taking chips out on the normal so it's all not one piece.
Got my Turkey Hat fitting all classes now. Also done with the unwrap so I will be giving this a real texture very soon ( likely roday unless something comes up. )
I think you also should make use of that empty space next to the palm - take some of the small pieces that are bunched up together and spread them out using that space so they aren't as bunched up - this will prevent texture bleeding as you downsize the resolution of the texture (although if they're all the same color it doesn't matter as much)
I don't have plans to downsize the texture, I know valve suggests 512, but the original gunslinger is 1024 as well and I can't fit all that detail in 512
also on the glass I'd make the cracks a bit wider for the same reason as above - downsizing - and also since it looks a little like a spiderweb with thin cracks like that. Also consider taking chips out on the normal so it's all not one piece.
I think I don't undestand what do you mean with "taking chips out on the normal"
There is only one part whithout glass and it's already depressed on the normal, along with the "break lines"
I'm not sure about adding more holes, glasses don't break that way, it would feel awkward
you have to import the medic model with bones into your modeling porgram, align the hat, add a Skin modifier with the head bone in it and delete everything except the hat and the bone before the export process
Do you think this model has bones? (I'm not an animator, I wouldn't have the slightest clue, although I'd imagine it'd have to already have a skin modifier on it) This is how it came. I got it from C:\Program Files (x86)\Steam\steamapps\nordahl154\sourcesdk_content\tf\modelsrc\player\medic\parts\smd.
(Note, this is a shitty viewport render, not the end product)
Download these and merge the Medic into your scene. When you merge, it will ask what parts to move over. Click ALL and OK. Then position the hat on the Medic's head, add a Skin modifier to it, add the bone bip_head to the Skin modifier, and delete everything in your scene but bip_head and your hat.
I'm not sure why I'm getting the same result.
I mean, of course it's something else, but I'm probably just talking to talk. Unless that is you might know a common error that I may have stumbled upon...
I'll just go over the entire process again and see if it works this time.
Replies
On another subject, I heard you (Zipfinator) say the easiest way to view the model in-game by replacing it would be to do so-and-so. So I tried decompiling a medic hat, and I came up with 6 files that were all sized at 0 kilobytes and came with an error in GCFScape like:
"Error writing C:\Users\Dave\Desktop\The Surgeon General\medic_mirror.phy (Error: Requested view (2807858820, 1126) does not fit inside mapping, (0, 0).)"
Got any idea what went wrong?
However I'm not too fond of the metal knobs, I tried giving them a brushed metal feel, but I guess my brush was too damn big. What are your guys' opinions on the knobs? Should I leave them a solid color with high specularity, or give it another go at a brushed feeling, this time with thinner lines? I'll probably attempt that anyway.
Edit: Okay whatever, did that and I guess the spec map helped a bunch too.
Now I have to recompile it :poly127:
I thought TF2 let you stack UV's? At least I have never seen errors from doing so. I see a lot of dupped UV's there that can be stacked onto one.
you are right, I'm going to overlap the keys, and maybe the floppy parts as well.
there is already some overlaped stuff, but I guess it's not enough I'm waiting until I'm sure I have a nice UV layout.
thank you guys
Edit:
first test with the new UV. I think it's big enough to see the details? what do you guys think?
Finally registered. Looked through the whole thread. Beatufiul work people! Was cool to see earlier progress of hats/weapons already in the game.
also, weird stuff, this is how it looks now in game
the drawings are engraved or that's what I see...
but for that result I used this normal, which I think it's bumped
Sharkisss It's called normal map
Ok, I'm pleased with this final result in the normals, specular and golden parts.
next step is play with the AO and the leather colors
I think that's normal, pun not intended. I'm pretty sure that's how the Ambassador's normal map is, although I can't remember if the Ambassador's art is supposed to be bumped or engraved. Either way, it looks good in game. I don't like the broken glass, though. It doesn't match the flat, cartoony look of broken glass elsewhere in the game. The hand looks awesome! Nice job!
@Qazpim: I also think the broken glass is the weakest part of the materials, I'm open to suggestions
oh, and the UV.
I think you also should make use of that empty space next to the palm - take some of the small pieces that are bunched up together and spread them out using that space so they aren't as bunched up - this will prevent texture bleeding as you downsize the resolution of the texture (although if they're all the same color it doesn't matter as much)
also on the glass I'd make the cracks a bit wider for the same reason as above - downsizing - and also since it looks a little like a spiderweb with thin cracks like that. Also consider taking chips out on the normal so it's all not one piece.
You should add turkey feet covers.
I don't have plans to downsize the texture, I know valve suggests 512, but the original gunslinger is 1024 as well and I can't fit all that detail in 512
I think I don't undestand what do you mean with "taking chips out on the normal"
I think he means having the black parts where glass chipped off depressed on the normal, along with adding a few more missing chips.
I'm not sure about adding more holes, glasses don't break that way, it would feel awkward
(Note, this is a shitty viewport render, not the end product)
instead of backstabbing it stuns the target as if they were hit by a maximum range stun ball.
I mean, of course it's something else, but I'm probably just talking to talk. Unless that is you might know a common error that I may have stumbled upon...
I'll just go over the entire process again and see if it works this time.
That's not necessary. You can just put your reference .smd as your idle animation and it will work fine. Saves time too.
$model "Body" "the_surgeon_general.smd"
$cdmaterials "models/The_Surgeon_General"
$sequence idle "the_surgeon_general_idle.smd" fps 30.00
$collisionmodel "the_surgeon_general_phys.smd" {
$concave
$mass 6.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
$keyvalues { prop_data { "base" "cloth.Small" } }