How can I use the "Blend Tint to Base Alpha" with the itemtest compiler?
I can't check its box
[QUOTE=Whiskered;43079282]I've been talking about something like that. [IMG]http://t3.gstatic.com/images?q=tbn:ANd9GcRBbD3-QcQ9Qx3Vnrz3BngHwNNuVSLpfBaYyg2Q_bzvOnzZxe8qMWBqVwDO[/IMG]
I was going to texture thread, and it is blocky as I am trying to keep it as low polly as possible.[/QUOTE]
Yeah. Then I would make yours have smoothing around the sides so it looks more rounded instead of an octagon. I would also add some threading around it. But personally I would make it a screw instead of a bolt since a screw is sharp so therefore more akin to the Chargin' Targe.
And as far as your poly count goes, it is a weapon so there isn't a limit like the Importer has. I believe Valve did state on their blog that they prefer under like 6000 I think? I think you could keep yours to about 2000 though.
[QUOTE=TheJukebox;43079384]Yeah. Then I would make yours have smoothing around the sides so it looks more rounded instead of an octagon. I would also add some threading around it. But personally I would make it a screw instead of a bolt since a screw is sharp so therefore more akin to the Chargin' Targe.
And as far as your poly count goes, it is a weapon so there isn't a limit like the Importer has. I believe Valve did state on their blog that they prefer under like 6000 I think? I think you could keep yours to about 2000 though.[/QUOTE]
When I checked last time limit for weapons was 6500 poly, atm my targe got 1500 but it is not optimasised yet.
Does any one know how many polies there are on standard chargine targe?
Does anyone have that old Lucycharm buildings mod? because in that mod the minisentry blu texture exists, but it uses red for both teams, i want to know if i can fix that.
[IMG]http://puu.sh/5D2Ai.jpg[/IMG]
SedimentarySocks is now the texture artist for this project. Here's why.
Apolagies for the low res, we're keeping the whole set to 512x512, seeing as that's what most weapons and items are at these days.
Can some one tell me what the fuck is happening here? Paint VMT is checked by the way
[t]http://img703.imageshack.us/img703/9262/gvph.png[/t][t]http://img203.imageshack.us/img203/8900/4ke9.png[/t]
Those options are supposed to make the bows team-colored but paintable at will. Instead all the damn model goes nuts
[QUOTE=Petachepas;43079871]Can some one tell me what the fuck is happening here? Paint VMT is checked by the way
[t]http://img703.imageshack.us/img703/9262/gvph.png[/t][t]http://img203.imageshack.us/img203/8900/4ke9.png[/t]
Those options are supposed to make the bows team-colored but paintable at will. Instead all the damn model goes nuts[/QUOTE]
You have the paintable part in the alpha layer right? You also want to leave the rest either black or transparent I think.
[QUOTE=Ona;43079718][IMG]http://puu.sh/5D2Ai.jpg[/IMG]
SedimentarySocks is now the texture artist for this project. Here's why.
Apolagies for the low res, we're keeping the whole set to 512x512, seeing as that's what most weapons and items are at these days.[/QUOTE]
that looks really really cloudy and the tank should have more polies if you're gonna put text on it. Also don't use TF2 font on items, especially when they're that compressed, use something simple and easy to read. I think you can get away with 1024 but you might want to look at re-UVing and prioritizing UV space better because I get the feeling even at 512 it should look less compressed than this.
[QUOTE=LightFlock;43079983]You have the paintable part in the alpha layer right? You also want to leave the rest either black or transparent I think.[/QUOTE]
Yep, the Alpha channel covers the paintable parts
[B]The Arctic Toothpick Tunic[/B]
[I]Laugh it up at how I look while you're still breathing, mate. I'll make sure you end up like Mr. Toothy here.[/I]
Creds:
- Zwappa: Concept
- Rain* Model/texure/Promo's
Special thanks to Saints for Name/Desc!
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=201037509"][IMG]http://puu.sh/5D4gT.jpg[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=201037509"][IMG]http://puu.sh/5D4kN.jpg[/IMG][/URL]
[QUOTE=Petachepas;43079871]Can some one tell me what the fuck is happening here? Paint VMT is checked by the way
[t]http://img703.imageshack.us/img703/9262/gvph.png[/t][t]http://img203.imageshack.us/img203/8900/4ke9.png[/t]
Those options are supposed to make the bows team-colored but paintable at will. Instead all the damn model goes nuts[/QUOTE]
You have "base map alpha phong mask" ticked which probably borks using the alpha as a paint mask
[QUOTE=Venezuelan;43080063]You have "base map alpha phong mask" ticked which probably borks using the alpha as a paint mask[/QUOTE]
Nope, tested it with that ticked and unticked. I was prepared to give you my firstborn, but won't be this time.
I'm checking all and I can't spot the error. Alpha is fine, and all of this was in the original VMT that worked fine a year ago
[QUOTE=Venezuelan;43079997]that looks really really cloudy and the tank should have more polies if you're gonna put text on it. Also don't use TF2 font on items, especially when they're that compressed, use something simple and easy to read. I think you can get away with 1024 but you might want to look at re-UVing and prioritizing UV space better because I get the feeling even at 512 it should look less compressed than this.[/QUOTE]
Thanks for the feedback!
Flubbman just increased the tank poly's then, as it happens. We're bumping up the detail a bit.
That said, the UV is as evenly spaced as it can get, and keep in mind that we're already 6 days into December, here, we simply don't have the time (or patience) to re-do the whole texture, UV and all, from the ground up. Perhaps after Smissmas, but not right now.
Oh, and we haven't used the TF2 font anywhere, just to clarify.
That said, Sedimentary is working to sharpen up some of the more cloudy sections of the texture.
may we see your alpha?
[editline]5th December 2013[/editline]
[QUOTE=Ona;43080140]Thanks for the feedback!
Flubbman just increased the tank poly's then, as it happens. We're bumping up the detail a bit.
That said, the UV is as evenly spaced as it can get, and keep in mind that we're already 6 days into December, here, we simply don't have the time (or patience) to re-do the whole texture, UV and all, from the ground up. Perhaps after Smissmas, but not right now.
Oh, and we haven't used the TF2 font anywhere, just to clarify.
That said, Sedimentary is working to sharpen up some of the more cloudy sections of the texture.[/QUOTE]
Ah, "extinguisher" really looked like TF2 font but on second glace you're right. And evenly spaced isn't necessarily the only solution to UVing. Certain parts that don't need much detail could be made incredibly small to make room for parts that do. For instance, those chains are quite large but their detail comes from the mesh, they have little surface area and little need for a detailed texture, and they aren't as visible from the first person perspective - which is the most important for detail - as other parts of the gun. You could easily reduce them to a tiny base color square off to the side if you're desperate, then you can dedicate for space to something like the muzzle, which people playing in first person will be staring at a lot and needs to look good.
Also if last year is any indication Valve isn't really adding Winter items from this year as weapons anymore. They added really old models they've probably been statsing for a long time. The christmas themed items they've added before were all melee, the least important and easiest to balance weapon type. I wouldn't get my hopes up that they'll develop a new primary for this model in only 2 weeks time.
[QUOTE=Venezuelan;43080156]may we see your alpha?
[editline]5th December 2013[/editline]
Ah, "extinguisher" really looked like TF2 font but on second glace you're right. And evenly spaced isn't necessarily the only solution to UVing. Certain parts that don't need much detail could be made incredibly small to make room for parts that do. For instance, those chains are quite large but their detail comes from the mesh, they have little surface area and little need for a detailed texture, and they aren't as visible from the first person perspective - which is the most important for detail - as other parts of the gun. You could easily reduce them to a tiny base color square off to the side if you're desperate, then you can dedicate for space to something like the muzzle, which people playing in first person will be staring at a lot.[/QUOTE]
You mean the Diffuse? Because the one used on that image looks like this:
[IMG]http://puu.sh/5D2Ux.jpg[/IMG]
But as I said, we're workin' on it.
[QUOTE=Venezuelan;43080156]may we see your alpha?[/QUOTE]
Sure thing
[IMG]http://img21.imageshack.us/img21/108/qmoj.png[/IMG]
[QUOTE=Ona;43080227]You mean the Diffuse? Because the one used on that image looks like this:
[IMG]http://puu.sh/5D2Ux.jpg[/IMG]
But as I said, we're workin' on it.[/QUOTE]
wait that's definitely TF fonts on the extinguisher, or at least a similar cartoony one
[QUOTE=Venezuelan;43080275]wait that's definitely TF fonts on the extinguisher, or at least a similar cartoony one[/QUOTE]
It's Calibiri, actually. Just all smooshed up.
[QUOTE=Whiskered;43077888][IMG]http://i.imgur.com/wGXUqRz.png[/IMG]
[/QUOTE]
The models outer ring is very low poly, to the point where its a bit distracting. I suggest you smooth that out before you texture anything else
so yeah i forgot about this, been sitting in my imgur for awhile:
[IMG]http://i.imgur.com/Xjpw4vul.jpg[/IMG]
Idea by my friend logrey
before anyone goes "Omg dats dat cheetah hats fur deh scoot", my goodsir, this be a Saber Toothed Tiger :3
[QUOTE=Ona;43080227]You mean the Diffuse? Because the one used on that image looks like this:
[IMG]http://puu.sh/5D2Ux.jpg[/IMG]
But as I said, we're workin' on it.[/QUOTE]
Extinguher?
[IMG]http://puu.sh/5D6Yj.jpg[/IMG]
The Snowstorm after some refinements by Flubbman and Sedimentary.
[QUOTE=LightFlock;43080437]Extinguher?[/QUOTE]
What's the matter? never seen a fire extinguher before?
How else would you extinguh a fire?
-snip-
Found some stuff I was looking at this summer to improve the 'Mount and Blade' Promos and found these for Engineer and Spy, But never got around to doing drawing or sketches and was just looking around as I download stuff onto my new PC to attempt modelling or texturing. I can try again, But I am sure someone else can take a crack at it
[t]http://iranpoliticsclub.net/photos/U20-Qajar/images/Qajar%20Persian%20Cossack%20Soldier%20late%2019%20AD.jpg[/t]
[t]http://img360.imageshack.us/img360/580/polandjanczarmr3.jpg[/t]
[t]http://pro.corbis.com/images/HT009938.jpg?size=67&uid=%7BD2D1FC95-F5AC-4AD5-91A2-07969B18AFCD%7D[/t]
[QUOTE=StormBlink;43080673]Found some stuff I was looking at this summer to improve the 'Mount and Blade' Promos and found these for Engineer and Spy, But never got around to doing drawing or sketches and was just looking around as I download stuff onto my new PC to attempt modelling or texturing. I can try again, But I am sure someone else can take a crack at it
[t]http://iranpoliticsclub.net/photos/U20-Qajar/images/Qajar%20Persian%20Cossack%20Soldier%20late%2019%20AD.jpg[/t]
[t]http://img360.imageshack.us/img360/580/polandjanczarmr3.jpg[/t]
[t]http://pro.corbis.com/images/HT009938.jpg?size=67&uid=%7BD2D1FC95-F5AC-4AD5-91A2-07969B18AFCD%7D[/t][/QUOTE]
ill try and drew em for ya
[QUOTE=Ona;43080503][IMG]http://puu.sh/5D6Yj.jpg[/IMG]
The Snowstorm after some refinements by Flubbman and Sedimentary.
[/QUOTE]
looking much better already, just make your edge highlights sharper, they usually aren't painted on but rather filled in with the lasso tool, solid and sharp
Just a heads up, we probably have a little over a week left to finish winter items, guys. So get crackin'.
It's the most wonderful time of the year to have a broken computer screen. :suicide:
Yay reworks.
[img]http://puu.sh/5D7jV.jpg[/img]
Fuckin about with a normal and making the sweater less ew.
Now I need to make a good normal.
Also, just changing the texture.
No model rework.
Thats still up to grab ;D
[img]http://oi42.tinypic.com/2zh0aoy.jpg[/img]
Voting time. Also Most probably I will do variation of some of them. The winner is meant to be a screw driver.
[IMG]http://i.imgur.com/XUEkNAS.png[/IMG]
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