Can you do a demonstration on how to do different kinds of fabric in TF2? I've been looking at the hat textures that are similar to what I want to accomplish, but I just don't get it. Thanks in advance
I guess you could always just add a noise layer with a low opacity on top of that to imitate the grain. At least that's what I did from time to time. Works alright, im
I've found that the simple Ao generator in XNormal does a pretty good job of matching Valve's AO. I't really rough/blocky looking to me. Use low settings.
However once in awhile (like the hat I made today) the simple AO doesn't do ANYTHING, arghh... I kept gettiong plain white no matter how many times I tried.
Ended up using my model as low and high and got good ao, but it doesn't look the same. (it's alot more 'spider webby')
I've found that the simple Ao generator in XNormal does a pretty good job of matching Valve's AO. I't really rough/blocky looking to me. Use low settings.
However once in awhile (like the hat I made today) the simple AO doesn't do ANYTHING, arghh... I kept gettiong plain white no matter how many times I tried.
Ended up using my model as low and high and got good ao, but it doesn't look the same. (it's alot more 'spider webby')
ya thanks mate i will have to try it with xnormal with blender i got some pretty great AO useing a mix of raytracing and approximate AO on some props for a environment im making for tf2 but sofar with ray traced AO on the hat im doing it is way to subltle and barley makes a difference and with approximate it is webby like you said.
I just recently taught myself how to model (specifically for TF2) and have a question regarding using specular mapping. No matter what I try, be it alpha channels in my .tga or a separate file as an envmapmask, I can't get the reflectivity of my fireaxe replacement to process correctly, ie I can't differentiate on my model which parts should reflect and which shouldn't. I originally used the base fireaxe .vmt to process my texture, which gave me too much reflection: The base .vmt: Render: If I remove the $lightwarptexture command I get a better render, though I lose the natural-looking reflectivity of the wood and metal parts. Does anyone have any tips for .vmt and other material editing? A tutorial link would be appreciated if anyone knows of a good one. Again, these results are unchanged regardless of whether or not I include an alpha channel or a separate alpha image using the $envmapmask command. Thanks for the help, and sorry for the large images, I couldn't figure out how to thumbnail 'em on this forum.
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Thanks man for everything, I have made many good tf2 style textures now!
I've submitted like 8 things into contribute:P
Thanks man.
I've found that the simple Ao generator in XNormal does a pretty good job of matching Valve's AO. I't really rough/blocky looking to me. Use low settings.
However once in awhile (like the hat I made today) the simple AO doesn't do ANYTHING, arghh... I kept gettiong plain white no matter how many times I tried.
Ended up using my model as low and high and got good ao, but it doesn't look the same. (it's alot more 'spider webby')
ya thanks mate i will have to try it with xnormal with blender i got some pretty great AO useing a mix of raytracing and approximate AO on some props for a environment im making for tf2 but sofar with ray traced AO on the hat im doing it is way to subltle and barley makes a difference and with approximate it is webby like you said.
http://developer.valvesoftware.com/wiki/Phong_materials#Using_the_Phong_shader
And this for specular reflection/envmap.
http://developer.valvesoftware.com/wiki/$envmap