Texturing for Team Fortress 2: A Short Guide

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Replies

  • Betty Hime
    Betty Hime polycounter lvl 9
    edited Jun 2010
    Mico27 wrote: »
    You just answered your own question :/

    Well thats all i needed a yes! And is the ao bake our specualr map? or is it entierly different? :/
  • Mico27
    edited Jun 2010
    Betty Hime wrote: »
    Well thats all i needed a yes! And is the ao bake our specualr map? or is it entierly different? :/

    The specular can be based off from the diffuse you make (which also include the AO)
  • Betty Hime
    Betty Hime polycounter lvl 9
    edited Jun 2010
    Mico27 wrote: »
    The specular can be based off from the diffuse you make (which also include the AO)

    Sorry you probally think me incredibly stupid now but to clarify, I have

    1. flat uv with ao multiplyed on top
    2. a diffuse pass? (which i'll have to look up how to do :s ) with ao multiplied on top?

    Is that right?

    Thansk again.
  • vcool
    edited Jun 2010
    Diffuse is just the colours, the flat color map. Valve calls it the albedo or something, but generally it's known as diffuse.

    You set the AO layer to Multiply above your diffuse.
  • Betty Hime
    Betty Hime polycounter lvl 9
    edited Jun 2010
    vcool wrote: »
    Diffuse is just the colours, the flat color map. Valve calls it the albedo or something, but generally it's known as diffuse.

    You set the AO layer to Multiply above your diffuse.

    so i only need to sumbit one texture file?
  • vcool
    edited Jun 2010
    Oh.

    Source textures come in the following flavour. One VMT which is a plaintext file with parameters. It's what the engine looks up. And then you have the VTFs which are the actual textures.

    Most TF2 weapon textures have just one VTF, it's just the diffuse with the phong map (or spec map as Swizzle calls it in the tut) in the alpha channel of that diffuse.

    If you have a normal map, then you'll have two VTFs, one for diffuse ad one for the normals.

    BUT ALL THIS only if you plan on converting the textures.

    It's prefectly fine to submit a PSD with all your layers, and that's a single file.
  • Betty Hime
    Betty Hime polycounter lvl 9
    edited Jun 2010
    vcool wrote: »
    Oh.

    It's prefectly fine to submit a PSD with all your layers, and that's a single file.

    Thanks very much!
  • Cheeezy
    edited Jun 2010
    Accidentally put this in the wrong thread
    Is there a console command to reload the textures? I have been resorting to restarting the game.
  • Konras
    Konras polycounter lvl 12
    edited Jun 2010
    Betty Hime you should get GCFScape (http://nemesis.thewavelength.net/index.php?p=26). With this tool you can look into Valve's texture files. Mostly they don't even have any normal map files for their models (just shared flat one). All of those textures have ao baked on theme (only tiles don't have any shadows on). You should submit one .vtf file with your texture and a source (PSD) file just in case Valve would like to fix something :)
    Cheeezy Don't know about the game, but the best choice would be to test textures in model viewer inside Source SDK, there you could refresh instantly after pressing F5 :)
  • Fragus
    edited Jun 2010
    QUESTION: How do I draw "organic" edge highlights?
  • Swizzle
    Swizzle polycounter lvl 16
    edited Jun 2010
    What exactly do you mean by organic?
  • Fragus
    edited Jun 2010
    Swizzle wrote: »
    What exactly do you mean by organic?
    mostly scratches!
  • Swizzle
    Swizzle polycounter lvl 16
    edited Jun 2010
    Try going over the edges with a small brush set to low opacity. It's always a good idea to look at textures from the game that are similar to the ones you're trying to make.
  • vcool
    edited Jun 2010
    Do it on a separate layer so that you can use it later for the alpha for the phong mask.
  • adam
    adam polycounter lvl 20
    edited Jun 2010
  • Swizzle
    Swizzle polycounter lvl 16
    edited Jun 2010
  • JimeeB
    JimeeB polycounter lvl 10
    edited Jun 2010
    Here's a good way to do edge highlights if you have a normal map.

    http://racer445.com/media/tutorials/edgestrick/tutimage.jpg
  • Fragus
    edited Jun 2010
    JimeeB wrote: »
    Here's a good way to do edge highlights if you have a normal map.

    http://racer445.com/media/tutorials/edgestrick/tutimage.jpg
    that really is helpful, thanks!
  • Ikimono
    edited Jun 2010
    JimeeB wrote: »
    Here's a good way to do edge highlights if you have a normal map.

    http://racer445.com/media/tutorials/edgestrick/tutimage.jpg

    Just use the High Pass filter in photoshop.
  • Betty Hime
    Betty Hime polycounter lvl 9
    edited Jun 2010
    Hi there! another quick question. When uving I've noticed in some peoples thread that for the symetrical sides of say a gun handle, they have been putting the same uv ontop of the other? Is that right? Or is this really not reccomended? I was just wondering, as I tried it but I got some really strange black squares when I ao baked it, so I figured perhaps it wasn't possible...

    Thanks in advance... again!
  • Contrails
    edited Jun 2010
    It depends on if the player is going to notice... two sides of a gun handle would be fine but obviously you don't want to go overboard so that the player notices a lot of symmetrical texture.

    As for your AO you should either delete the offending geometry or UVs (of course only for your render) to avoid it... after all they're the same
  • Betty Hime
    Betty Hime polycounter lvl 9
    edited Jun 2010
    Thanks contrails! much appreciated. Silly menot thinking of that before >.>
  • Synthesizer
    Synthesizer polycounter lvl 11
    edited Jun 2010
    Cool stuff! A square brush is by far the best invention known to man.
  • EVIL
    EVIL polycounter lvl 18
    edited Jun 2010
    A square brush is by far the best invention known to man.
    this!
  • POFFINGTON
    POFFINGTON polycounter lvl 11
    edited Jun 2010
    Hey Swizzle how did you get past the .vmt and .vtf file types to view the texutres? I can't seem to find a way around it.
  • Swizzle
    Swizzle polycounter lvl 16
    edited Jun 2010
    Use either the VTF Photoshop plugin or VTFEdit to view VTFs and save them as different filetypes.
  • Betty Hime
    Betty Hime polycounter lvl 9
    edited Jun 2010
    I'm having some problems with rendering, I was hoping I could direct you to my thread as I guess its harder to look through everyones individual thread.

    Its at the bottom
  • Luxy
    edited Jun 2010
    uvmapques.png

    How do I edit this terrible UV map? I hate it: no room to give the shaft a good texture at 512x512.
  • Betty Hime
    Betty Hime polycounter lvl 9
    edited Jun 2010
    If you are using maya. I usually select one point then hold ctrl, go to 'to shell' and it selects all the uv vertex of that object then you move it around like any old thing 'w' wtc.
  • Swizzle
    Swizzle polycounter lvl 16
    edited Jun 2010
    Luxy, try a 256x1024 map. It gives you the same texture area, but it'll make it easier to have a good UV layout because that's such a long object.
  • vcool
    edited Jun 2010
    Swizzle wrote: »
    Luxy, try a 256x1024 map. It gives you the same texture area, but it'll make it easier to have a good UV layout because that's such a long object.

    Someone asked this in the questions thread, whether it's allowed to use non-square maps.

    Jesse said it's prohibited.

    I don't see why though, Source supports asymmetric map sizes perfectly well.
  • Luxy
    edited Jun 2010
    will valve accept it swiz?
  • Betty Hime
    Betty Hime polycounter lvl 9
    edited Jun 2010
    you could always put them diagonally across otherwise?
  • Luxy
    edited Jun 2010
    I dont know how to, or how to change the dimensions to a rectangle.

    This is blender :S
  • Devin Busha
    edited Jun 2010
    Great write up Swizzle! Thanks for sharing! :thumbup:

    P/s - Loving the brush. Has the exact feel I've been looking for. :)
  • Zipfinator
    Zipfinator polycounter lvl 9
    edited Jun 2010
    Swizzle wrote: »
    Thanks for the kind words, everybody.

    Fragus:
    Using this brush...
    1WoNo.png


    With these settings...
    vzR6X.png


    Can give you results like this:
    RmQBM.png

    Do you have a link to that brush? I don't see it in any of the standard brushes and it'd be real nice to have.
  • ScudzAlmighty
    edited Jun 2010
    just save the pic, open photoshop and save as a brush,
    done and done.
  • Swizzle
    Swizzle polycounter lvl 16
    edited Jun 2010
    Yup, Scudz has it. When you have that big black block image open in Photoshop, go to Edit>Define brush preset. Bam! New brush!
  • Zipfinator
    Zipfinator polycounter lvl 9
    edited Jun 2010
    Ah thanks! Going to test it out by re-texturing my wrench.
  • StickFigs
    StickFigs polycounter lvl 6
    edited Jun 2010
    This may be a little redundant since it's in the Contest Rules but you might also want to put Valve's TF2 Style Guide into the OP too:

    http://www.teamfortress.com/contribute/tips.php
  • EVIL
    EVIL polycounter lvl 18
    edited Jun 2010
    Can you guys see the small hue variations in some of the textures?

    There is a trick I learned to achieve this without all to much thought.

    * Just add an overlay layer on top, put in a 128 gray value, and add a noise filter to it (disable monochromatic so you get a coloured noise, add in a value of like 40). Then put this layer at like 5 to 7% transparancy.

    * Keep this layer on while painting in the layers underneath, now if you now keep colourpicking (alt in photoshop) the colours you will see that it uses the colour noise in combo with the base colour you are painting with and add subtle hue variations. It can help add a bit of life to the textures.

    * Offcourse disable the noise layer after you are done so it wont appear in the texture.
  • StickFigs
    StickFigs polycounter lvl 6
    edited Jun 2010
    I have a question, does Valve use AO Maps on parts of weapons that are glass or rubber (aka envmapped or tonemapped)[Like the glass on the needle gun or I think also the dispenser]

    I'm using what is essentially the engineer's gloves texture on a rubber handle for one of my items and I'm not sure whether Valve would apply an AO map to that shiny part.
  • Swizzle
    Swizzle polycounter lvl 16
    edited Jun 2010
    AO is used pretty much everywhere except on transparent surfaces. That includes shiny stuff.
  • StickFigs
    StickFigs polycounter lvl 6
    edited Jun 2010
    Swizzle wrote: »
    AO is used pretty much everywhere except on transparent surfaces. That includes shiny stuff.

    So when you say shiny stuff you mean shiny stuff that is also transparent?
  • Swizzle
    Swizzle polycounter lvl 16
    edited Jun 2010
    There's no AO on transparent stuff. Doesn't matter if it's shiny or not. If you had AO on transparent parts of models, you'd get weird artifacts and it'd just look weird.
  • uberphoenix
    uberphoenix polycounter lvl 8
    edited Jun 2010
    POFFINGTON wrote: »
    Hey Swizzle how did you get past the .vmt and .vtf file types to view the texutres? I can't seem to find a way around it.

    I have the problem that, once I've decompiled the weapon models, I only have vtx files instead of vtf, any idea how I can get these? Fantastic tutorial btw:)
  • Pogo
    edited Jun 2010
    I have the problem that, once I've decompiled the weapon models, I only have vtx files instead of vtf, any idea how I can get these? Fantastic tutorial btw:)

    vtf is found in the gcf file "team fortress 2 materials"
  • StickFigs
    StickFigs polycounter lvl 6
    edited Jun 2010
    How does the cloak meter work with the Dead Ringer? I noticed it's not part of the texture and there doesn't seem to be any other textured applied to it in the v_model.
  • Mico27
    edited Jun 2010
    StickFigs wrote: »
    How does the cloak meter work with the Dead Ringer? I noticed it's not part of the texture and there doesn't seem to be any other textured applied to it in the v_model.

    Ho yes, I encountered that problem when I made my custom watch for the contest, the way the cloak meter work is hardcoded ingame, there are two type of cloak meter, the linear and the circular one.
    There are only a few way to edit it, one way is to edit the position of the 2 two bones named "bottom_left" and "top_right" which fix the bounds for the Vgui (yes the cloak meter is a Vgui element). You can also edit the position in the QC file if you dont want to redo all the animations.

    $attachment "controlpanel0_ll" "bottom_left" -0.80 0.55 0.00 rotate 0.00 -0.00 0.00
    $attachment "controlpanel0_ur" "top_right" -0.50 0.85 0.00 rotate 0.00 0.00 0.00

    To change between linear and circular cloak meter, you'll have to edit it in the vgui_screen.txt found in tf/scripts

    And you can also modify the textures that can be found in: tf/material/vgui

    the textures are : Pocket_watch_BG, Pocket_watch_BG for the dead ringer
    and flagtime_empty, flagtime_full for the CloakandDagger and default watch.
  • HandSandwich
    HandSandwich polycounter lvl 19
    edited Jun 2010
    Late to the thread but awesome nonetheless. This came in super handy for kicking up my textures here at work. Thanks swizzle!
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