[QUOTE=Dim;50484373]claimable concept for hair :)
[t]http://puu.sh/piZAU/e5b8e57432.png[/t][/QUOTE]
crosspost
I remodeled this lil thing a while ago, but the retextures were never finished, so I decided giving it a try.
Still have to make that grin look lke actual paint, and some wear and scratches here and there and find a way to mark the seams on the "leather" part, without using bumpmaps if possible (alpha channel?). Also I can't get this exact look in the in-game importer, especially on the eyes, they are way lighter and the light is not so defined on them.
[t]http://s33.postimg.org/9mdmd0wb3/23rd_Degree_1.jpg[/t][t]http://s33.postimg.org/6e94zza1b/23rd_Degree_2.jpg[/t][t]http://s33.postimg.org/3qsvh3vrj/23rd_Degree_3.jpg[/t]
And yeah I know there is a cowl with similar feature and an aviator mask too already, I don't mind, just want to do it.
[QUOTE=Bordellimies;50484101]The alchemist coat is something military personnel would wear, while the image you linked is more like a prom night jacket. I can definitely see Scout putting on a nice jacket for a ball if he'd be trying to impress a girl, but the coat just doesn't fit him.
[editline]9th June 2016[/editline]
That "monkey" reminds me of the guys in this animation :v:
[video=youtube;2FSg53010Kc]http://www.youtube.com/watch?v=2FSg53010Kc[/video][/QUOTE]
I wish there was a WTF rating.
[QUOTE=Petachepas;50484643]I remodeled this lil thing a while ago, but the retextures were never finished, so I decided giving it a try.
Still have to make that grin look lke actual paint, and some wear and scratches here and there and find a way to mark the seams on the "leather" part, without using bumpmaps if possible (alpha channel?). Also I can't get this exact look in the in-game importer, especially on the eyes, they are way lighter and the light is not so defined on them.
[t]http://s33.postimg.org/9mdmd0wb3/23rd_Degree_1.jpg[/t][t]http://s33.postimg.org/6e94zza1b/23rd_Degree_2.jpg[/t][t]http://s33.postimg.org/3qsvh3vrj/23rd_Degree_3.jpg[/t]
And yeah I know there is a cowl with similar feature and an aviator mask too already, I don't mind, just want to do it.[/QUOTE]
The cowl ingame that has this kind of mouth is Halloween-restricted anyway though I think?
It's cool, but I feel like the mouth should only be on the brassy-front-mouth plate. Whether that means shrinking the mouth to fit on it or somehow widening the plate to encompass the whole mouth (which I'm actually leaning more towards) is up to you.
Also, the mouth should look more like, spray-painted on in white I think, like very subtly though. Have like a drip of paint running down from one of the bottom teeth. I think that'd be pretty awesome!
[QUOTE=Kaymon;50484724]The cowl ingame that has this kind of mouth is Halloween-restricted anyway though I think?
It's cool, but I feel like the mouth should only be on the brassy-front-mouth plate. Whether that means shrinking the mouth to fit on it or somehow widening the plate to encompass the whole mouth (which I'm actually leaning more towards) is up to you.
Also, the mouth should look more like, spray-painted on in white I think, like very subtly though. Have like a drip of paint running down from one of the bottom teeth. I think that'd be pretty awesome![/QUOTE]
Yeah, the old version had drips of paint and also some parts were paint was sightly removed/scratched, that's what i will be doing now.
My AO bake is a disaster though, I can't get Blender to do a good one, so if someone using Max3DS wants to help me baking a new one I will appreciate it very much. That way I think the importer won't compress the texture into oblivion the way it does now, mostly because of the AO shadows I have.
Also I tried the grin on the front plate only but didn't like it, this way I think it looks more painted on and well, I even made the paint more worn on the leather as it should be, too.
[IMG]http://i.imgur.com/zxC1Ldf.png[/IMG]
Currently unclaimed
[QUOTE=Doctor_Lazlo;50484818][IMG]http://i.imgur.com/zxC1Ldf.png[/IMG]
Currently unclaimed[/QUOTE]
[t]http://i.imgur.com/HHCIpXO.png[/t]
I'm probably misunderstood something. What exactly those parts supposed to mean? Tightening?
[QUOTE=Jhejh poT;50484953][t]http://i.imgur.com/HHCIpXO.png[/t]
I'm probably misunderstood something. What exactly those parts supposed to mean? Tightening?[/QUOTE]Folds.
[QUOTE=Petachepas;50484070]Because those are not monkey eyes, they are human eyes. And they look weird as fuck.[/QUOTE]
People keep saying this, but that's how the eyes are on the [url=http://media.steampowered.com/apps/tf2/pyromania/poopy_joe_wallpaper.jpg]Poopy Joe wallpaper[/url] - white with black pupils, distinctly non-simian in the art.
Also, it's not that simians lack the sclera anyway, it's just that it tends not to be seen unless the eyes are averted, or the animal is surprised or otherwise emotional. The eyes in the wallpaper are averted but not enough to warrant that much of the sclera showing, making them more humanlike than simian.
Re: the cats, I didn't think they were supposed to be real cats. I always thought they were stuffed animals pinned to the mercs. Heh.
They were submitted alongside hair curlers and granny glasses to be a crazy cat lady set. [url]http://steamcommunity.com/workshop/filedetails/?id=536945905[/url]
[QUOTE=chandlerj333;50485254]They were submitted alongside hair curlers and granny glasses to be a crazy cat lady set. [url]http://steamcommunity.com/workshop/filedetails/?id=536945905[/url][/QUOTE]
I don't even think the creator was taking it seriously...
[IMG]http://puu.sh/pmKRD/9c1f41980d.png[/IMG]
The absolute worst part about the cats though is the fact that they didn't accept the other version that made them black cats. Y'know, to make them at least a little fitting for Halloween. Or, god forbid, they could have made it a style.
[QUOTE=Kitt Stargaze;50484177]Is there an actual site with a list of guide lines that teaches people what is and isn't considered in the TF2 art style?
It seems really difficult to distinguish people actually using the word with good reasoning against people who use the line when they just don't specifically like the hat/cosmetic in general, aka because opinions.[/QUOTE]
Just try to be SVDL and you're set
[QUOTE=EArkham;50485043]People keep saying this, but that's how the eyes are on the [url=http://media.steampowered.com/apps/tf2/pyromania/poopy_joe_wallpaper.jpg]Poopy Joe wallpaper[/url] - white with black pupils, distinctly non-simian in the art.
Also, it's not that simians lack the sclera anyway, it's just that it tends not to be seen unless the eyes are averted, or the animal is surprised or otherwise emotional. The eyes in the wallpaper are averted but not enough to warrant that much of the sclera showing, making them more humanlike than simian.
Re: the cats, I didn't think they were supposed to be real cats. I always thought they were stuffed animals pinned to the mercs. Heh.[/QUOTE]
Some monkeys have orange or even ember colored iris, and in that poster the head part is heavily desaturated. Anyways, they are not pure white and they look like the eyes a monkey would have, white or not. The item does not have that effect.
Actually I don't think those eyes in the poster are supposed to be white at all. I mean, the light reflected on them is white, but the rest? Way darker than even the fur around the head, that is supposed to be light brown.
And I know simian have sclera. The black thins in the poster are the pupils. To actually show the sclera the have to roll their eyes REALLY hard. People keep saying it because they feel it that way, no matter how many times you show them your interpretation of a desaturated concept art.
From my quick research, the closest primate i found that looks like poopy joe is the [URL="http://animals.sandiegozoo.org/sites/default/files/juicebox_slides/Vervet_01.jpg"]vervet monkey[/URL], which have the [URL="http://www.halbrindley.com/wp-content/uploads/2014/03/vervet-monkey-kruger.jpg"]mainly dark [/URL]scleras and [URL="http://wildlife.projectlte.com/wp-content/uploads/2015/07/green-vervet-monkey.jpg"]another prominent feature[/URL].
[QUOTE=Kitt Stargaze;50484177]Is there an actual site with a list of guide lines that teaches people what is and isn't considered in the TF2 art style?
It seems really difficult to distinguish people actually using the word with good reasoning against people who use the line when they just don't specifically like the hat/cosmetic in general, aka because opinions.[/QUOTE]
I'd really like someone to make a list of every cosmetics fitting TF2 original artstyle and every other not fitting.
[QUOTE=ApertureXS200;50486747]I'd really like someone to make a list of every cosmetics fitting TF2 original artstyle and every other not fitting.[/QUOTE]
That would be entirely subjective. There are some universally agreed ones, yes, but there are just as many that depend on personal opinion.
[QUOTE=chandlerj333;50486283]From my quick research, the closest primate i found that looks like poopy joe is the [URL="http://animals.sandiegozoo.org/sites/default/files/juicebox_slides/Vervet_01.jpg"]vervet monkey[/URL], which have the [URL="http://www.halbrindley.com/wp-content/uploads/2014/03/vervet-monkey-kruger.jpg"]mainly dark [/URL]scleras and [URL="http://wildlife.projectlte.com/wp-content/uploads/2015/07/green-vervet-monkey.jpg"]another prominent feature[/URL].[/QUOTE]
talk about blueballs.
Added a few more details, I will maybe add some scratches to the brims instead of having them so clean, but don't want to add too much.
Also, played a bit with paint. At first I wanted to have all the mask painted, but I thought the actual painted part could make use of paint better. Also I don't want pink-as-hell faced pyros running around with this. The thing is that paint will only make a difference with the grin style, and i don't know if that would be ok. Anyways, here there is a paint mockup (I got one of the worst offenders to check how much it would stand out):
[t]http://s33.postimg.org/x1e95uawv/23rd_Degree_4.png[/t][t]http://s33.postimg.org/lbi8o1upr/23rd_Degree_5.png[/t]
Keep in mind paint won't be that bright, I have to tone it down so it blends better with the texture underneath. Still needed someone who uses 3DMax to bake me a good AO for this, PM or add me on Steam if you want to help.
[QUOTE=Petachepas;50487285]Added a few more details, I will maybe add some scratches to the brims instead of having them so clean, but don't want to add too much.
Also, played a bit with paint. At first I wanted to have all the mask painted, but I thought the actual painted part could make use of paint better. Also I don't want pink-as-hell faced pyros running around with this. The thing is that paint will only make a difference with the grin style, and i don't know if that would be ok. Anyways, here there is a paint mockup (I got one of the worst offenders to check how much it would stand out):
[t]http://s33.postimg.org/x1e95uawv/23rd_Degree_4.png[/t][t]http://s33.postimg.org/lbi8o1upr/23rd_Degree_5.png[/t]
Keep in mind paint won't be that bright, I have to tone it down so it blends better with the texture underneath. Still needed someone who uses 3DMax to bake me a good AO for this, PM or add me on Steam if you want to help.[/QUOTE]
make the grin style paint the grin, and do a basic style painting the face
[QUOTE=ikes;50487340]make the grin style paint the grin, and do a basic style painting the face[/QUOTE]
The paint will take over the alpha of the texture, won't it? So will I have to set another texture for the actual phong and such (for the lighting)? I can't remember how it worked.
I also have an extra VMT for the lens and I don't remember how many files were "too many" for the in-game importer.
[QUOTE=Petachepas;50487413]So will I have to set another texture for the actual phong and such (for the lighting)? I can't remember how it worked.[/QUOTE]
You'll have to make a flatnormal to place your specular in. The flat value of a normalmap in source is r128 g128 b248.
Just move your specular to that normal's alpha and it should work fine with paint.
no its 128 128 255, not 248
Anyone know where the models for the Doves that fly out of the medic's ass during his MtM taunt are located?
Thanks in advance.
[QUOTE=FiveEyes;50487730]Anyone know where the models for the Doves that fly out of the medic's ass during his MtM taunt are located?
Thanks in advance.[/QUOTE]
Until you hit the taunt key they're in his ass I believe.
Har har. I should have specified where they were in the game files.
[QUOTE=NeoDement;50487582]no its 128 128 255, not 248[/QUOTE]
It's 248 for source. Tangentspace is not a universal format and that's just what valve happened to choose for the flat value.
You're going to catch more light than you should if you just leave it pure white. The blue channel does has a purpose you know.
[URL]https://developer.valvesoftware.com/wiki/Bump_map[/URL]
[B]Edit[/B]: actually tested, it doesn't make ANY difference if you go above 248 on the blue channel, it will be flat starting 248, so it doesn't matter if you made your flat normal 128 128 255, it will look the same as 128 128 248.
Here's a test above the blue rectangles are rectangles in the color map, are rectangles (in the normal map) of RGB = 128 128 255, the rest of the texture is RGB 128 128 248, and on top a rectangle of RGB 128 100 255, just for good measure and making sure the normal map shader is working.
[t]http://puu.sh/pnlCF/637f3237e4.jpg[/t]
Normal map:
[t]http://puu.sh/pnm3w/f122a1b5e5.jpg[/t]
Color map:
[t]http://puu.sh/pnm4Q/40bea909a3.jpg[/t]
[URL="https://www.dropbox.com/s/ebb1ewgmpvwnjbg/flat_normal_test.zip?dl=1"]Link for the compiled material/model if you want to test it.[/URL]
Part of the function of the blue channel is source' barely noticable parallax so if your basetexture is all 1 color of course you won't notice it.
And even then yeah it still matters.
[URL="http://orig01.deviantart.net/d8f3/f/2016/161/3/d/aaaa_by_blueflytrap998-da5sgdv.jpg"]Blue channel set proper.[/URL]
[URL="http://orig13.deviantart.net/d9b1/f/2016/161/a/5/aaaaa_by_blueflytrap998-da5sge7.jpg"]Blue channel white.[/URL]
Ignore the colored specularmap.
I don't see the point of arguing against using the proper value for something just because it's 5 seconds faster at most.
And since it's a flat normal you don't have to worry about visual artifacts from s3, dxt, bc, whatever you want to call block compression. Only thing that matters compression wise is the alpha and it's compressed the same either way.
[QUOTE=Doctor_Lazlo;50484818][IMG]http://i.imgur.com/zxC1Ldf.png[/IMG]
Currently unclaimed[/QUOTE]
dont ever use smudge for hair, that's not how hair works. Look at the tf2 hairs that were currently added (not counting the witcher promo)
also folds aren't like that. If you want to do some okay folds, use black and white paint strokes and liquify them
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