• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
[t]http://www.wduwant.com/index_uploads/uploads/24f684efc6f9.jpg[/t][t]http://www.wduwant.com/index_uploads/uploads/f34910.jpg[/t] I'm trying to get something done correctly this time, even though I know I'll probably give up in a day or so.
Me trying hard [t]http://i.imgur.com/KwBMvht.jpg[/t] Thanks a lot, Frederika, Redmenace, DevilSnake88 (and Ninja_Nub for hair shaders from MGS V releases) Original rig and bones, corrected normals the way suggested by Frederika, but i still can't make hair on body look right-ish (still ok for not close shots) Next step would be renaming all bones to Valve standart, scaling down to 40% pre-compiling and i need somehow to make eyes to work with "viewtarget" P.S. Anyone knows how to create custom Ik-rig for SFM, having original game rig? Or... nevermind
you've got some inverted normal maps there, the chest hair looks indented [editline]19th March 2017[/editline] also, ageha set up the hair materials for the mgsv stuff
[QUOTE='Ninja Nub[NOR];51982444']you've got some inverted normal maps there, the chest hair looks indented [editline]19th March 2017[/editline] also, ageha set up the hair materials for the mgsv stuff[/QUOTE] Thanks, Ageha! EDIT [URL="https://yadi.sk/d/Ff6StOKq3G9APx"]https://yadi.sk/d/Ff6StOKq3G9APx[/URL] Here's raw normal map I've moved alpha info into red channel, made blue channel white (i'm dumb and i do not understand what else "normalize" could mean) Also moved alpha from [URL="https://yadi.sk/d/Jx2zrFqn3G9AWn"]this specular[/URL] into normal's alpha VTM: [QUOTE]"VertexlitGeneric" { "$basetexture" "models/harkyn/body_c" "$bumpmap" "models/harkyn/body_n" "$phongexponent" "6" "$phongalbedotint" 1 "$phong" "1" "$phongboost" "0.35" "$phongfresnelranges" "[.85 2.5 4]" "$nocull" "1" "$model" "1" $halflambert 1 $nocull 1 } [/QUOTE] EDIT 2 Original skeleton has 4 spine bones + one called ribcage Should i all name them ValveBiped.Bip01_Spine-ValveBiped.Bip01_Spine4?
Ballistic Knife + Combat Knife: [t]http://orig13.deviantart.net/dac2/f/2017/078/8/4/_sfm__ballistic_knife___combat_knife__black_ops_3__by_jacob_lhh3-db2tyb7.png[/t] M1 Irons - Unforgiving Truth (Elite Variant): [t]http://orig10.deviantart.net/f70a/f/2017/078/1/8/_sfm__unforgiving_truth_by_jacob_lhh3-db2tyab.png[/t] Don't ask why some bullets are silver.
Why are some bullets silver? :smug: [sp]Jokes aside, nice work.[/sp]
[QUOTE=Viper123_SWE;51982810]Why are some bullets silver? :smug:[/QUOTE]it's an anti-werewolf revolver
Thanks to Minitiv, now Rig_biped_simple works just fine. Next stop- viewtarget implementation, flexes. Armors' cloth meshes won't import in Max for now for some reason, so i will focus my attention on weapons, while maybe script creator will provide some assistance [video]https://youtu.be/P3_7vn9y1fM[/video]
Got That AK batmobile somewhat ported in sfm. Still in the WIP stage [img_thumb]http://i.imgur.com/grzeFfp.jpg[/img_thumb]
[QUOTE=Fredrika;51984529]Why does the AO/shadows make them look like cut outs?[/QUOTE] I dunno man. Just workin up a quick preview with this big ass model.
Models requested by friend: [t]http://i.imgur.com/8wUcwyD.png[/t] [t]http://i.imgur.com/91UM67c.png[/t] [t]http://i.imgur.com/TjJbXkF.png[/t]
What are the last two pictures from? Those swords and associated gemstones are really neat looking.
[QUOTE=Gmod4ever;51988652]What are the last two pictures from? Those swords and associated gemstones are really neat looking.[/QUOTE] You may not believe that, but it's actual Call of Duty: Black Ops 3 content. :D
[QUOTE=Jacob_LHh3;51988713]You may not believe that, but it's actual Call of Duty: Black Ops 3 content. :D[/QUOTE] The last two are from Black Ops 3? What the hell's going on with the Zombie Mode?
It turned into a bizarre story about hoping between dimensions to collect magical McGuffins to stop the Evil Bad Things with lots of eyes and tentacles from doing naughty things to a bunch of children. I wish I was fucking kidding.
[QUOTE=maddogsamurai;51989159]The last two are from Black Ops 3? What the hell's going on with the Zombie Mode?[/QUOTE] [QUOTE=Portugalotaku;51989250]It turned into a bizarre story about hoping between dimensions to collect magical McGuffins to stop the Evil Bad Things with lots of eyes and tentacles from doing naughty things to a bunch of children. I wish I was fucking kidding.[/QUOTE] That's complicated, but story is really interesting overall. Some thing may sounds stupid, but almost everything is explained later. Design of each map is also original, from Morg City with classic look from 1940 to destroyed Stalingrad and mix of everything on Revelations. Models from last 2 pics are from Morg City (Shadows of Evil / zm_zod).
[QUOTE=Fredrika;51990158]default small stubby from nier automata [t]http://orig10.deviantart.net/af9d/f/2017/079/d/a/ss_by_kuroyasviel-db30pym.jpg[/t][/QUOTE] The robots are adorable, I feel bad about killing them
Specially when they start talking and wearing clothes. The enemies on this game are amazing.
[T]http://i.imgur.com/xs1eSDo.jpg[/T] [video]https://youtu.be/lUdIaZ8wLLk[/video] Excuse me my derpy video render)
Can anyone tell me what those 6 textures are/do? [QUOTE][IMG]http://i.imgur.com/zn5BQnt.png[/IMG][/QUOTE] They're from Nier Automata's 2B I'm not sure how I should use them in particular, the one where her face is in bright white seems like a lightmap but I'm not too sure.
[QUOTE=trololguy;51992294]Can anyone tell me what those 6 textures are/do? They're from Nier Automata's 2B I'm not sure how I should use them in particular, the one where her face is in bright white seems like a lightmap but I'm not too sure.[/QUOTE] this looks like someone split the alpha textures from the their original textures. that first one is the diffuse alpha layer, the second and third are the ambient and ambient alpha repectively, fourth and fifth are specular and specular alpha, and the sixth texture is a control texture which is used for color correction.
[QUOTE=Itauske Roken;51992596]this looks like someone split the alpha textures from the their original textures. that first one is the diffuse alpha layer, the second and third are the ambient and ambient alpha repectively, fourth and fifth are specular and specular alpha, and the sixth texture is a control texture which is used for color correction.[/QUOTE] And how could I use them on source? Also any suggestions for vmt tweaks? [QUOTE][IMG]http://i.imgur.com/OfRsCQ4.png[/IMG][/QUOTE]
[QUOTE=trololguy;51992294]Can anyone tell me what those 6 textures are/do? -Pics- They're from Nier Automata's 2B I'm not sure how I should use them in particular, the one where her face is in bright white seems like a lightmap but I'm not too sure.[/QUOTE] [QUOTE=trololguy;51992656]And how could I use them on source? Also any suggestions for vmt tweaks?[/QUOTE] I don't know if you already did this, but for the normal map and specular map, put the spec map in the normal map's alpha channel for it to work in Source. The first and fifth one also look like they could be used to make an exponent map. If you want, use photoshop to make a new image with the same dimensions as the textures. Then put the first in the red channel, fifth in the green channel, and the blue channel blank. Afterwards you can use [I][U]$PhongExponentTexture <texture>[/U][/I] in your vmt to try it out.
Neir doesn't use specular mask. That's not how pbr works. It's not blinn. There is no equivalent in source for any of that but the normalmap and albedo. Source actually has a parameter for albedo but it's not really useful given aforementioned total lack of equivalence so even that cannot be used right.
[QUOTE=CSLeader;51993505]I don't know if you already did this, but for the normal map and specular map, put the spec map in the normal map's alpha channel for it to work in Source. The first and fifth one also look like they could be used to make an exponent map. If you want, use photoshop to make a new image with the same dimensions as the textures. Then put the first in the red channel, fifth in the green channel, and the blue channel blank. Afterwards you can use [I][U]$PhongExponentTexture <texture>[/U][/I] in your vmt to try it out.[/QUOTE] Thanks, I've already put the specular on normal map's alpha channel before, will try your second suggestion. Edit: Looks a little better, nothing groundbreaking: [QUOTE][IMG]http://i.imgur.com/H4a918O.png[/IMG][/QUOTE] And here's how the texture ended up like, just so you guys tell me if I'm doing something wrong: [QUOTE][IMG]http://i.imgur.com/NfkthAB.png[/IMG][/QUOTE]
[QUOTE=trololguy;51992656]And how could I use them on source? Also any suggestions for vmt tweaks? [QUOTE][t]http://i.imgur.com/OfRsCQ4.png[/t][/QUOTE][/QUOTE] they have lots of uses. phong mask, exponent, albedotint. the 1st seems to be the envmapmask. it's the full load on the eyes. 2nd is ao. the 4th could be the mask for the reverse lighting or rim shading. you will not get a 100% copy of it anyway. you gotta make it look good. that face seems to have too much exponent and boost. i'm not sure if you should use a lightwarp for the skin. it's a really pale one. also... that cloth shading looks neat. a lil bit like velvet. seems a lil distorted on some parts tho.
materials-wise, her hair looks way too metallic and her cloth looks way too silky. ingame, her dress looks nothing like that - it's a lot more similar to velvet than it is silk. flesh looks almost right, but the exponents are much too high. i suggest going back to the drawing board for that.
[QUOTE=Ageha;51993862]materials-wise, her hair looks way too metallic and her cloth looks way too silky. ingame, her dress looks nothing like that - it's a lot more similar to velvet than it is silk. flesh looks almost right, but the exponents are much too high. i suggest going back to the drawing board for that.[/QUOTE] I'm having several difficulties on nailing the hair, the cloth materials are placeholder though. Also do you guys think I should use rimlight? it looks nice under certain lighting conditions, but looks horrible in others. Also I'm using Luxox's render for materials reference is there a way to make it look more like his? [QUOTE][IMG]http://orig15.deviantart.net/f720/f/2017/077/9/0/nier__automata___2b_by_luxox18-db2ssth.jpg[/IMG][/QUOTE]
never ever use rimlight. and to put it plainly, there's the matter of the boots that have microsurface bumpmapping - something you might be missing. as well, luxox is using a specific renderer to do what he does - probably marmoset if i had to guess.
Never heard of this microsurface bumpmapping, any way to simulate this in source (I'm guessing you can't use this conventionally)?
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