The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
[QUOTE=CSLeader;52071623]Looks like the Green channel on your normal map is inverted.[/QUOTE]
Even after inverting the green channel, it still happens. I have no idea what the hell is causing this.
that pic is pretty damn small. based on the footprint in the lower left, both red and green channels seem inverted. you'll have to figure out if and how you get those weighted normal maps correct anyway. they can fuck up if you don't have the same vertex normal as they were baked with.
Normal map channels are fucking annoying as hell, every goddamn engine takes them in a different way, it's always pain in the ass to figure out what you should invert for what game engine.
Normals are oriented properly. X+ Y- with bluechannel intact.
The only other thing that leads to that sort of artifacting is if the diffuse you're using is literally pure black for those texels. No amount of light raises {0 0 0} above what it already is in Source.
Which is exactly why I abuse that quirk to create invisible overlays. Even broken shaders like customhero that generate infinite luminosity can't raise it.
So as silly as this sounds try adding a full lighten layer of just {1 1 1} to the diffuse and see how that works.
[QUOTE=ShadyTheFirst;52071608]The normal map looks like this[/QUOTE]
I'm very sure that the channels red and green are swapped or inverted, the problem is I don't know the tangent space of Source for give you a real solution, but try to swap both channels and if not works try to invert.
[t]http://orig15.deviantart.net/fde6/f/2017/098/9/4/_sfm__m1927__redone__by_jacob_lhh3-db52afw.png[/t]
Port from 2016 and new version. Phong may be to strong.
It looks amazing man, you are improving a lot.
[t]https://i.cubeupload.com/gqmF52.jpg[/t]
My first attempt at face flexes. Very simple - eyes, eyebrows and cheeks. Everything except the eyes is pretty subtle though.
[QUOTE=Stiffy360;52071629]We really need A big fat ass back so he can tell us if our normal maps are inverted :([/QUOTE]
No joke, Dean died. Perished in a plane crash.
Rest in peace
[QUOTE=Diet Kane;52077533]No joke, Dean died. Perished in a plane crash.
Rest in peace[/QUOTE]
Holy fuck, really? He helped me a lot with GTA stuff.
R.I.P bud, damn. When did this happen?
[editline]fff[/editline]
I'm truly devastated right now, Dean was a chill dude.
[QUOTE=Fredrika;52078991]Anyone have luck with cra0s compiler when trying to compile something with more than SFMs bone limit? He said his compiler bumped the bone limit to 512 but im still getting
[code]ERROR: Too many bones used in model, used 292, max 256[/code][/QUOTE]
I have the same issue.
[QUOTE=Diet Kane;52077533]No joke, Dean died. Perished in a plane crash.
Rest in peace[/QUOTE]
You're messing with us.
Danny "Blackjack" Li
Black Market Vendor and Specialist (Rogue):
[t]http://orig10.deviantart.net/e6a7/f/2017/099/7/a/_sfm__danny___blackjack___li__vendor__by_jacob_lhh3-db56uz9.png[/t][t]http://orig13.deviantart.net/965d/f/2017/099/d/c/_sfm__danny___blackjack___li__specialist__by_jacob_lhh3-db56ul6.png[/t]
[IMG]http://image.prntscr.com/image/40aa818a654e4d36b4cb868ced29bd4f.jpg[/IMG]
Helghast Security Trooper from Killzone Shadow Fall.
I made some USMC dudes using CSLeader's old PGAC models and Ninja's BF3 MP model pack:
[IMG]https://i.imgur.com/xdvX0j2.jpg[/IMG]
[IMG]https://i.imgur.com/zd32E9Q.jpg[/IMG]
[IMG_thumb]https://i.imgur.com/CIUEgmi.jpg[/IMG_thumb]
[SP]Yes I'll re-do the patches a little better[/SP]
Been working on "Killzone Shadow Fall" fella as well.
Heavy wip since I am just setting up his bones, also I have some WIPs getting released soon.
[thumb]http://i.imgur.com/ueMxYmB.png[/thumb]
I do a lot of things, and well, now is better.
[IMG]http://image.prntscr.com/image/45f7c123796c41dea73e7e584ca60940.png[/IMG]
With an excelent envmap for the glasses:
[IMG]http://image.prntscr.com/image/c8df5e37baf247e5b855ba59f6d4a6c5.png[/IMG]
[QUOTE=Lenoax;52082660]I do a lot of things, and well, now is better.
With an excelent envmap for the glasses:
[/QUOTE]
everything in future is made out of chrome))
I really like this eyeposing capabilites)
Makes him cartoony-cute, while he's still part of ultramilitaristic and sinister society))
[QUOTE=GoOR;52082307]Been working on "Killzone Shadow Fall" fella as well.
Heavy wip since I am just setting up his bones, also I have some WIPs getting released soon.
[thumb]http://i.imgur.com/ueMxYmB.png[/thumb][/QUOTE]
Looks good, but the originals in SF looked a lot darker, perhaps you could tone down the shading?
Christ, didn't even dare to check the workshop before starting all this...
I am thinking of adding Emissive texture onto his base textures to add some light bounce effect
[thumb]http://i.imgur.com/q7GpV0T.png[/thumb]
Darkened the materials, lowered phong.
[thumb]http://i.imgur.com/4X5OZ7C.png[/thumb]
Took me 4 hours in total to rig this guy, had to make everything look good.
That looks great.
I really HATE working with white textures. :d
It's not perfect, but still better than previous version.
Old version (2016) and new version:
[t]http://orig01.deviantart.net/7a44/f/2017/100/a/c/_sfm__experimental_war_robot_115___reaper_____old_by_jacob_lhh3-db5byxi.png[/t][t]http://orig08.deviantart.net/e37c/f/2017/100/4/7/_sfm__experimental_war_robot_115___reaper___by_jacob_lhh3-db5bvu5.png[/t]
Will you do different skins\bodygroups for him?
[QUOTE=Cpt.;52085134]Will you do different skins\bodygroups for him?[/QUOTE]
Skins are used to change lights color (white, ble and red) and I can't make bodygroups, because model have 34 materials (+7 on version with Scythe) and I will reach materials limit too quickly.
[QUOTE=GoOR;52084379]Christ, didn't even dare to check the workshop before starting all this...
I am thinking of adding Emissive texture onto his base textures to add some light bounce effect
[thumb]http://i.imgur.com/q7GpV0T.png[/thumb]
Darkened the materials, lowered phong.
[thumb]http://i.imgur.com/4X5OZ7C.png[/thumb]
Took me 4 hours in total to rig this guy, had to make everything look good.[/QUOTE]
At least you got the color right. The existing model on workshop has some flaws on materials and the color is blue instead of orange. Talk with the guy who ported it already, maybe you can help him fix his model.
add ridiculously wide shoulders and you've basically got a rough template for Space Marine proportions
[QUOTE=Fredrika;52086957]Accidentally posted this somewhere else
Ann's burglar outfit from persona 5, with legs to rival even bayonetta
[t]http://orig00.deviantart.net/61b3/f/2017/100/8/5/anntamaki_by_kuroyasviel-db5d94k.jpg[/t][/QUOTE]
Where Bayonetta has a hilariously short torso and tiny head, and ridiculously long legs, she has a hilariously long torso and a decently-sized head, and (compared to her torso) stubby legs.
She's like, a reverse Bayonetta.
Reversonetta.
Non CoD stuff this time.
Contractor pistol from PD2.
Old:
[t]http://orig02.deviantart.net/dafa/f/2017/052/9/1/_sfm__contractor__brighter_version__by_jacob_lhh3-dazvkay.png[/t]
New:
[t]http://orig09.deviantart.net/e59a/f/2017/101/1/6/_sfm__contractor___black_version__redone__by_jacob_lhh3-db5fggb.png[/t]
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