• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
More contrast and stronger normal map now: [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=435290695"][img]http://images.akamai.steamusercontent.com/ugc/46503738257810360/1800FB1DB610A6B2F217B5A65F199DA0474691E9/637x358.resizedimage[/img][/URL] I can't do better than that.
[QUOTE=DeRosaJ;47642337]Western Wear, I mean, [url=http://steamcommunity.com/sharedfiles/filedetails/?id=435673484]Western Apparel[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=435673484][img]http://images.akamai.steamusercontent.com/ugc/34118512579742941/95FAE7FA19F24984FC7F6EFFEC08C7DE60AC7088/320x320.resizedimage[/img][/url][/QUOTE] One of the items reference "Broke back mountain",........ Is it sad I haven't watched that movie yet? Any way, simple set, I like it. :)
[QUOTE=FiveEyes;47642853]The only thing similar between the two is the wood color.[/QUOTE] could i see a comparison? just so i don't get confused later
Damn, rigging is a lot harder than I thought 💪
[QUOTE=Gadget | TF2M;47643836]More contrast and stronger normal map now: [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=435290695"][img]http://images.akamai.steamusercontent.com/ugc/46503738257810360/1800FB1DB610A6B2F217B5A65F199DA0474691E9/637x358.resizedimage[/img][/URL] I can't do better than that.[/QUOTE] That's awesome, the beard and hair look much better.
[QUOTE=dongalator;47642631][IMG]http://i.imgur.com/sEjWO46.png[/IMG] Changed around some of the grey colors and made a new phong mask. What do y'all think?[/QUOTE] Definitely needs a specular map. Other than that it looks fantastic.
[QUOTE=Gadget | TF2M;47643836]More contrast and stronger normal map now: [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=435290695"][img]http://images.akamai.steamusercontent.com/ugc/46503738257810360/1800FB1DB610A6B2F217B5A65F199DA0474691E9/637x358.resizedimage[/img][/URL] I can't do better than that.[/QUOTE] You should redo the icon and some of the previews, which reflect the old version.
[QUOTE=gigazelle;47648354]Definitely needs a specular map. Other than that it looks fantastic.[/QUOTE] It has one, that's what I meant by a new phong mask. I guess I'm still not that good at making them noticeable though.
[QUOTE=Cufflux;47648947]You should redo the icon and some of the previews, which reflect the old version.[/QUOTE] Try a reload. You probably have the old images cached in your browser. I've updated all of them.
Where do people search for inspiration?
[QUOTE=pipantarctic;47650427]Where do people search for inspiration?[/QUOTE] If it can helps you, I get inspiration from everything I like, movies, dreams. :3
[QUOTE=pipantarctic;47650427]Where do people search for inspiration?[/QUOTE] For me its more of getting myself into a state where ideas come to me, not where I try to force inspiration to happen.
[QUOTE=dongalator;47649232]It has one, that's what I meant by a new phong mask. I guess I'm still not that good at making them noticeable though.[/QUOTE] Take your phong boost value and add a zero to the end just to see what it looks like. Dont be afraid to have some things be bright.
Are there any good tutorials for making a Phong mask? My weapons look really bland in light, and I think that's what they're missing.
[QUOTE=ZombiPlastiClok;47653068]Are there any good tutorials for making a Phong mask? My weapons look really bland in light, and I think that's what they're missing.[/QUOTE] I've found plenty of information on [URL="https://developer.valvesoftware.com/wiki/Phong_materials"]what a phong mask is and how to do it[/URL], and tried it myself, but have had no luck finding a video demonstration, which would be really helpful just to make sure I'm doing it right.
Six more pages, before the thread gets locked.
A phongmask is essentially a phong filter on your texture that controls the intensity of the phong effect per pixel. Black = 0% intensity, White = 100% intensity, i.e. the full effect of your $phongboost value When making the mask you want to identify what areas on your texture would react to light emission more strongly than other areas. Things like scratches, scuffs, metal denting, and edge highlights would usually have a higher emission value (whiter pixels) while things that are less reflective, like dirt marks, wood areas, rust and wear, and blood, would have lower emission values (blacker pixels). Take a look at the backscatter for example. [t]http://i.imgur.com/zub7ul0.png[/t] Look really closely and you can see areas that have brighter brush strokes end up having a higher phong reflection. This is because these brush strokes have been given much whiter pixels than the surrounding metal on the phongmask. Everything around that white area is much darker on the phongmask.
[QUOTE=pipantarctic;47650427]Where do people search for inspiration?[/QUOTE] Endless Google image searches looking for shapes or details that I like. Rarely take anything 1 to 1 from a preexisting thing but a detail here and a curve or line here from several thing can add up to a more interesting whole.
[img]http://i.imgur.com/VeLOL4o.png[/img][img]http://i.imgur.com/ubUffE9.png[/img][img]http://i.imgur.com/VVd6Mqe.png[/img] heres an 80s inspired detective/undercover cop set
It took me a while, but here's some bundled stuff I started around a year ago. [url=http://www.mediafire.com/download/z8tzu59fuoz4k1z/Batch+of+weapon+model+fixes.vpk][IMG]http://i.imgur.com/gFwZN3E.png[/IMG][/url] [url=http://www.mediafire.com/download/nf3a9q39a79rzu8/Batch+of+particle+fixes.vpk][IMG]http://i.imgur.com/JouzWof.png[/IMG][/url] [url=http://www.mediafire.com/download/027owd30d0qjedr/Batch+of+sound+fixes.vpk][IMG]http://i.imgur.com/b26klog.png[/IMG][/url] [url=http://www.mediafire.com/download/ggt5zo531xfbml2/Batch+of+DirectX+8+%26+Other+Fixes.vpk][IMG]http://i.imgur.com/58ROuhF.png[/IMG][/url] [B]I take absolutely no credit for the fixes made[/B] except for a very small one I did myself in the DX8 bundle. These were originally meant for personal use, but I figured that I might as well share these for people who want a bundle for convenience sake. Looking back, I really should've made a list of contributors and posted it to pastebin or something, but I hope these are appreciated for the fixes that they are. [B]Each VPK contains a readme file with what the pack contains.[/B] You'll need GCFScape to open them. Hope you enjoy. :smile:
[QUOTE=Colteh;47654121][img]http://i.imgur.com/VeLOL4o.png[/img][img]http://i.imgur.com/ubUffE9.png[/img][img]http://i.imgur.com/VVd6Mqe.png[/img] heres an 80s inspired detective/undercover cop set[/QUOTE] The neck seems unnecessary, would look a lot better without it so it wouldnt be so bulky.
[QUOTE=pipantarctic;47650427]Where do people search for inspiration?[/QUOTE] For tf2's overall art style, valve took inspiration from work by J.C. Leyendecker, Dean Cornwell and Norman Rockwell. However, some parts of the art style can take inspiration from various things. The characters were made with the premise: what would people from the 1960's expect these characters to look/sound like, which is why the medic, soldier, and spy feel like they walked out of a 60's sci-fi film, a pro-US propaganda poster, and a 60's detective show respectively. So rather than looking for specific guns or outfits to take inspiration from, it's more about taking inspiration from a time period. This gives tf2 a very distinct art-style, and fitting into that art-style determines whether a concept really [I]sticks[/I].
[QUOTE=TheJukebox;47654135]The neck seems unnecessary, would look a lot better without it so it wouldnt be so bulky.[/QUOTE] I tried it early on with the same reasoning in mind, but it just didnt feel right putting a shirt over a dress shirt and tie unless you mean replacing w something else, if so im all ears
[QUOTE=Colteh;47654121][img]http://i.imgur.com/VeLOL4o.png[/img][img]http://i.imgur.com/ubUffE9.png[/img][img]http://i.imgur.com/VVd6Mqe.png[/img] heres an 80s inspired detective/undercover cop set[/QUOTE] Honestly if his neck is gonna be that meaty, just make him buff. It would fit with the whole macho cop thing, too.
that set is fantastic, but if there is one thing i'd add to that shirt misc is a pair of googles. [t]http://www.swotti.com/tmp/swotti/cacheZG9UIGPVAG5ZB24=UGVVCGXLLVBLB3BSZQ==/imgdon%20johnson4.jpg[/t]
[QUOTE=Colteh;47654121][img]http://i.imgur.com/VeLOL4o.png[/img][img]http://i.imgur.com/ubUffE9.png[/img][img]http://i.imgur.com/VVd6Mqe.png[/img] heres an 80s inspired detective/undercover cop set[/QUOTE] Reminds me of John McClane from the first Die Hard. which for me needs a lot more tattered parts and at lease a damage balaclava
actually based on Sonny Crockett from Miami Vice
[QUOTE=Colteh;47654189]I tried it early on with the same reasoning in mind, but it just didnt feel right putting a shirt over a dress shirt and tie unless you mean replacing w something else, if so im all ears[/QUOTE] make it a turtleneck :v:
[QUOTE=Colteh;47654189]I tried it early on with the same reasoning in mind, but it just didnt feel right putting a shirt over a dress shirt and tie unless you mean replacing w something else, if so im all ears[/QUOTE] You could possibly make his coat collar thicker and come closer to his neck, so that his skin is only seen from the front. Having the thickness around his neck being skin is what looks weird. If the silhouette was the collar lapels it would look more natural probably. Maybe have his balaclava get a tiny bit thicker to meet the collar lapels in the middle if needed. I'll see if I can do a paintover tomorrow, my explanation probably isnt too good.
basically some sort of turtleneck to simulate that his balaclava is rolled up at the bottom and cover the neck that way.
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