Texturing for Team Fortress 2: A Short Guide
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bump for pro-ness
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Major bump! This thread is awesome! Thanks Swizzycakes <333
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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. -
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
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this...is really cool
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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.
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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
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@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,
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 $envmapmask command. Thanks for the help, and sorry for the large images, I couldn't figure out how to thumbnail 'em on this forum.
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I suggest you to read this for phong shading.
http://developer.valvesoftware.com/wiki/Phong_materials#Using_the_Phong_shader
And this for specular reflection/envmap.
http://developer.valvesoftware.com/wiki/$envmap -
Great tutorial
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Great tutorial/tips. Thanks Swizzle
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fantastic post swizzle! so fricken helpful! thanks!
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