NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project
2,210 replies, posted
Hello, fine facepunch-foriun peoples. I am now in cahoots with Blaholtzen, and I have provided him with UV maps for all the classes, which I'm sure he'll find helpful. He's also given me advice on creating new gibs which will be included in this pack. I'm sure if you watch this topic, you watch the emporium, but I'm going to post a video of the new engi gibs anyways:
[media]http://www.youtube.com/watch?v=P43-yr3goag[/media]
The scout and spy gibs are also done. A little teaser:
[thumb]http://dl.dropbox.com/u/29790304/mod_previews/Dwm%202011-07-17%2020-37-37-33.png[/thumb]
(from when the head wasn't removed yet)
What is this, you might ask? Well it's the new Spy head gib, with manually closed eyelids. One of the goals of my project is to make the head gibs complete as to be compatible with demo-knights. As Blaholtzen suggested, I've optimized the head textures so they'll fit on the same map as the body. I'm not going to give too much away, but:
[thumb]http://dl.dropbox.com/u/29790304/mod_previews/spy_red_gib.png[/thumb]
Those are some huge-ass gib chunks. There's literally like 90% of the torso together with a bone or two sticking out. I don't mind it but it's a different approach then the bits of body that Valve has going.
medics are pretty much done:
[img]http://img707.imageshack.us/img707/2953/medics.png[/img]
the gray coat for blue medic is scrapped now with the new "Waterlogged Lab Coat" paint color in game, but i gave it a gradient so it's grayer at the bottom
a whole bunch of tiny things fixed, too lazy to remember them all
also had an idea, to normalmap the emblems
[img]http://img820.imageshack.us/img820/2512/medicad.png[/img]
which i think looks great
I understand your reasoning for going back to blue, but I'll be sticking with the gray coat Medic. Baby blue just looks ugly IMO.
[QUOTE=smug.gif;31186755]I understand your reasoning for going back to blue, but I'll be sticking with the gray coat Medic. Baby blue just looks ugly IMO.[/QUOTE]
I guess I'll include an optional gray coat anyway then
[QUOTE=Galago;31186692]Those are some huge-ass gib chunks. There's literally like 90% of the torso together with a bone or two sticking out. I don't mind it but it's a different approach then the bits of body that Valve has going.[/QUOTE]
Work in progress. Trust me the spy is more balanced out now that I've settled in.
Good ! :D
[QUOTE=Galago;31186692]Those are some huge-ass gib chunks. There's literally like 90% of the torso together with a bone or two sticking out. I don't mind it but it's a different approach then the bits of body that Valve has going.[/QUOTE]
If the gibs are LODed properly they shouldn't impact performance at all.
Guess I'll need to hurry up with my new blood stains... :/ [url=http://steamcommunity.com/id/hecatesgaspar/screenshot/595816992685492462]link[/url]
[QUOTE=Hecates;31199217]Guess I'll need to hurry up with my new blood stains... :/ [url=http://steamcommunity.com/id/hecatesgaspar/screenshot/595816992685492462]link[/url][/QUOTE]
Img thumb doesn't work anymore, I think it's because the images are automatically resized.
And by the way, that blood looks awesome!
Agent I'm going to reply to you here since it's more specifically about your project.
[QUOTE=Agent Fedora;31176065]Blaholtzen said I should cut the leg off [URL=http://dl.dropbox.com/u/29790304/mod_previews/hlmv%202011-07-17%2001-32-14-64.png]THIS GIB RIGHT HERE[/URL] and have it replace the helmet. Sound good?
Or maybe I can bend the leg back, or even figure out jiggle bones.[/QUOTE]
If you make the leg replace the helmet, it will fly out of his head won't it? Aren't the gibs coded to fall off there specific areas, or did Valve use some other method?
Right after I said that I remember'd that they're meant to spawn in specific places. I could try to moving it in 3DS max.
maybe if the model is moved from far from the axis... but I like having a hat gib model.
even that it shows up with another hat replacement.
If gibs could have bodygroups, it could be prevented from happen...
also, may I suggest that the pieces of clothes does not make direct contact with the meat?
it looks weird IMO. maybe making something that goes along in this style.
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Engineer_zombie_all.jpg[/IMG][IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Engineer_zombie_tears_closeup.jpg[/IMG][IMG]http://i988.photobucket.com/albums/af3/Insaneicide/engineer_zombie_backtears.jpg[/IMG]
[QUOTE=Hecates;31202104]maybe if the model is moved from far from the axis... but I like having a hat gib model.
even that it shows up with another hat replacement.
If gibs could have bodygroups, it could be prevented from happen...
also, may I suggest that the pieces of clothes does not make direct contact with the meat?
it looks weird IMO. maybe making something that goes along in this style.
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Engineer_zombie_all.jpg[/IMG][IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Engineer_zombie_tears_closeup.jpg[/IMG][IMG]http://i988.photobucket.com/albums/af3/Insaneicide/engineer_zombie_backtears.jpg[/IMG][/QUOTE]
Great, now I have that shit in my head.
[QUOTE=blaholtzen;31186778]I guess I'll include an optional gray coat anyway then[/QUOTE]
I really love the idea of making the class patches actual fabric, but I'd refrain from doing this with Pyro because of the fact that he's supposed to be wearing a fireproof suit. I'd leave the patch as is on Pyro, pretending that it's silkscreened on.
BTW, can you also make the patches [i]ACTUAL CIRCLES[/i] while you're at it, at least for Demo and Medic? Those two suffer from severe UV stretching in that regard, and it'd only take a horizontal stretch of the patch logo in the texture to correct.
[IMG]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/snipergib.jpg[/IMG]
ok, lets see:
1. Still a WIP (been a WIP for the past 8 months. lazy ass of mine...)
2. dunno if it would be cool to add more blood or not.
3. head and vest will have blood on it.
it still fits only on the old gibs set (the ones based on the BETA players), so it may not be compatible with Agent Fedora's new giblet models. but the idea now is making it fits any set of custom gibs.
(please Fedora, send me a sample so I can make it works!) :D
for the head, I would like to make something that does not necessarily looks to have been exploded, since Demos and Solys can decapitate any character with a sword hit. (or golf club?...)
oh, and yes, about the eyes... remove it or not? I like it having eyes, makes it much cooler. ^^
[QUOTE=Hecates;31241754][IMG]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/snipergib.jpg[/IMG]
ok, lets see:
1. Still a WIP (been a WIP for the past 8 months. lazy ass of mine...)
2. dunno if it would be cool to add more blood or not.
3. head and vest will have blood on it.
it still fits only on the old gibs set (the ones based on the BETA players), so it may not be compatible with Agent Fedora's new giblet models. but the idea now is making it fits any set of custom gibs.
(please Fedora, send me a sample so I can make it works!) :D
for the head, I would like to make something that does not necessarily looks to have been exploded, since Demos and Solys can decapitate any character with a sword hit. (or golf club?...)
oh, and yes, about the eyes... remove it or not? I like it having eyes, makes it much cooler. ^^[/QUOTE]
Incomming !
[thumb]http://img233.imageshack.us/img233/39/dwm2011072107140295.png[/thumb]
[thumb]http://dl.dropbox.com/u/29790304/mod_previews/sniper_red_gib.png[/thumb]
The main torso gib looks far too clean cut at the edges.
[QUOTE=NassimO PotatO;31248093]
[thumb]http://img233.imageshack.us/img233/39/dwm2011072107140295.png[/thumb][/QUOTE]
Oh! that's gorgeous. I would like it to be more like the original one. the torso, I mean. like, same cuts and same size. but I like the fact it has the quiver now. (shame that it won't show the arrows when u gib a Huntsman Sniper)
but I still miss some torn thick pieces of clothes and more volume on the meat at the edges.
and for the bones, I would love to see it using the HHH ones. it fits just right IMO.
and, to be more boring yet with ideas and suggestions, the bone count are quiet strange.
it's pretty funny to see that chicken leg bone popping out from everywhere. but, I personally would like it a bit more accurate with the skeleton structure. but, if it is more likely making the chicken bones, than that's ok. I will not be mad about it.
Have the bones fragmented at the edges, that will make it look much more realistic.
[QUOTE=Kenori;31257144]Have the bones fragmented at the edges, that will make it look much more realistic.[/QUOTE]
But it's a cartoon.
[img]http://img15.imageshack.us/img15/557/scoutss.png[/img]
i guess only thing left here is to fix the inside of the hand wraps not looping correctly
[QUOTE=A B.A. Survivor;31258786]But it's a cartoon.[/QUOTE]
But its not THAT kind of a cartoon.
[IMG]http://img11.hostingpics.net/pics/212021laule.png[/IMG]
WIP on new engineer texture. Some playersmodels will have a new ao map. Like this one.
Looks really nice.
Can't wait to use these in-game !
[QUOTE=NassimO PotatO;31277534][IMG]http://img11.hostingpics.net/pics/212021laule.png[/IMG]
WIP on new engineer texture. Some playersmodels will have a new ao map. Like this one.[/QUOTE]
If your base colors extend a little bit past the UV islands it should help those really obvious seams on his shirt and glove. I'm assuming you already knew that though.
Looks good though. Glove looks too plain without the grey tips and stuff.
final gib blood for Sniper gibs. texture used for the clothes will not be this one but the final sniper texture.
[img]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/snipergib2.jpg?t=1311375642[/img]
head is not there, but it will not have too much blood on it.
[QUOTE=NassimO PotatO;31277534][IMG]http://img11.hostingpics.net/pics/212021laule.png[/IMG]
WIP on new engineer texture. Some playersmodels will have a new ao map. Like this one.[/QUOTE]
Love everything but the glove.
[QUOTE=NassimO PotatO;31277534][IMG]http://img11.hostingpics.net/pics/212021laule.png[/IMG]
WIP on new engineer texture. Some playersmodels will have a new ao map. Like this one.[/QUOTE]
I think the shadows / folds on the trousers look a bit to sharp from the front. They're a bit too baggy to have such hard folds imo
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