• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
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[QUOTE=trololguy;51994089]Never heard of this microsurface bumpmapping, any way to simulate this in source (I'm guessing you can't use this conventionally)?[/QUOTE] you can't use it. source (1) doesn't support detail bumpmaps. you can however modify the mesh to hipoly and/or use the normal map orientation to bake custom surface normals to bend the lit shape. then just apply the micro bump with a clever uv mapping to bumptransform it smaller. i'm not really sure if this would look good tho or if that transform always works tho.
Don't think I can get much better than this: [QUOTE][IMG]http://i.imgur.com/hM3aKoG.png[/IMG][/QUOTE]
[QUOTE=trololguy;51994167]Don't think I can get much better than this:[/QUOTE] I'd lower the phongboost on that hair, it still seems really intense.
Hopefully the materials look right now, here's the removable model parts and a close of her uncovered eye: [QUOTE][IMG]http://i.imgur.com/LkWkRFx.jpg[/IMG] [IMG]http://i.imgur.com/DHrXsoz.jpg[/IMG] [IMG]http://i.imgur.com/jaYJMXv.jpg[/IMG][/QUOTE] Only faceposing left to do now.
you can get better than that. because like i said, you're missing that felt look it has. look here: [T]http://vignette1.wikia.nocookie.net/nier/images/3/38/YoRHa_No.9_Type_S_SS5.png/revision/latest?cb=20160422011257[/T] you can slightly ee, although on grazing angles, she has some of that going on. hard to see, but it's there. as it stands, your dress is far too matte. and it's totally possible to recreate microsurface bumpmapping, but it requires a bit of fuckery.
[QUOTE=Ageha;51994496]you can get better than that. because like i said, you're missing that felt look it has. look here: [T]http://vignette1.wikia.nocookie.net/nier/images/3/38/YoRHa_No.9_Type_S_SS5.png/revision/latest?cb=20160422011257[/T] you can slightly ee, although on grazing angles, she has some of that going on. hard to see, but it's there. as it stands, your dress is far too matte. and it's totally possible to recreate microsurface bumpmapping, but it requires a bit of fuckery.[/QUOTE] Which I don't have the first clue on how to recreate it, the only thing that comes to mind is using a bump detail and putting it as a layer on the bump texture, which will be something I'll try tomorrow (and to be honest the lighting on the pics don't do the materials much justice, it does look "felty" on more neutral lighting conditions I guess).
not a bump detail, that's not going to quite work. the boots have it, like i said. also darken those stockings, they're not dark enough.
[QUOTE=Ageha;51994568]not a bump detail, that's not going to quite work. the boots have it, like i said. also darken those stockings, they're not dark enough.[/QUOTE] Then how would it work? could you elaborate better? I'm quite a noob when it comes to materials, textures and stuff, I learned things by trial and error mostly.
just don't try micro bumps then. most of the times the fake is worse then the original. it's two added normals that point to a light. what ageha and bluflytrap gonna tell you is that you can do it adding two diffuse bump layers. cause... [code]diffuse = mash ( dot ( normal1, light ) , dot ( normal2 , light ) );[/code] is the same as [code]diffuse = dot ( add ( normal1, normal2 ) , light );[/code] which is correct? but can't be done!... where this 2 layer approach fails when using reflections or pbr image based lighting (ibS = Sample) aka source terms using the envmap with envmapmask (people always seem to forget), where you take whether 2 different reflection samples and being way slower computation since you waste 6+ (?) instructions for cubesampling. [code]ibs = mash ( sample_3d ( reflect ( normal1 ), sample_3d ( reflect ( normal2 ) );[/code] or do it correct with one direction... [code]ibs = sample_3d ( reflect ( add ( normal1, normal2 ) );[/code] which is neither possible in source. now... this stockings are a different type of beast (i have this screenshot too for reference - interesting) which seems to need some form of fresnel or a combination of warped lighting. half of the effect should indeed be called view dependant transparency. which is not possible. but can be faked as using the color that passes thru.
what the fuck are you talking about? you can totally do it fine and get the same result. [T]http://orig09.deviantart.net/dfeb/f/2017/076/f/d/kiryu_kazuma__young__by_yare_yare_dong-db2maod.png[/T] hard to see, but if you look around the shadows, it's there. it's not impossible to do it; in fact it's quite possible. you just need another layer and have $basetexturetransform and $bumpmaptransform. should be covered there. and you don't need to do much about stockings. negative env values should get you the same results. like i said, go back to the drawing board.
So, here's my vmt parameters for her boots: [CODE]"VertexLitGeneric" { "$basetexture" "models/Gabriel/Nier Automata/2B/2b_suit_dif" "$bumpmap" "models/Gabriel/Nier Automata/2B/2b_suit_nrm" "$model" "1" "$AmbientOcclusion" "1" "$alphatest" "1" "$nocull" "1" "$phongexponenttexture" "models/Gabriel/Nier Automata/2B/Shared/exponent3" "$phongexponent" "1" "$phongalbedotint" "1" "$phong" "1" "$lightwarptexture" "models/Gabriel/Nier Automata/2B/Shared/anisotropic_boots" "$envmap" "env_cubemap" "$envmaptint" "[ 0.5 0.5 0.5]" "$envmapcontrast" "1" "$envmapmask" "models/Gabriel/Nier Automata/2B/2b_suit_spc" "$envmapfresnel" "1.1" "$halflambert" "1" "$phongboost" "0.1" "$phongfresnelranges" "[0.1 0.1 0.1]" "$AmbientOcclusion" "1" "$AmbientOcclColor" "[.01 .01 .01]" "$AmbientOcclTexture" "models/Gabriel/Nier Automata/2B/2b_suit_spc" "$normalmapalphaenvmapmask" "1" "$phongwarptexture" "models/Gabriel/Nier Automata/2B/Shared/anisotropic" "$color2" "[1.5 1.5 1.5]" "$diffuseexp" "0.3" }[/CODE] A few things, the code "$envmapmask" didn't really change anything noticeably as well as the code "$AmbientOcclTexture" do I need to do something on the QC for these lines to work?
don't use lightwarps or phongwarps. useless here. and ambientocclusiontexture is utterly useless. also, envmap not appearing could do with your bumpmap's alpha. check it. and why do you have alphatest on? that can fuck up a lot of things here. like i said, wrap right back around and ask yourself "why doesn't this look as good" because i can tell you right now, your phong settings are really, really basic.
[QUOTE=Ageha;51996046]... hard to see...[/QUOTE] exactly. and for this 2b model imho the textures and normal maps better just be upscales and enhanced. the base and normalmap are dirty af anyway. on that way one could overlay the detail bumpmaps onto it. i can't remember what it was, but i did this 2 weeks or something ago. worked pretty good. [QUOTE=trololguy;51996095]... "$envmapmask" didn't really change anything noticeably as well as the code "$AmbientOcclTexture" ... [/QUOTE] [URL="https://developer.valvesoftware.com/wiki/$envmapmask"]$envmapmask valve wiki[/URL] [CODE]Warning: $envmapmask will not work in materials using $bumpmap. See #Alternative_methods.[/CODE] afaik $ambientoccltexture is not really implemented in any shader but eye_refract. and even there it barely is useful.
Not sure if this is a improvement or not: [QUOTE][IMG]http://i.imgur.com/42VM5An.png[/IMG][/QUOTE] I messed a bit with "$phongfresnelranges" and "$envmaptint" and put a negative value on "$envmapfresnel". Also removed what Ageha said and darkened her stocks, and could you demonstrate "$basetexturetransform" usage? or show me a .vmt example so I can understand better?
what the fuck are you doing? don't set negative env values on her boots, i meant the stockings - the things above her boots. don't even fuck with envtint. why did you do that.
[QUOTE=Ageha;51996445]what the fuck are you doing? don't set negative env values on her boots, i meant the stockings - the things above her boots. don't even fuck with envtint. why did you do that.[/QUOTE] Like I said I was messing with things to see how they'll render in-engine, it's not like it's irreversible dude.
While this is nice and all perhaps he should get a little more familiar with how fresnel works before he tries doing some pretty specific things with it. [URL="https://facepunch.com/showthread.php?t=1535316&p=51376392&viewfull=1#post51376392"]Give this a little read[/URL] Trololguy and mess around for a bit until you understand what every value does for you.
[QUOTE=BlueFlytrap;51996507]While this is nice and all perhaps he should get a little more familiar with how fresnel works before he tries doing some pretty specific things with it. [URL="https://facepunch.com/showthread.php?t=1535316&p=51376392&viewfull=1#post51376392"]Give this a little read[/URL] Trololguy and mess around for a bit until you understand what every value does for you.[/QUOTE] Thanks now I understand a little better, but what I didn't get is, what exctly the "z" variable does? When I change this value theres some kind of highlight around the boots that gets brighter as I raise it, kind of like rimlight. EDIT: Okay it looks better after taking notes from your tutorial, and after putting a leather texture on the alpha channel of the bump: [QUOTE][IMG]http://i.imgur.com/kzK9Mz1.png[/IMG][/QUOTE] Maybe it's a bit exaggerated, any opinions?
That's the edge value for the highlight.
not quite right. like i said, try microsurface bumpmapping doing what i said earlier. you'll have to modelstack for it, but that's not a massive issue for the boots.
[QUOTE=Ageha;51996701]not quite right. like i said, try microsurface bumpmapping doing what i said earlier. you'll have to modelstack for it, but that's not a massive issue for the boots.[/QUOTE] What you meant was making a "membrane" clone model on top of the boots and using a leather detailbump on that clone? Also I'm not sure how to use "$basetexturetransform" and"$bumpmaptransform".
He means in duplicating the boots and set a new material. That way you could apply that detail map and leather bumpmap. [editline]22nd March 2017[/editline] Also, "$basetexturetransform" and"$bumpmaptransform" aren't used for models but for map textures iirc. Another thing in your vmt: don't use $phongexponent and $phongexponenttexture at the same time. the second one overrides the first. Easy way to relieve this is just putting // before the "$" sign to cancel it or just deleting it.
[QUOTE=ComradIvan;51577255]WW2 US Paratroopers with m42 and m43 uniforms. [IMG]https://pp.vk.me/c637931/v637931484/20851/SLkz4nfn6nk.jpg[/IMG] [IMG]https://pp.vk.me/c637931/v637931484/2085a/8vw9eBU7LWc.jpg[/IMG] [IMG]https://pp.vk.me/c637931/v637931484/20863/WzxyKeV6_4g.jpg[/IMG] Special thanks SkullManPL for WW2 Dempsey head[/QUOTE] man, this is awesome
[QUOTE=CSLeader;51997055]Also, "$basetexturetransform" and"$bumpmaptransform" aren't used for models but for map textures iirc.[/QUOTE] They work for models. Reason being they are the basis of scrolling texture proxies; and subsequently why said proxy do not work on textures lacking transform parameters. The reason you use them in this instance is they have scaling functionality. Forces them to tile as many times as you like without fucking up the uv as well as any other mask you need applied. Saves memory too.
[QUOTE=ComradIvan;51714958]Tommies and Highlands [t]https://pp.vk.me/c604822/v604822484/23a30/vtIUvhpXFG4.jpg[/t] [t]https://pp.vk.me/c604822/v604822220/274cb/eboYiBWFN9U.jpg[/t][/QUOTE] that's very cool
[QUOTE=SkullManPL;51934304][T]http://orig11.deviantart.net/262a/f/2017/064/3/b/_sfm__little_friend_7_62_rifle__payday_2__by_jacob_lhh3-db1a1a7.png[/T] Little Friend[/QUOTE] [DEL]Sir, i saw your awesome renders of Little Friend, and i want to port Commando 101 rocket launcher myself, so could you direct me where it's stored in assets and real name of file? I've extracted all bundles, but i'm not sure if this dlc present in current version of hashlist. Or for some reason i don't have dlc_chico folder exported. Much obliged and thanks in advance!)[/DEL] Nevermind i've found your thread. Still, awesome job
[QUOTE=george_sears;51997487][DEL]Sir, i saw your awesome renders of Little Friend, and i want to port Commando 101 rocket launcher myself, so could you direct me where it's stored in assets and real name of file? I've extracted all bundles, but i'm not sure if this dlc present in current version of hashlist. Or for some reason i don't have dlc_chico folder exported. Much obliged and thanks in advance!)[/DEL] Nevermind i've found your thread. Still, awesome job[/QUOTE] Make sure to grab HQ textures from Sketchfab. ;)
[QUOTE=Jacob_LHh3;51997576]Make sure to grab HQ textures from Sketchfab. ;)[/QUOTE] what? how??? EDIT So you're telling me that i wasn't had to redownload that game, go through unbundling and exporting just for some guns???
[QUOTE=george_sears;51997582]what? how??? EDIT So you're telling me that i wasn't had to redownload that game, go through unbundling and exporting just for some guns???[/QUOTE] Not exactly. You can get textures from Sketchfab, but I have no idea if getting models is possible + it's much easier to rig those models if you export them from game, because they comes in separate parts.
[QUOTE=Jacob_LHh3;51997695]Not exactly. You can get textures from Sketchfab, but I have no idea if getting models is possible + it's much easier to rig those models if you export them from game, because they comes in separate parts.[/QUOTE] i've looked closely, and i think texture quality is mostly same, but just material setup is better. only concern for me right now is that i couldn't open normalmaps from game (which i just renamed .texture to .dds) [URL="https://cdn.discordapp.com/attachments/243137038977597442/294217551179677698/body_standard_nm.dds"]https://cdn.discordapp.com/attachments/243137038977597442/294217551179677698/body_standard_nm.dds[/URL]
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