• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
[QUOTE=BlueFlytrap;52102844]Source has no parallax occlusion mapping no. Just use the heightmap as a displacement in a modelling program and do some good ol' high to lowpoly modelling if you want it like that in source. How well it looks then depends on your execution of said modelling.[/QUOTE] DMX files can handle parallax occlusion mapping. They even mention it on the developer wiki could have also sworn I saw something about that on facepunch as well. but that was a while ago
[QUOTE=Itauske Roken;52103339]DMX files can handle parallax occlusion mapping. They even mention it on the developer wiki could have also sworn I saw something about that on facepunch as well. but that was a while ago[/QUOTE] That's tessellation with displacement. Not parallax occlusion. Parallax has no actual alterations to geometry. That's why the above shots have the disk sinking into itself impossibly when viewed from the side. Tessellation in source must be done to quads and not triangles. Hence the dmx format as smd can only hold tri. Although it would be significantly more efficient and less expensive to just model it out high to low from a similar method as mentioned.
[QUOTE=BlueFlytrap;52103358]tessellation with displacement. ... ...it would be significantly more efficient and [U]less expensive[/U] to just model it out...[/QUOTE] i did tesselation. i didn't know the displacement actually works. i thought it was this alien swarm thingy only. cool. it's really consuming texture memory tho. needs a RGBA16F texture. thus having 3 empty floating point channels. but... i think it's nice if you fiddle with uber lit textures and the hdr range in engine. you can do nice generic animation stuff. the camera is always consumed. that doesn't matter. [img]http://i.imgur.com/W1RsVP8.jpg[/img] the displacement is dynamic. it seems to not want to cast shadows tho. that's a limiter.
[QUOTE=znalecc;52099775][t]http://i.cubeupload.com/bUrVl4.jpg[/t][t]http://i.cubeupload.com/c4BbMx.jpg[/t] The model's original rigging is fairly crappy but I'm kind of happy with the outcome anyway - the eyes look a bit weird though. It is my first model with full face flexes, so there's still quite a few things that could be improved, but for now, I think it's not bad.[/QUOTE] Looks nice but what's up with the eyes. Looks like they luminescent.
I have no idea. I'm using NinjaNub's MGS The Phantom Pain eyes and I haven't changed anything in the .vmts so I'm not really sure what's causing this. I don't think the eyes on the XOF models he ported looked like this either, so I might very well be overlooking something.
i'm gonna go ahead and guess that its the uvs on the eyes, they need to be modified to fit the actual eye texture, or it'll look fucky
Yeah, looks like it really were the UVs. edit: [t]http://i.cubeupload.com/GdK8bz.jpg[/t] [t]https://i.cubeupload.com/DL8J5Q.gif[/t]
[b]UPD^[/b] [thumb]http://i.imgur.com/l8cPpPs.png[/thumb] Added reflective and shaded outer part. 4K Normal 'n' Diffuse maps just testing. Helghast assault gotta get only eyes without additional parts.
[t]http://orig04.deviantart.net/9d70/f/2017/105/5/4/barthandelus1_by_brsfanmxy-db5u4to.jpg[/t] [t]http://orig01.deviantart.net/c91f/f/2017/105/9/e/barthandelus2_by_brsfanmxy-db5zago.jpg[/t] [t]http://orig01.deviantart.net/eaba/f/2017/105/b/b/barthandelus3_by_brsfanmxy-db5zg42.jpg[/t] gonna start working on his sides later. [editline]16th April 2017[/editline] [t]http://orig05.deviantart.net/b48b/f/2017/106/1/5/deletdis_by_brsfanmxy-db60gwp.jpg[/t]
Russian Federation army [t]http://i.imgur.com/3xsNQeI.jpg[/t][t]http://i.imgur.com/LmEq7nK.jpg[/t][t]http://i.imgur.com/NzJio4c.jpg[/t][t]http://i.imgur.com/Er5oc5a.jpg[/t][t]http://i.imgur.com/PH7s2Xf.jpg[/t][t]http://i.imgur.com/Dm6OE7V.jpg[/t]
Jack Vincent and Jessica Rose: [t]http://orig04.deviantart.net/42a6/f/2017/106/b/7/_sfm__jack_vincent__redone__by_jacob_lhh3-db60m2n.png[/t][t]http://orig15.deviantart.net/f144/f/2017/106/2/e/_sfm__jessica_rose__redone__by_jacob_lhh3-db60mdb.png[/t] [editline]16th April 2017[/editline] Jack's jacket supposed to look like it's wet.
[t]http://i.cubeupload.com/PXbVtp.jpg[/t]
Wrath of the Ancients + all upgrades [t]http://i.imgur.com/Jb3YITZ.jpg[/t]
Great job man.
[QUOTE=ComradIvan;52111982]Russian Federation army [t]http://i.imgur.com/3xsNQeI.jpg[/t][t]http://i.imgur.com/LmEq7nK.jpg[/t][t]http://i.imgur.com/NzJio4c.jpg[/t][t]http://i.imgur.com/Er5oc5a.jpg[/t][t]http://i.imgur.com/PH7s2Xf.jpg[/t][t]http://i.imgur.com/Dm6OE7V.jpg[/t][/QUOTE] awesom possum what parts were used? CoD MW Remaster?
MWR, AW, R6S and Simkas russian soldiers
Please tell me you're going to make those available for the unwashed masses at some point. I'll give you my children when they're actually born.
So, never then? :smug:
It's not hard to ask him. It was time for some modern russians actually, the only good models I've seen recently are from Squad, and devs don't want their stuff ported to other games...
I revisited an old hack I made of the models/props_c17/door01_left.mdl to make a right version. The old model I made had a number of issues, most importantly not having animated handles. Other problems were the model didn't have enough polygons to be lit properly with dynamic lighting and a recent bug I was made aware of where double doors can only open in one direction. Here's an alpha of the new attempt (the grey door is the new model, the blue door is the old model) [media]http://www.youtube.com/watch?v=YT8gUvOQoKo[/media] I'm not really that great with bone animations, I'll have to redo the handles one more time because they're slightly off. The crash bars will come later.
[t]https://i.cubeupload.com/QJ7GX4.jpg[/t][t]http://i.cubeupload.com/v93nmW.jpg[/t] I feel like I've messed the fingers up on this model, but it's still very much usable.
[QUOTE=znalecc;52125720][t]https://i.cubeupload.com/QJ7GX4.jpg[/t][t]http://i.cubeupload.com/v93nmW.jpg[/t] I feel like I've messed the fingers up on this model, but it's still very much usable.[/QUOTE] What is that map?
I don't think it's a map. I think he's using a photo for a background.
It actually [i]is[/i] a map. It's one of the Showroom maps, you can find them on the [url=http://steamcommunity.com/sharedfiles/filedetails/?id=229642590]workshop[/url]. The name of the map is shwrm_evening.
Oh, those are just 360 photo domes. Nevermind then.
Hello there again! Well, now I come with one project I have, I modified of the face of Juliet, and I change all the style of the texture, and I use the clothes from R6S and GTA V, and I have this, this will work in L4D2 and GMOD. Is Natalie Dormer, and, for the moment it looks similar, I will experiment with .DMX and the wrinkle maps, but if difficult because I don't have the dmx controller from the L4D2 (Because it use FACS from L4D2). [IMG]https://i.gyazo.com/fb2ebdf62080770999e9f580724a128f.png[/IMG] [B]Thanks to Kenway for the image.[/B] P.S.: Someone know about the dmx controller from L4D2? because I need it, if someone can help me, I will apreciate that.
If you were going for Natalie Dormer, why didn't you just use the model for Margaery Tyrell from Tell Tale's Game of Thrones game? Just needs some modified textures so it doesn't look like it's painted and there you go.
[QUOTE=Fat-Corgi-Guy;52126728]If you were going for Natalie Dormer, why didn't you just use the model for Margaery Tyrell from Tell Tale's Game of Thrones game? Just needs some modified textures so it doesn't look like it's painted and there you go.[/QUOTE] I think in do that at first , but the hair is joined with the head, some features of the faces are not similar and I want to make a more realistic model (with my little experience in texturising, it will be more difficult to make a realistic model with a caricature model). I do not say that my modification is "wow", but it have the necessary for what I want to do.
BMP-2 (Call of Duty: Modern Warfare Remastered) [t]http://i.imgur.com/kS0rocU.jpg[/t] [IMG]http://i.imgur.com/WGeL8E1.gif[/IMG]
[t]https://i.cubeupload.com/Y9os9d.jpg[/t][t]http://i.cubeupload.com/XDGnZ9.jpg[/t] I'm slowly learning how to do more complex face flexes. They still look like shit though.
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