• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
We need more Jaegers.
We need some kaiju love too
[img]http://puu.sh/gFvz0/03d40f762d.jpg[/img]
Messing with some modular spacy, pixely stuff for a small project. [IMG]http://i.gyazo.com/3b75fe0778a5699af729076202c9cede.png[/IMG]
[QUOTE=Juniez;47479645][img]http://puu.sh/gFvz0/03d40f762d.jpg[/img][/QUOTE] is that a am mrs 4 rifle from mgsv ???
[QUOTE=mat500;47482823]is that a am mrs 4 rifle from mgsv ???[/QUOTE] Hi mat500, although they may look similiar, all similiarities in form in comparison to the MRS-4 from [I]Metal Gear Solid V[/I] are purely coincidental and have no affiliations with the game or its setting.
[QUOTE=Juniez;47484640]Hi mat500, although they may look similiar, all similiarities in form in comparison to the MRS-4 from [I]Metal Gear Solid V[/I] are purely coincidental and have no affiliations with the game or its setting.[/QUOTE] Then what is it? The handguard looks like an LR300 but the receiver is reminding me mostly of a Type-89, aside from the stock and sights.
I will make the shot gun revolver and release it on the steam work shop if you make a corgi optimized for low resolution 3d printing SIGN below in binding agreement
it is bound [editline]8th April 2015[/editline] you first [quote]Idk .15mm z resolution are there any geometry restrictions I don't think so Internal cavities might be hard to remove support material [/quote]
[t]https://a.pomf.se/sigmti.png[/t] Sledgehammer for a melee pack I'm making. Excuse bad textures, I'm not the best at 2D graphics. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=422473834[/url]
Just needs some edge wear is all
Working on this, still need to add more plates, but anyone have any suggestions? [t]http://i.imgur.com/P7e90MM.jpg[/t]
[t]http://i.imgur.com/cKhFMxV.jpg[/t] tried out ddo again for the second time on a really quick model, here was the result model itself is 2,414 tris
So a bunch of people came together for one model, and this was the result. Will post more pics later: [B][U]Tarn: Leader of the Decepticon Justice Division[/U][/B] [t]http://i.imgur.com/cYFcVFD.jpg[/t] [t]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Tarn%20Test%201%20low-pic_zpsfadjibqw.jpeg[/t] It's still a bit of a WIP, especially with some of the textures and the Decepticon symbol on his chest. It's still a pretty damn workable model for what it is imo. I just feel great working with these great people to get this model (mostly) done. Based off of the new character from the Transformers comic More Than Meets the Eye: [url]http://tfwiki.net/wiki/Tarn_(DJD)[/url] Original model done by Ultimatetransfan: [url]http://ultimatetransfan.deviantart.com/[/url] Conversion to workable size done by RedRogueXIII Rig done by goregaus Ported to SFM by me
[QUOTE=Colteh;47508942][t]http://i.imgur.com/cKhFMxV.jpg[/t] tried out ddo again for the second time on a really quick model, here was the result model itself is 2,414 tris[/QUOTE] it's looking nice, some paneling and rivets would add more details and make it more interesting.
Not much I can do about the logo on his chest, I'm going to try to fix Tarn's head glow problem. The glow textures work for the most part for his chest and his gun. For some reason despite the eyes and the sides of his head having a glow texture, they don't work when he's compiled: [IMG]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Tarn%20Eye%20glow%20problem_zps9xbzocji.png[/IMG] As shown here in the glow texture, notice the bright red on the texture file. [IMG]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Tarn_Glow_zpsruhhpqzv.png[/IMG] Any ideas on how to get the glow on his head to work?
[QUOTE=maddogsamurai;47513079]Not much I can do about the logo on his chest, I'm going to try to fix Tarn's head glow problem. The glow textures work for the most part for his chest and his gun. For some reason despite the eyes and the sides of his head having a glow texture, they don't work when he's compiled: [IMG]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Tarn%20Eye%20glow%20problem_zps9xbzocji.png[/IMG] As shown here in the glow texture, notice the bright red on the texture file. [IMG]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Tarn_Glow_zpsruhhpqzv.png[/IMG] Any ideas on how to get the glow on his head to work?[/QUOTE] Tis a bit annoying to get glow in source. You pretty much need to bake it onto the diffuse texture, then stick the texture in the alpha of the diffuse texture and add $selfillum 1 to the vmt. Source doesn't have a "glow" really. It just has a "which part of the texture cannot be darkened" And that is $selfillum.
Or just set that as that as the glowy crap texture using $selfillummask (I don't know if this still works, but it should)
I'm actually gonna post what the vmt looks like. Since I already have $selfillummask on, so that's not the problem. [CODE]"VertexlitGeneric" { "$basetexture" "models/MTMTE/DJD/Tarn/Tarn_D" "$bumpmap" "models/MTMTE/DJD/Tarn/Tarn_N" "$surfaceprop" "metal" "$model" 1 "$phong" "1" "$phongexponent" "4" "$phongboost" "1.0" "$phongfresnelranges" "[0 0.5 1]" "$halflambert" "1" "$phongalbedotint" "1" "$envmapcontrast" "1.0" "$envmaptint" "[.3 .3 .3]" "$envmapsaturation" "[1 1 1]" "$selfillum" "1" "$selfillummask" "models/MTMTE/DJD/Tarn/Tarn_E" "$selfillumFresnel" "1" "$selfillumFresnelMinMaxExp" "[1 4 0]" }[/CODE]
Isn't the selfillum mask supposed to be greyscale?
[QUOTE=azgag;47514710]Isn't the selfillum mask supposed to be greyscale?[/QUOTE] if you want color use $detail
Try using a detail mask instead. [code] "$detail" "path\to\illumination_mask" "$detailscale" "1" // Scale of the texture (values less than 1 will result in tiling) "$detailblendfactor" "1" // Opacity of the illumination mask (you may want values less than 1 to prevent overbrightening) "$detailblendmode" "5" // Blending mode -- 5 renders the mask after the lighting pass making it appear to glow [/code] The $selfillum shader, like Stiffy said, isn't really an emissive shader. Instead, it's just not rendered with diffuse lighting which makes it fullbright. Post processing effects like bloom can give it a nice glow but will give everything else a glow as well. Using a detail mask would do the exact same thing, so you wouldn't get enhanced lighting effects, but you would have a bit more freedom in other areas. $selfillum only supports values of 0 or 1. Low opacity glows and gradients that emit around the 'lights' themselves end up looking pretty awful, especially since what's underneath would become fullbright with it. It also means you need to use the alpha mask which means using a detail mask would allow you to retain the diffuse map's alpha channel for transparency and such without having to convert the material to UnlitGeneric for both. [QUOTE=azgag;47514710]Isn't the selfillum mask supposed to be greyscale?[/QUOTE] If you use $selfillum then the alpha channel is indeed grayscale while the lights are baked onto the diffuse map which results in some odd looking lights. Edit: Depending on how lights are baked, detail masks are also perfect for faking cast lighting. [t]http://i.imgur.com/UzxGrbl.png[/t] vs [t]http://i.imgur.com/yB2mQXU.png[/t]
While the detail method is quite helpful in a lot of cases it does have a couple drawbacks. One of the more obvious is that you have no real control over how bright it is unless you edit the texture directly. This wouldn't really be an issue until you remember that a detail is added to the diffuse rather than applied overtop. It can get horribly bright at times and isn't good for soft glows as it generally creates a lot of banding. The second drawback is how details blend down on to a texture. When you change how intensely a detail blends it's not lowering or raising the opacity of the entire detail texture. It's changing the point when it starts blending the detail to the base. basically if you're detail is adding on to the basetexture and your blending intensity is low only the real bright highlights will be blended; but they will be just as bright as if the whole detail was applied.
[QUOTE=BlueFlytrap;47514906]While the detail method is quite helpful in a lot of cases it does have a couple drawbacks. One of the more obvious is that you have no real control over how bright it is unless you edit the texture directly. This wouldn't really be an issue until you remember that a detail is added to the diffuse rather than applied overtop. It can get horribly bright at times and isn't good for soft glows as it generally creates a lot of banding. The second drawback is how details blend down on to a texture. When you change how intensely a detail blends it's not lowering or raising the opacity of the entire detail texture. It's changing the point when it starts blending the detail to the base. basically if you're detail is adding on to the basetexture and your blending intensity is low only the real bright highlights will be blended; but they will be just as bright as if the whole detail was applied.[/QUOTE] thats why the illumination texture is usually just the lights NOT the regular diffuse with the lights on it. When I use the detail function the lights are usually on a black texture which the black part incidentally doesn't show up in source.
[QUOTE=Itauske Roken;47514934]thats why the illumination texture is usually just the lights NOT the regular diffuse with the lights on it. When I use the detail function the lights are usually on a black texture which the black part incidentally doesn't show up in source.[/QUOTE] You misinterpreted what I said. The detail texture blends overtop of the existing diffuse to work. I didn't say the detail texture is the diffuse with lights added then blended again over the base. The black doesn't show up unless you go over a blending intensity of 1. It will appear once you pass that as the point where it blends is now below it. In will then start blending the highlights overtop a second time. Blending over 1 get's real buggy when additives are involved. The second time it blends it pretty much ignores the whole concept of an additive and behaves more like transparency. You can make black additives that way.
[QUOTE=BlueFlytrap;47514906]While the detail method is quite helpful in a lot of cases it does have a couple drawbacks. One of the more obvious is that you have no real control over how bright it is unless you edit the texture directly. This wouldn't really be an issue until you remember that a detail is added to the diffuse rather than applied overtop. It can get horribly bright at times and isn't good for soft glows as it generally creates a lot of banding. The second drawback is how details blend down on to a texture. When you change how intensely a detail blends it's not lowering or raising the opacity of the entire detail texture. It's changing the point when it starts blending the detail to the base. basically if you're detail is adding on to the basetexture and your blending intensity is low only the real bright highlights will be blended; but they will be just as bright as if the whole detail was applied.[/QUOTE] I'm not really sure what you're talking about there. You have plenty of control over the brightness using using the blendfactor. Values of 1 which is 100% opacity are usually too bright, but just lowering them to around half works perfectly fine. Secondly, using a blendmode of 5 sets the illumination mask to additive, post light-pass. The illumination mask would be a black texture with the lights overlayed. It looks just like this: [QUOTE=maddogsamurai;47513079] [t]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Tarn_Glow_zpsruhhpqzv.png[/t][/QUOTE] Controlling the blendfactor is literally controlling the opacity of the texture which in this case is controlling the brightness. Despite the name 'blendfactor,' it's just the alpha value, it doesn't really effect a 'point of blending.' That's sort of what blendmode does.
Here is a black sphere with a white gradient applied as an additive detail at various blendfactors. I hope the point where it cuts off is very clear now. [IMG]http://orig00.deviantart.net/435e/f/2015/102/0/1/here_s_something_i_call_proof_by_blueflytrap998-d8pid80.jpg[/IMG] While you are correct in that it stops at around the midpoint all of your soft lights are no longer visible once you reach that; and if they are they have this harsh banding along their edges. It looks much worse than just manually darkening the detail itself. If you've managed to pull off a good look using details then props to you. Just remember that, much like selfillum, both have their pros and cons. Personally I try to avoid using 'glowing' details on opaque models if I can help it. They are absolutely fantastic for anything regarding transparency though.
[QUOTE=CaptainBigButt;47514726]Try using a detail mask instead. [code] "$detail" "path\to\illumination_mask" "$detailscale" "1" // Scale of the texture (values less than 1 will result in tiling) "$detailblendfactor" "1" // Opacity of the illumination mask (you may want values less than 1 to prevent overbrightening) "$detailblendmode" "5" // Blending mode -- 5 renders the mask after the lighting pass making it appear to glow [/code] The $selfillum shader, like Stiffy said, isn't really an emissive shader. Instead, it's just not rendered with diffuse lighting which makes it fullbright. Post processing effects like bloom can give it a nice glow but will give everything else a glow as well. Using a detail mask would do the exact same thing, so you wouldn't get enhanced lighting effects, but you would have a bit more freedom in other areas. $selfillum only supports values of 0 or 1. Low opacity glows and gradients that emit around the 'lights' themselves end up looking pretty awful, especially since what's underneath would become fullbright with it. It also means you need to use the alpha mask which means using a detail mask would allow you to retain the diffuse map's alpha channel for transparency and such without having to convert the material to UnlitGeneric for both. If you use $selfillum then the alpha channel is indeed grayscale while the lights are baked onto the diffuse map which results in some odd looking lights. [/QUOTE] That did the trick. He looks a lot more lively. Albeit a little bright, but I guess that means that I can just adjust it a bit. [IMG]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Tarn%20Glow%20Fix_zpsbsvwm3c8.png[/IMG]
Is it bad if I have a source model referencing multiple materials? [img]http://i.imgur.com/wF0TYrT.png[/img]
[QUOTE=Leintharien;47536054]Is it bad if I have a source model referencing multiple materials? [img]http://i.imgur.com/wF0TYrT.png[/img][/QUOTE] It's not that bad but optimization-wise you're gonna get a drawcall for each material on your mesh.
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