Texturing for Team Fortress 2: A Short Guide

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Replies

  • tex_cookiedough
    edited Jul 2010
    bump for pro-ness
  • BlvdNights
    BlvdNights polycounter lvl 8
    edited Nov 2010
    Major bump! This thread is awesome! Thanks Swizzycakes <333
  • BenHenry
    BenHenry polycounter lvl 11
    edited Nov 2010
    Hey swizzle,
    Thanks man for everything, I have made many good tf2 style textures now!
    I've submitted like 8 things into contribute:P
    Thanks man.
  • Invader Fluff
    edited Dec 2010
    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 :)
  • Dn2
    Dn2 polycounter lvl 11
    edited Dec 2010
    this...is really cool
  • passerby
    passerby polycounter lvl 12
    edited Jan 2011
    any good idea around on how to recreat the shadeing used in tf2 there AO seems to be tighter and more grainy than what i can get blender to spit out.
  • Acumen
    Acumen polycounter lvl 18
    edited Jan 2011
    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 :)
  • Baddcog
    Baddcog polycounter lvl 9
    edited Jan 2011
    @passerby,

    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')
  • passerby
    passerby polycounter lvl 12
    edited Jan 2011
    Baddcog wrote: »
    @passerby,

    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.
  • SgtR007
    edited Jan 2011
    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: vmtimage.jpg Render: modelrender4.jpg If I remove the $lightwarptexture command I get a better render, though I lose the natural-looking reflectivity of the wood and metal parts. modelrender5.jpg 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.
  • CowDomination
    edited Jan 2011
    Great tutorial :)
  • Harford
    Harford polycounter lvl 14
    edited Feb 2011
    Great tutorial/tips. Thanks Swizzle
  • beezul
    beezul polycounter lvl 15
    edited Mar 2011
    fantastic post swizzle! so fricken helpful! thanks!
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