• Emporium XLII
    3,503 replies, posted
[QUOTE=larolaro;33912245]Thanks! Well for the in-game stuff it's just normal set up, for the viewport shots I take em in Maya, using a CG shader, my own lightwarp and what not.[/QUOTE] Well I must say you're Lightwarp is 10 times better than valves
I've been trying to make this guy reflective, he now is, but he isn't using the normal map I made anymore. Anyone have any ideas? [IMG]http://29.media.tumblr.com/tumblr_lwuarno8S11qixci7o1_500.jpg[/IMG] "VertexlitGeneric" { "$baseTexture" "models/player/items/pyro/0x026a2d66/husband_suit/husband_suit_color_red" "$bumpmap" "models/player/items/pyro/0x026a2d66/husband_suit/husband_suit_normal" "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf" "$detailscale" "1" "$detailblendfactor" .01 "$detailblendmode" 6 "$yellow" "0" "$envmap" "env_cubemap" "$envmaptint" "[0.1 0.1 0.1]" ">=DX90" { "$basealphaenvmapmask" 1 } "<DX90" { "$normalmapalphaenvmapmask" 1 } "$phong" "1" "$phongexponent" "25" "$phongboost" "12" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 1 4]" "$basemapalphaphongmask" "1" "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "2" "Proxies" { "weapon_invis" { } "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 30 } "BurnLevel" { "resultVar" "$detailblendfactor" } "YellowLevel" { "resultVar" "$yellow" } "Equals" { "srcVar1" "$yellow" "resultVar" "$color2" } } }
Husband suit? Also stupid question, but are you sure normal map is ticked in HLMV?
[QUOTE=Demon!;33912882]Husband suit? Also stupid question, but are you sure normal map is ticked in HLMV?[/QUOTE] yes. removing the phone part of the vtf makes it use the normals again, but no reflection.
[QUOTE=thecuntsman;33912841]I've been trying to make this guy reflective, he now is, but he isn't using the normal map I made anymore. Anyone have any ideas? [IMG]http://29.media.tumblr.com/tumblr_lwuarno8S11qixci7o1_500.jpg[/IMG] "VertexlitGeneric" { "$baseTexture" "models/player/items/pyro/0x026a2d66/husband_suit/husband_suit_color_red" "$bumpmap" "models/player/items/pyro/0x026a2d66/husband_suit/husband_suit_normal" "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf" "$detailscale" "1" "$detailblendfactor" .01 "$detailblendmode" 6 "$yellow" "0" "$envmap" "env_cubemap" "$envmaptint" "[0.1 0.1 0.1]" ">=DX90" { "$basealphaenvmapmask" 1 } "<DX90" { "$normalmapalphaenvmapmask" 1 } "$phong" "1" "$phongexponent" "25" "$phongboost" "12" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 1 4]" "$basemapalphaphongmask" "1" "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "2" "Proxies" { "weapon_invis" { } "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 30 } "BurnLevel" { "resultVar" "$detailblendfactor" } "YellowLevel" { "resultVar" "$yellow" } "Equals" { "srcVar1" "$yellow" "resultVar" "$color2" } } }[/QUOTE] First fix this [img]http://i299.photobucket.com/albums/mm284/Inspecterclouseau/CD-I%20gifs/datspace.png[/img]
Laro and Ronin in one sentence is just an amazing high for me right now. :)
[QUOTE=thecuntsman;33913004]yes. removing the phone part of the vtf makes it use the normals again, but no reflection.[/QUOTE] Huh, not sure where the other part of my reply went, but why not just bump up the phong with a phong mask in the alpha channel of the normal?
[QUOTE=thecuntsman;33911798]here's some progress! [IMG]http://s3.amazonaws.com/data.tumblr.com/tumblr_lwu7fchKRA1qixci7o1_1280.jpg?AWSAccessKeyId=AKIAJ6IHWSU3BX3X7X3Q&Expires=1325033189&Signature=%2FmEEo4SPqxWtPk%2F28GAi1n6Lhdw%3D[/IMG][/QUOTE] Doesn't really look like a hazmat suit, I suggest making a normal map
[QUOTE=mr apple;33913181]Doesn't really look like a hazmat suit, I suggest making a normal map[/QUOTE] He already has one, he's just having a little trouble with it.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=5867][img]http://dl.dropbox.com/u/20211663/steam%20workshop/workshop_old_abe.jpg[/img][/url] I can reupload AW stuff too !
[QUOTE=mr apple;33913181]Doesn't really look like a hazmat suit, I suggest making a normal map[/QUOTE] No, he needs to fix that gap at the base of the pyro's neck.
[QUOTE=larolaro;33912322]As far as I know, the shooting down projectiles stat was too OP[/QUOTE] the stat was already applied to the Short-Circuit, which in hindsight is actually kind of funny that the SC has the Goal Keeper's old leaked stats
Huh. Apparently I got stuff in TF2. A noisemaker, some other thingy, and that heart from the blog post. Interesting. Screenshots soon, I misaligned something.
[QUOTE=Inspecter;33913317]No, he needs to fix that gap at the base of the pyro's neck.[/QUOTE] rigging is the last part of the process. [QUOTE=mr apple;33913181]Doesn't really look like a hazmat suit, I suggest making a normal map[/QUOTE] I have one and its not showing up. I'm trying to make it shiney, reflective, use the normal map properly and have the eyes glow.
[QUOTE=thecuntsman;33912841]I've been trying to make this guy reflective, he now is, but he isn't using the normal map I made anymore. Anyone have any ideas? [IMG]http://29.media.tumblr.com/tumblr_lwuarno8S11qixci7o1_500.jpg[/IMG] "VertexlitGeneric" { "$baseTexture" "models/player/items/pyro/0x026a2d66/husband_suit/husband_suit_color_red" "$bumpmap" "models/player/items/pyro/0x026a2d66/husband_suit/husband_suit_normal" "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf" "$detailscale" "1" "$detailblendfactor" .01 "$detailblendmode" 6 "$yellow" "0" "$envmap" "env_cubemap" "$envmaptint" "[0.1 0.1 0.1]" ">=DX90" { "$basealphaenvmapmask" 1 } "<DX90" { "$normalmapalphaenvmapmask" 1 } "$phong" "1" "$phongexponent" "25" "$phongboost" "12" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 1 4]" "$basemapalphaphongmask" "1" "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "2" "Proxies" { "weapon_invis" { } "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 30 } "BurnLevel" { "resultVar" "$detailblendfactor" } "YellowLevel" { "resultVar" "$yellow" } "Equals" { "srcVar1" "$yellow" "resultVar" "$color2" } } }[/QUOTE] "$basemapalphaphongmask" "1" remove this silly, when using a normalmap your phongmask should be it's alpha channel also i'd skip the envmap and stick to the pyro/player lightwarp
I was bored so I took a crack at a quick paintover of the Nail Bat everyone's arguing over, here it is [IMG]http://i.imgur.com/7iEfV.png[/IMG] better?
[QUOTE=Skunkrocker;33913401]Huh. Apparently I got stuff in TF2. A noisemaker, some other thingy, and that heart from the blog post. Interesting. Screenshots soon, I misaligned something.[/QUOTE] That stuff was added and distributed from anywhere from a few days to around a week before yesterday.
What hath science done?! [IMG]http://28.media.tumblr.com/tumblr_lwue9tTFbr1qixci7o1_500.jpg[/IMG]
[QUOTE=Skunkrocker;33912380]A little lighter on the whole texture, and then I also made the heads smaller to appease Sparkwire, knowing damn well nothing will ever make him happy. [img]http://img850.imageshack.us/img850/6049/nailbatfinalihopegoddam.png[/img][/QUOTE] Hah, you really "nailed" the texture, man. Did that .pdf I sent you with the wooden boards example help? The cracks at the head look really good. It's obvious that the force of hammering the nails separated the wood a bit.
[QUOTE=NapyDaWise;33913299][url=http://steamcommunity.com/sharedfiles/filedetails/?id=5867][img]http://dl.dropbox.com/u/20211663/steam%20workshop/workshop_old_abe.jpg[/img][/url] I can reupload AW stuff too ![/QUOTE] Dat gun angle and face next to it.
[QUOTE=thecuntsman;33913804]What hath science done?! [IMG]http://28.media.tumblr.com/tumblr_lwue9tTFbr1qixci7o1_500.jpg[/IMG][/QUOTE] Lemon Pyro! Nice work science. Cave Johnson, we finished here.
[QUOTE=thecuntsman;33913470]rigging is the last part of the process.[/QUOTE] Well that's nice to know. For second there I thought you modeled it too short.
[QUOTE=NapyDaWise;33913299][url=http://steamcommunity.com/sharedfiles/filedetails/?id=5867][img]http://dl.dropbox.com/u/20211663/steam%20workshop/workshop_old_abe.jpg[/img][/url] I can reupload AW stuff too ![/QUOTE] eagle iron sights it's the bull horn sights all over again but WORSE
[QUOTE=larolaro;33911309]Here's something I've been holding onto for a long time now. Submitted this 9 months ago, the name and stat was revealed during the steam translation leak 5-6 months ago, so it's unreleased for now. :) The Goalkeeper! [url="http://steamcommunity.com/sharedfiles/filedetails/?id=5864"][img]http://farm8.staticflickr.com/7005/6577752545_641eb712b9_o.png[/img][/url] Man hugs for vote ups! :) [img]http://farm8.staticflickr.com/7164/6577749803_25f2c4b576_o.jpg[/img] [img]http://farm8.staticflickr.com/7169/6577742341_637da1a09a_o.png[/img] Crap loads of pictures over at my blog - > [url]http://larolaro.blogspot.com/2011/12/goalkeeper.html[/url][/QUOTE] Man, I don't think anyone can nail the artstyle as well as you, The design seems a little modern perhaps, but that's mostly because it seems very well planned compared to the semi-makeshift stock weapons, and that's easily excused with mann co. also the white lid on the ammodrum makes it easily confused with the stock minigun when seen straight forward from a distance, and from the side it's somewhat similar to Natasha, i'd suggest maybe using team colored paint on the whole ammodrum, maybe from the sentries and dispensers?
[QUOTE=thecuntsman;33913804]What hath science done?! [IMG]http://28.media.tumblr.com/tumblr_lwue9tTFbr1qixci7o1_500.jpg[/IMG][/QUOTE] that's... quite a normal map
[QUOTE=ned_ballad;33913971]that's... quite a normal map[/QUOTE] I have no idea how to tone down the shiney! [IMG]http://25.media.tumblr.com/tumblr_lwuf88YnNp1qixci7o1_400.jpg[/IMG]
[QUOTE=thecuntsman;33914062]I have no idea how to tone down the shiney! [IMG]http://25.media.tumblr.com/tumblr_lwuf88YnNp1qixci7o1_400.jpg[/IMG][/QUOTE] 1. show your normalmap, the side look like you have too dark parts in your blue channel making the rimlight pop up where it isn't supposed to be. (not sure this is the reason, might be the envmap in mdlviewer) 2."$phongboost" "12" is a little to high perhaps, lower this number 3. get rid of the envmap, it's way too reflective with it also, don't use the weapons lightwarp, use the pyro lightwarp, it looks so off otherwize
Watched some tutorials, and I've finally got the basic understanding of unwrapping. All that's left is practice. Who wants to see my first unwrap attempt on the Rugged Rebel ?
[QUOTE=blaholtzen;33914119]1. show your normalmap, the side look like you have too dark parts in your blue channel making the rimlight pop up where it isn't supposed to be. (not sure this is the reason, might be the envmap in mdlviewer) 2."$phongboost" "12" is a little to high perhaps, lower this number 3. get rid of the envmap, it's way too reflective with it 1 being a possible issue, 2 and 3 are more tweak-able things also, don't use the weapons lightwarp, use the pyro lightwarp, it looks so off otherwize[/QUOTE] Never say never [IMG]http://29.media.tumblr.com/tumblr_lwuftxl5t41qixci7o1_500.jpg[/IMG] darkening the reflections alpha and turning down the phone, also changing the lightwrag gives this result.
[QUOTE=NapyDaWise;33913299][url=http://steamcommunity.com/sharedfiles/filedetails/?id=5867][img]http://dl.dropbox.com/u/20211663/steam%20workshop/workshop_old_abe.jpg[/img][/url] I can reupload AW stuff too ![/QUOTE] Do I at least get a self made version? :v: [QUOTE=Hawt Koffee;33913952]eagle iron sights it's the bull horn sights all over again but WORSE[/QUOTE] Hey, I invented both, and the eagle came before the bullhorns :v: I'm also remaking my soldier pack next (American Eagle included), it's almost finished.
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