[QUOTE=FlyingAlien;36385634]
Almost done now, first gun I ever made![/QUOTE]
And a very sexy one it is, good sir! Well done!
Is that some Ghost Recon I'm seeing?
ah whatever i figure i'll post it here since im new at skinning and want some pointers
[img]https://dl.dropbox.com/u/1482927/akfinished.jpg[/img]
made the skin for that (not the model!!)
want to know what i should do better next time. is it too grungey?
i looked at a few other ak models for reference like the l4d2, css and csgo one
The wood could use some phong, but other than that, looks pretty great.
[editline]19th June 2012[/editline]
Perhaps make the red paint on the axe look more faded so you can differentiate it with the blood.
the wood has phong it's just hard to see when it's not moving
[editline]19th June 2012[/editline]
and the blood has a lot of phong too, it's very visible when there's light on it
[editline]19th June 2012[/editline]
check it
[t]https://dl.dropbox.com/u/1482927/phong.jpg[/t]
[editline]19th June 2012[/editline]
follow up question, is there a way to apply some sort of anti aliasing to the texture in place of a mipmap? i can't figure out how to make a mipmap that doesn't greatly rape the models quality even when it's still pretty close up (you have to be like, looking at it with a magnifying glass for the full res texture to show).
You don't need mipmaps in viewmodels.
Just save all maps, except the normalmap, in compressed format (DXT5/1; depends if it does have an alpha channel or not) use RGB(A)8888 for the normalmap (without/with alpha).
Also don't trust the modelviewer, it's not the same as if you view it ingame (i.e. the y-channel of the normalmap is flipped sometimes).
You can save the glossmap in R8 format, because source only uses the redchannel for gloss.
what is glossmap
A glossmap is the red channel of the phong exponent texture. It is $phongexponent on a per-pixel basis, it's good for differentiating materials on a texture by glossyness. The green channel is the level of albdeto tinting, where white is when phong is fully tinted by the diffuse and black is no phong tinting. The alpha is the mask for $rimlight, provided you add $rimlightmask. If you're going to use one, don't forget to disable [i]$phongexponent[/i], and use [i]"$phongexponenttexture" "path/material"[/i] instead.
Also, I like the texture, but I think it's a little too colorful and over saturated. The wood could stand to be a little lighter and desaturated, and the axe + bracket could be less vibrant. It all makes it look a little cartoony at the moment.
[QUOTE=Rusty100;36393208]ah whatever i figure i'll post it here since im new at skinning and want some pointers
[img]https://dl.dropbox.com/u/1482927/akfinished.jpg[/img]
made the skin for that (not the model!!)
want to know what i should do better next time. is it too grungey?
i looked at a few other ak models for reference like the l4d2, css and csgo one[/QUOTE]
Honestly the blood looks a bit weird on the blade. As stated earlier it's really similar to the axe's paint, and also those random drops don't really make sense to me. Also, I would add some depth to those darker spots on the axe handle through some normal maps as well.
Anybody have some insight as to how I could achieve an old/slightly dulled/dirty chrome effect for pieces of metal? So far I only have this (the levers, gauge, and tubing):
[IMG]http://img521.imageshack.us/img521/221/bottleofcoke.jpg[/IMG]
Which is just a pretty basic clean metallic looking texture and cubemaps. (exuse the hlmv pic)
[QUOTE=AlexVestin;36403884][img]http://img545.imageshack.us/img545/6075/rendertest20.jpg[/img]
[img]http://img545.imageshack.us/img545/7356/rendertest21.jpg[/img][/QUOTE]
Have you gotten my PM?
some more vents/fans/turbines or w/e you wanna call this. also new PC
[t]http://www.1337upload.net/files/az_vent_03_3.JPG[/t]
The area around the rounded thing holding the fans in place look [I]very[/I] high poly, if you're considering putting it in game or whatever.
[QUOTE=Rusty100;36395994]the wood has phong it's just hard to see when it's not moving
[editline]19th June 2012[/editline]
and the blood has a lot of phong too, it's very visible when there's light on it
[editline]19th June 2012[/editline]
check it
[t]https://dl.dropbox.com/u/1482927/phong.jpg[/t]
[editline]19th June 2012[/editline]
[/QUOTE]
The splatter pattern on the axe looks a little weird. The way I imagine you would have to use the axe with any force would be to grip it by the stock and the pistol grip and swing it, or just gripping it by the stock.
This would mean the splatter would be much more elongated, right? I would possibly continue the larger blood stain a little deeper onto the white part of the axe as well because it doesn't look like it really penetrates all that deeply.
Also, that scratch on the white part looks a little strange to me, especially how it doesn't continue into the red area.
[QUOTE=Joazzz;36385976]so where do we post reskins? hacks and ports?[/QUOTE]
Yeah. [url=http://www.facepunch.com/showthread.php?t=1160491&p=36152090&viewfull=1#post36152090]That's where I post mine.[/url]
So my normal map is inverted. How to fix?
[QUOTE=ColossalSoft;36412559]So my normal map is inverted. How to fix?[/QUOTE]
Open it in photoshop or something and invert the Green and Red channels.
[QUOTE=Trek;36413505]Open it in photoshop or something and invert the Green and Red channels.[/QUOTE]
only the green channel.
[QUOTE=azgag;36413519]only the green channel.[/QUOTE]
Well if vertical shading is inverted, then the Red channel need to be inverted as well. Also, depends on bumpmap.
[QUOTE=Trek;36414444]Well if vertical shading is inverted, then the Red channel need to be inverted as well. Also, depends on bumpmap.[/QUOTE]
I've never seen a game engine that requires you to flip the red channel. also he's talking about normal maps.
If it's for Source or UDK, you have to flip the Green channel. For Unity you don't have to.
[QUOTE=Trek;36414444]Well if vertical shading is inverted, then the Red channel need to be inverted as well. Also, depends on bumpmap.[/QUOTE]
Source uses XYZ and 3dsmax uses X-YZ (I think, might be the other way around). Most games use the same standard as source but a bunch do actually use the 3dsmax aproach. Hence why you only have to invert the green channel
[IMG]http://i397.photobucket.com/albums/pp56/jangalomph/Models/Racer.jpg[/IMG]
Pod racer i made.
[QUOTE=~ZOMG;36411025]The area around the rounded thing holding the fans in place look [I]very[/I] high poly, if you're considering putting it in game or whatever.[/QUOTE]
Modern engines can easily run that thing, textures take much more memory than polygons.
is there a way to add an envmap to only one specific part of the material and have the rest of it just phong'd?
[QUOTE=Rusty100;36424152]is there a way to add an envmap to only one specific part of the material and have the rest of it just phong'd?[/QUOTE]
the only way would be to have those parts have their own material I guess.
I'm pretty sure you can have phong and env reflections use separate masks. Try using
[code]
$basemapalphaphongmask 1
$normalmapalphaenvmapmask 1[/code]
and put your env map mask in the alpha channel of the normal map and the phong mask in the alpha channel of your diffuse map.
[QUOTE=fewes;36425128]I'm pretty sure you can have phong and env reflections use separate masks. Try using
[code]
$basemapalphaphongmask 1
$normalmapalphaenvmapmask 1[/code]
and put your env map mask in the alpha channel of the normal map and the phong mask in the alpha channel of your diffuse map.[/QUOTE]
I've never heard of any instance of this actually working. I was always under the impression that phong always defaulted to the alpha of the normal, regardless of other commands, and I know it disables external envmap textures.
The trick I've always used is $PhongAlbedoTint. Since the issue is usually with bright phong on dark colors, using the albedo tint to match the dark color usually completely knocks out the unwanted phong. You can enable it by creating an exponent map and coloring the green channel completely black, except the spec-map only parts, which you color completely white. It's still going to have some phong, but it'll be tinted the exact same color as the diffuse, which essentially knocks it out.
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