[QUOTE=Gadget | TF2M;43931539]Another cross post from the [URL="http://facepunch.com/showthread.php?t=1344276&p=43931534&viewfull=1#post43931534"]Arms Race[/URL].
[IMG]http://manschitz.com/projects/tf2/preview_artillery10.jpg[/IMG]
[IMG]http://manschitz.com/projects/tf2/preview_artillery11.jpg[/IMG][/QUOTE]
I want to see alternate version that doesn't have the leg for place it.
[QUOTE=Gadget | TF2M;43931539]Another cross post from the [URL="http://facepunch.com/showthread.php?t=1344276&p=43931534&viewfull=1#post43931534"]Arms Race[/URL].
[IMG]http://manschitz.com/projects/tf2/preview_artillery10.jpg[/IMG]
[IMG]http://manschitz.com/projects/tf2/preview_artillery11.jpg[/IMG][/QUOTE]
The legs better touches the ground when you crouch. It would look really awesome if it does that.
[QUOTE][IMG]http://i.imgur.com/tkejW11.jpg[/IMG][/QUOTE]
started a new wrench until can find someone to do textures but this one has its own problems have fixed the uvs on smd but now its painting a side black when rendering a new ao
[QUOTE=Gadget | TF2M;43932087]You didn't have to change your post like 3 times to avoid more disagree ratings ;). It's okay to have a different opinion.
[t]http://manschitz.com/projects/tf2/preview_artillery8.jpg[/t][/QUOTE]
not on facepunch, but a quick recap is all thats needed i was only talking about how its a little to glossy for my taste.
[QUOTE=Dark One;43932453]started a new wrench until can find someone to do textures but this one has its own problems have fixed the uvs on smd but now its painting a side black when rendering a new ao
[/QUOTE]
Check if you have overlapping islands on your UV, this can cause a wonky AO bake.
Also, my sincerest apologies for not keeping the expansion up to date and informing snookypookums on time. I'm away during the weekdays and dont have access to the internet.
Cheers for Old Hermit for being awesome.
I'm trying to make a skin to replace the metal pieces that pop off of robots when you damage them.
When I put my texture in the custom folder, it replaces each individual piece of scrap with an extremely squished version of the texture I've given. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=228746511"]This screenshot[/URL], for example, shows what it looks like if I just place the default texture into the custom folder.
Is it possible to fix this at all? First I thought there was something wrong with my texture, but now I'm not sure.
[QUOTE=Frying Dutchman;43932665]Check if you have overlapping islands on your UV, this can cause a wonky AO bake.[/QUOTE]
would overlapping of the boarders cause this? because i just hit flatmapping considering its going to be single colour.
-snip-
Updated my section of the OP, if I missed anything give me a shout.
some more progress
[t]https://dl.dropboxusercontent.com/u/98733953/krs.jpg[/t]
is anyone else getting a "file upload failed: 2" error when uploading pics for a workshop submission?
I'm having a problem with an AO bake I'm doing in Blender for a really shitty model as a test. The AO bake keeps showing the polygons of the actual model, making the texture look like shit. Here's my bake:
[IMG]http://i.imgur.com/VEiBYtv.png[/IMG]
I know it's a shitty unwrap too but I'm new to this. As you can see the bake of the top part of the unwrap is extremely jagged and shows practically every polygon of the model. How am I supposed to fix that? I can fix the jaggedness by increasing samples, but that does nothing to fix the polygon problem.
[QUOTE=Sevin;43934501]I'm having a problem with an AO bake I'm doing in Blender for a really shitty model as a test. The AO bake keeps showing the polygons of the actual model, making the texture look like shit. Here's my bake:
[IMG]http://i.imgur.com/VEiBYtv.png[/IMG]
I know it's a shitty unwrap too but I'm new to this. As you can see the bake of the top part of the unwrap is extremely jagged and shows practically every polygon of the model. How am I supposed to fix that? I can fix the jaggedness by increasing samples, but that does nothing to fix the polygon problem.[/QUOTE]
Is everything smoothed?
[QUOTE=TrevorTheJedi;43934774]Is everything smoothed?[/QUOTE]
No, how do I do that?
[QUOTE=Sevin;43934855]No, how do I do that?[/QUOTE]
Apply the edge split modifier. I'm more of a 3ds max guy, but you can ask someone else how to smooth it better.
[QUOTE=TrevorTheJedi;43934943]Apply the edge split modifier. I'm more of a 3ds max guy, but you can ask someone else how to smooth it better.[/QUOTE]
Shading:[B]Smooth[/B]/Flat
in the left menu (for blender)
[QUOTE=perrryz;43935076]Shading:[B]Smooth[/B]/Flat
in the left menu (for blender)[/QUOTE]
that doesn't fully smooth on certain angles though.
[QUOTE=perrryz;43935076]Shading:[B]Smooth[/B]/Flat
in the left menu (for blender)[/QUOTE]
Yeah I tried that and it helped a little bit but not much.
[QUOTE=TrevorTheJedi;43934943]Apply the edge split modifier. I'm more of a 3ds max guy, but you can ask someone else how to smooth it better.[/QUOTE]
[QUOTE=perrryz;43935076]Shading:[B]Smooth[/B]/Flat
in the left menu (for blender)[/QUOTE]
do both of these.
then go to modifiers tab in blender to adjust options for the edge split modifier. uncheck the angle thing. now the whole thing is smooth, and you manually go select edges that need to be sharp. highlight them and ctrl e mark sharp. edges you marked will be teal in solid view. clear sharp to undo it.
Hmmm... I seem to have a texture seam problem.
When I downscale my lightning hat texture to 512*512, the edges of the islands get blurred by resampling, so I get these ugly seams:
[t]http://puu.sh/6YBnZ.jpg[/t]
I've tried adding large margins to my AO map, my texture, and to the paint alpha channel mask.
[QUOTE=heinous;43935415]do both of these.
then go to modifiers tab in blender to adjust options for the edge split modifier. uncheck the angle thing. now the whole thing is smooth, and you manually go select edges that need to be sharp. highlight them and ctrl e mark sharp. edges you marked will be teal in solid view. clear sharp to undo it.[/QUOTE]
Even if I do all that the front of the top bake comes out jagged.
[t]http://i.imgur.com/wD8x6z7.png[/t]
New concept up for grabs, anyone interested? if so add me on steam and we can talk.
[IMG]http://i.imgur.com/eE0lhkD.jpg[/IMG]
[QUOTE=GEOFBOT;43935619]Hmmm... I seem to have a texture seam problem.
When I downscale my lightning hat texture to 512*512, the edges of the islands get blurred by resampling, so I get these ugly seams:
[t]http://puu.sh/6YBnZ.jpg[/t]
I've tried adding large margins to my AO map, my texture, and to the paint alpha channel mask.[/QUOTE]
test it out ingame on highest texture settings and see if its still there. i think it has to do with mipmap vtf settings iirc. also zooming out usually shows seams on my end if you go back far enough, so zoom in on it and see if theyre still there.
might also have to do with hlmv texture quality settings. check this link out: [url]http://wiki.teamfortress.com/wiki/Help:Model_Viewer#Graphics_card_settings[/url]
[url]http://p3d.in/KmNrT[/url]
will it look good as a TF2 weapon? (V/X)
*WIP this is just to get the base idea
[QUOTE=dongalator;43935933]test it out ingame on highest texture settings and see if its still there. i think it has to do with mipmap vtf settings iirc. also zooming out usually shows seams on my end if you go back far enough, so zoom in on it and see if theyre still there.
might also have to do with hlmv texture quality settings. check this link out: [url]http://wiki.teamfortress.com/wiki/Help:Model_Viewer#Graphics_card_settings[/url][/QUOTE]
Thanks! It was a graphics thing. I zoomed in and they magically vanished!
[t]http://i.imgur.com/6iDOf65.png[/t]
I discovered you can put the item importer preview stuff in the loadout preview which lends itself to interesting possibilities. Basically, it's a miniature in-game HLMV with the same controls. You can pan the camera, zoom, and rotate up/down instead of just left/right. Plus you can even change the light position. When you change items/presets it resets back to the default position/rotation.
You can put this standalone file ([URL="http://steamcommunity.com/groups/tf2hudplus"]part of my custom hud[/URL]) in resource\ui if you want to use it: [URL="https://www.mediafire.com/?4cgbcx8m3f68fm3"]https://www.mediafire.com/?4cgbcx8m3f68fm3[/URL]
If for some reason you don't want that or it doesn't work, here's how you can do it yourself: Edit a file in resource\ui called classloadoutpanel.res with a text editor. From there, find a string that says something along the lines of "allow_rot" under "classmodelpanel". Change "allow_rot" to "allow_manip", and now this feature can be in your own hud. (The team switcher buttons are seperate from this, but you can see the file I linked to see how that is done, too.)
Controls for whoever has not used HLMV:
To change the lighting position, hold CTRL and drag with your Left Mouse Button.
To pan the camera, hold SHIFT and drag with your Left Mouse Button.
To zoom, drag up/down with your Right Mouse Button.
To rotate the camera, drag with your Left Mouse Button, either left/right or up/down.
[QUOTE=Sevin;43935714]Even if I do all that the front of the top bake comes out jagged.
[t]http://i.imgur.com/wD8x6z7.png[/t][/QUOTE]
This is an unfortunate limitation of Blender's implimentaion of raytraced ambient occlusion. The raytracer is prone to bad self intersection artifacts, and the sampler does not take surface smoothing into account when baking ambient occlusion. Unfortunately there is no good solution. You can try using constant jitter rather than Constant QMC sampling with an increased jitter value. Upping the jitter will help clear the self intersection artifacts but you will need many more samples to get a clean render. You can also try the approximation method, but that can be wildly inaccurate and takes a lot of fiddling to get a decent looking occlusion.
I wish that bare armed Soldier misc. becomes a mod or gets in Game
I want to make my Soldier look like Sgt. Slaughter
[IMG]http://upload.wikimedia.org/wikipedia/en/6/6e/SgtSlaughterGijoe1.png[/IMG]
[QUOTE=WnR;43936082]This is an unfortunate limitation of Blender's implimentaion of raytraced ambient occlusion. The raytracer is prone to bad self intersection artifacts, and the sampler does not take surface smoothing into account when baking ambient occlusion. Unfortunately there is no good solution. You can try using constant jitter rather than Constant QMC sampling with an increased jitter value. Upping the jitter will help clear the self intersection artifacts but you will need many more samples to get a clean render. You can also try the approximation method, but that can be wildly inaccurate and takes a lot of fiddling to get a decent looking occlusion.[/QUOTE]
also, try adding a subdivision surface modifier on it and try baking that. unfortunately, it usually only works well on more organic looking models. in the end, you might just have to photoshop the weird parts out.
[QUOTE=WnR;43936082]This is an unfortunate limitation of Blender's implimentaion of raytraced ambient occlusion. The raytracer is prone to bad self intersection artifacts, and the sampler does not take surface smoothing into account when baking ambient occlusion. Unfortunately there is no good solution. You can try using constant jitter rather than Constant QMC sampling with an increased jitter value. Upping the jitter will help clear the self intersection artifacts but you will need many more samples to get a clean render. You can also try the approximation method, but that can be wildly inaccurate and takes a lot of fiddling to get a decent looking occlusion.[/QUOTE]
Still not perfect, and it doesn't pick up any of the shadows on the bottom unwrap, but it's much smoother than before. Thank you!
[QUOTE=dongalator;43936211]also, try adding a subdivision surface modifier on it and try baking that. unfortunately, it usually only works well on more organic looking models. in the end, you might just have to photoshop the weird parts out.[/QUOTE]
I do have a subdivision surface modifier on, it's already almost 4000 tris.
[QUOTE=Sevin;43936252]Still not perfect, and it doesn't pick up any of the shadows on the bottom unwrap, but it's much smoother than before. Thank you!
I do have a subdivision surface modifier on, it's already almost 4000 tris.[/QUOTE]
I think he meant you to only bake with the modifier, not to actually use it for your model
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