sup
i want to make a chrome texture for some body part in my model
so how do i do it?
i tried to take a look at the deagle texture
heres the texture of the deagle
[IMG]https://i.imgur.com/In4mb8h.jpg[/IMG]
and heres the exponent texture
[IMG]https://i.imgur.com/OcFlQKY.png[/IMG]
from what i got.. the texture of the deagle is normal but the exponent texture is filled with green+the normal texture
more green=more chrome?
Unless CSGO drastically changed the shaders, the exponent texture doesn't make your texture chrome, you'll want a dark diffuse and a strong reflection. The exponent texture just allows you to use a texture to determine what areas of the texture have what exponents as well as used in combination with $phongalbedotint to tint the phong based on the color of the diffuse.
[QUOTE=CaptainBigButt;48000788]Unless CSGO drastically changed the shaders, the exponent texture doesn't make your texture chrome, you'll want a dark diffuse and a strong reflection[/QUOTE]
CS:GO didn't change shaders, the difference is more in the art team's approach of vertexlitgeneric.
Like CBB said, this texture is mostly going to be defined in the vmt, where you'll likely have a high phongboost. That, combined with the (very bright) red channel of the exponent means the gun is going to have strong but ultra-glossy reflections. The exponent just looks green because the red channel is generally subdued once you start using the albdeto tinting.
[t]https://dl.dropboxusercontent.com/u/21161113/random/deagle_red.jpg[/t]
What the green channel is doing is coloring the phong based off of the diffuse. Because the diffuse is essentially white, it's not being tinted at all - except on the wear, where it's essentially being removed by being 'tinted' black. Since the diffuse of chrome is generally the reflected surface, valve is essentially using the diffuse channel and phong tinting as a secondary phong mask. If I were to guess, this is because they've reserved the alpha of the diffuse as the environment map mask.
Same VertexLitGeneric, unique approach.
Also: If you were to color the diffuse gold, you'd also get a pretty decent polished gold shader without touching the vmt.
[QUOTE=Lt_C;48003649]CS:GO didn't change shaders, the difference is more in the art team's approach of vertexlitgeneric.
Like CBB said, this texture is mostly going to be defined in the vmt, where you'll likely have a high phongboost. That, combined with the (very bright) red channel of the exponent means the gun is going to have strong but ultra-glossy reflections. The exponent just looks green because the red channel is generally subdued once you start using the albdeto tinting.
[t]https://dl.dropboxusercontent.com/u/21161113/random/deagle_red.jpg[/t]
What the green channel is doing is coloring the phong based off of the diffuse. Because the diffuse is essentially white, it's not being tinted at all - except on the wear, where it's essentially being removed by being 'tinted' black. Since the diffuse of chrome is generally the reflected surface, valve is essentially using the diffuse channel and phong tinting as a secondary phong mask. If I were to guess, this is because they've reserved the alpha of the diffuse as the environment map mask.
Same VertexLitGeneric, unique approach.
Also: If you were to color the diffuse gold, you'd also get a pretty decent polished gold shader without touching the vmt.[/QUOTE]
okee..
so how do i do it? i mean the chrome
my friend told me its something about the model he said that i have to change the normals or something (i dont think its right, i just dont want to waste my time i want to make sure)
bump
Well, there isn't much you can do about the model, as long as its normals are not flipped, its smoothing groups are fine and the UV's are working all you need to do is apply the right material configuration (vmt) and the texture maps.
[QUOTE=ferdam;48015972]Well, there isn't much you can do about the model, as long as its normals are not flipped, its smoothing groups are fine and the UV's are working all you need to do is apply the right material configuration (vmt) and the texture maps.[/QUOTE]
okay how do i do it?
what material is it?
Have you compiled your .mdl (3d model file) already? It seems you are a beginner in Source model creation/porting and also Source material creation. You should look for some tutorials/guides first.
[QUOTE=ferdam;48017750]Have you compiled your .mdl (3d model file) already? It seems you are a beginner in Source model creation/porting and also Source material creation. You should look for some tutorials/guides first.[/QUOTE]
man i aint no mother fukkin joke i compiled this shit like 1000 times to test my models ingame/sdk
im not a beginner at all
i made 5 player models+rig from scratch+retexture on csgo and i made 2 weapons on l4d2
the thing is.. im not a fool i always look for tutorials on google before i ask someone but in this case i found notin on google about chrome textures
[QUOTE=pizzadox11;48018652]im not a beginner at all
i made 5 player models+rig from scratch+retexture on csgo and 2 weapons on l4d2
the thing is.. im not a fool i always look for tutorials on google before i ask someone but in this case i found notin on google about chrome textures[/QUOTE]
I'm sorry about that then, but the way you were asking questions made me think that you were a beginner. Apologize me for that post, I did not mean to be rude or anything, it's just that you looked a bit misguided, heh.
Anyway, the chrome material (vmt) should probably be based on envmap for specular reflections and (as others said) you'll need a dark diffuse so the 'effect' will be more noticeable.
Post your VMT here if you need any specific help.
[QUOTE=ferdam;48018690]I'm sorry about that then, but the way you were asking questions made me think that you were a beginner. Apologize me for that post, I did not mean to be rude or anything, it's just that you looked a bit misguided, heh.
Anyway, the chrome material (vmt) should probably be based on envmap for specular reflections and (as others said) you'll need a dark diffuse so the 'effect' will be more noticeable.
Post your VMT here if you need any specific help.[/QUOTE]
damn the best answer was to type just [B]$[URL="https://developer.valvesoftware.com/wiki/$envmap"]envmap[/URL][/B]
thanks i got it
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