• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
I'd do all of them in one model so you can mix and match the outfits, you could make some cool combos using what is available, like combining the goggles, default coat from Wolfenstein:TNO, and m1 steel pot helmet, for example.
[IMG]https://i.gyazo.com/ab3d92181b5dcd2e66453d731ed137ee.png[/IMG] [IMG]https://i.gyazo.com/18d8138462a1b30a64f1d26e45d3cb26.png[/IMG] Been doing some ACU stuff lately.
[QUOTE=BlueFlytrap;52447547]I heavily revised my specular pbr to source workflow. The results speak for themselves. [t]http://orig06.deviantart.net/abed/f/2017/189/6/b/goddamn_by_blueflytrap998-dbfkyvh.jpg[/t][/QUOTE] To be honest, you're making them look even better than in multiplayer. Or i just haven't chance to look on armor sets up close and appriciate all the details. This is totally awesome, thanks for your work.
[t]http://orig11.deviantart.net/5f3c/f/2017/190/c/f/_sfm__argus__remastered__by_jacob_lhh3-dbfp2zx.png[/t][t]http://i.imgur.com/LslkJbf.jpg[/t] New vs. Old
-temporary snip, I'll re-edit this post after I get the content updated-
you really need to start setting up some more fancy materials for your ports, they look so flat
[URL="https://facepunch.com/showthread.php?t=1565800"]It's the exact same materials I used for my other RS2 models, and everyone said those were fine.[/URL] :ohno: Only thing that's different is that I slightly toned down the specular, the metal reflections were too glaring white. EDIT: And see, this is what really annoys me. You tell me: the materials are not fancy enough. Okay, got it, I'll try to make them better. But the problem is, what is "fancy" by your definition? I haven't the slightest idea what you mean by fancy. A different phong setup? Better normal maps? Some crazy brand new method? You need to explain it, I can't automatically know what you're talking about.
[T]http://i.imgur.com/9cXWmf2.png[/T] I'd really like to learn Source PBR tricks Right now it's just simple diffuse+bump+exponent (i'm not sure how to set up latter) I will post raw files from VR game in corresponding thread soon p.s. Sorry for C-3PO pose))
[QUOTE='Ninja Nub[NOR];52452974']you really need to start setting up some more fancy materials for your ports, they look so flat[/QUOTE]having some nice lighting in your preview shots would help out a SHITTON too, i don't think i've ever seen a single dynamic light in any of your pics can you imagine how shit all my stuff looked if it wasn't shown under at least somewhat careful light setups [t]http://wduwant.com/index_uploads/uploads/fba12c22b42d.jpg[/t][t]http://wduwant.com/index_uploads/uploads/9ecac7c97f1.jpg[/t]
[QUOTE=SergerantJoe;52453158][URL="https://facepunch.com/showthread.php?t=1565800"]It's the exact same materials I used for my other RS2 models, and everyone said those were fine.[/URL] :ohno: Only thing that's different is that I slightly toned down the specular, the metal reflections were too glaring white. EDIT: And see, this is what really annoys me. You tell me: the materials are not fancy enough. Okay, got it, I'll try to make them better. But the problem is, what is "fancy" by your definition? I haven't the slightest idea what you mean by fancy. A different phong setup? Better normal maps? Some crazy brand new method? You need to explain it, I can't automatically know what you're talking about.[/QUOTE] [t]https://i.cubeupload.com/iie8Ih.gif[/t] what i mean is that, to make your stuff really [i]pop[/i], you should put more shader options to use than the base bumpmaps and phong, by using lightwarps and exponent textures you can really make something stand on its own in source now i'm not really an authority on materials, but that still holds true
Alright, thanks. I'll see what I can do! [QUOTE=Joazzz;52453399]having some nice lighting in your preview shots would help out a SHITTON too, i don't think i've ever seen a single dynamic light in any of your pics can you imagine how shit all my stuff looked if it wasn't shown under at least somewhat careful light setups[/QUOTE] Hey, at least it wasn't just a HLMV screenshot like all my other preview images :v:
[t]https://pp.userapi.com/c637731/v637731464/5d639/PdXwecxd3zE.jpg[/t] [t]https://pp.userapi.com/c637731/v637731484/597fe/K6KDI3EVBiI.jpg[/t][t]https://pp.userapi.com/c637731/v637731484/59807/27Dw2uupyWA.jpg[/t][t]https://pp.userapi.com/c637731/v637731484/5981b/kjZ88frCs8c.jpg[/t] Currently working at...strange Red Army buds with BLOPS 3 bits
[QUOTE='Ninja Nub[NOR];52453402'][t]https://i.cubeupload.com/iie8Ih.gif[/t] what i mean is that, to make your stuff really [i]pop[/i], you should put more shader options to use than the base bumpmaps and phong, by using lightwarps and exponent textures you can really make something stand on its own in source now i'm not really an authority on materials, but that still holds true[/QUOTE] Of course, things like lightwarps aren't always appropriate. In my opinion, the biggest problem with your materials, Sergerant, is the fact they're flat. I don't know the material setup you use, but using a bumpmap with a specular mask in the alpha channel, and putting just a little bit of phong on can go a long ways. Exponent textures are not a bad idea, though, especially if you have a single material that encompasses surfaces of differing phong values (such as highly-polished metals combined with dull woods). Combined with speculars, and they can make a huge difference. Joazzz's point of lighting is super important, too. Your light setup can make or break the presentation of a model. Detail textures can be used intelligently as well, especially on things like skin with a relatively uninteresting diffuse+normal setup. TheMask has a good collection of detail textures, though I honestly can't say where I downloaded them from. :v:
I've had normal maps + specular alpha + phong for literally every single one of my ports ever since everyone mercilessly shat all over me in 2013 for not using them. Hey, whatever gets the job done I guess. [IMG]http://puu.sh/wGIoF/b53a5379f8.jpg[/IMG] Plus for these most recent ports I've been using the colored specular method, you can clearly see it on the shoes. Maybe the clothing seems flat because it's well, clothing? Cloth shouldn't be shiny. Although, I agree, I can't make a decent screenshot to save my life. Every single one of my poses is lame and boring and I always have to rely on prebuilt map lighting which usually is hardly flattering. Oh well. I'll probably just let znalecc take over the RS2 characters if he wants to, I honestly can't afford to spend much time on this stuff anyway.
[t]http://i.imgur.com/vOg5C1B.jpg[/t] Battlefield 1 Mars pistol. All firing sequence bodygroups.
[t]https://cdn.discordapp.com/attachments/303218577681678336/334579343625814016/AN.png[/t][t]https://cdn.discordapp.com/attachments/303218577681678336/334580024214683658/ChinaLake.png[/t]
[QUOTE=Jacob_LHh3;52460217][t]https://cdn.discordapp.com/attachments/303218577681678336/334579343625814016/AN.png[/t][t]https://cdn.discordapp.com/attachments/303218577681678336/334580024214683658/ChinaLake.png[/t][/QUOTE] Looks like Treyarch have just remastered their old guns instead of making some fully new weapons:v:
[QUOTE=Loyalists;52460304]Looks like Treyarch have just remastered their old guns instead of making some fully new weapons:v:[/QUOTE] That's may be good idea. People really like older titles like BO1 and BO2, so bringing back some old good stuff may be interesting. Opinion may depend on personal preferences.
[QUOTE=Jacob_LHh3;52460217][t]https://cdn.discordapp.com/attachments/303218577681678336/334579343625814016/AN.png[/t][t]https://cdn.discordapp.com/attachments/303218577681678336/334580024214683658/ChinaLake.png[/t][/QUOTE] High poly version of the BO2 AN94? Yes please. Also, that airsoft china lake round.
I'm not sure if it's right place to ask, but does anyone knows about Umbrella Corps models extraction? It's on Unity and i heard that UnityStudio or smth like that might do the work. But does it gets models with rigging and other stuff?) Game is now in Humble Bundle Capcom Rising pack for 1 buck... and i'm just curious about dem models... EDIT. nwm, already figured it out
Getting some walls and furniture from Dishonored 2, shaders are heavy WiP. [t]https://image.noelshack.com/fichiers/2017/28/4/1499965312-dishonored1.jpg[/t][t]http://i.cubeupload.com/WfJREr.jpg[/t] [t]https://image.noelshack.com/fichiers/2017/28/4/1499965306-dishonored3.jpg[/t][t]https://image.noelshack.com/fichiers/2017/28/4/1499965309-dishonored4.jpg[/t] [t]https://image.noelshack.com/fichiers/2017/28/4/1499965310-interior.jpg[/t][t]https://image.noelshack.com/fichiers/2017/28/3/1499892840-kanaca.jpg[/t] Unfortunately the buildings's modules are stored in non-openable packages so RIP.
[QUOTE=Portugalotaku;52458580][t]http://i.imgur.com/vOg5C1B.jpg[/t] Battlefield 1 Mars pistol. All firing sequence bodygroups.[/QUOTE] Fuck yes, wonderful. Edit: saw your thread, wonderful work
[img]http://wduwant.com/index_uploads/uploads/7c01b119.jpg[/img] ave imperator
[QUOTE=Hauptmann;52465135] Unfortunately the buildings's modules are stored in non-openable packages so RIP.[/QUOTE] Pretty stuff you got there, friend. Speaking of the devil, i have unpacked demo today, and i have 2 types of models - .b6model and .bmodel. So .bmodel are unusable? Or you talking about .resources which are not operable for some reason? Also, what if use ninja ripper on models and use tools for textures?
Worked for...slightly a long time ago - Mk.153 SMAW by Synths [IMG]https://steamuserimages-a.akamaihd.net/ugc/845964103320784728/2BAAC6B44C2DA5A26CDF66A9EC43A097FDA3BFE8/[/IMG]
[QUOTE=george_sears;52466220]Pretty stuff you got there, friend. Speaking of the devil, i have unpacked demo today, and i have 2 types of models - .b6model and .bmodel. So .bmodel are unusable? Or you talking about .resources which are not operable for some reason? Also, what if use ninja ripper on models and use tools for textures?[/QUOTE] Both .b6model and .bmodel are usable, don't worry about that. It's just that there is no building/foliage/vista/street props models in either of the .resources files, not even in shared_2_3.sharedrsc . I think all of these are stored in the map files, wich can't be opened and are in the .Pentities packages . Yeah you can try ninja ripper, I haven't tried it because I have no clue on how to use it.
[QUOTE=Hauptmann;52467530]Both .b6model and .bmodel are usable, don't worry about that. It's just that there is no building/foliage/vista/street props models in either of the .resources files, not even in shared_2_3.sharedrsc . I think all of these are stored in the map files, wich can't be opened and are in the .Pentities packages . Yeah you can try ninja ripper, I haven't tried it because I have no clue on how to use it.[/QUOTE] Tested with ninjaripper x64, intruder mode, geometry is ripped, but UV's are broken, as well as textures are.... strange at least. Might try some different modes but for now it's a no go. There might be a way with intelGPA and Hex editing to preserve UV's, but it's a lot of work sadly...
[t]http://i.imgur.com/lOU0Itu.jpg[/t] Demon's Souls weapons WIP. Using the BlueFlytrap vmt settings as a base.
[QUOTE=Portugalotaku;52468632][t]http://i.imgur.com/lOU0Itu.jpg[/t] Demon's Souls weapons WIP. Using the BlueFlytrap vmt settings as a base.[/QUOTE] Demon's Souls content out of DNF levels of development hell at last? :D
[QUOTE=Fredrika;52468738]the phongs too bright, or the exponent is too tight on some things, normally you could leave it like that for SFM since things like Radius make it not look bad, but gmod doesnt have that so its best to turn one of the two down[/QUOTE] Demons souls stuff in general is super bright. Just sort of how they made it.
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