[QUOTE=BlueFlytrap;50487574]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.[/QUOTE]
So do I have to create a TGA with the normal blue (plain) and have its alpha being the alpha I currently use for specular (metal effects and shine)?
[QUOTE=Petachepas;50489526]So do I have to create a TGA with the normal blue (plain) and have its alpha being the alpha I currently use for specular (metal effects and shine)?[/QUOTE]
Pretty much. I'm not sure how the tf2 importer handles it but phong lights are sampled from the normalmap alpha by default anyway.
If it has a tickbox for $basemapalphaphongmask or something just don't hit that in this case.
Actually I have a question of my own.
Does the tf2 importer allow the use of $phongexponenttexture? I don't imagine it would, given that would be another potential texture to include, but I'm curious all the same.
-snip-
actually, while im already posting, i managed to break the C-drive on my main computer so I'll probably not be reachable on steam since m on this calculator of an excuse for a computer that needs its full processing power for basically anything
and i stll haven't found out for sure, but there's still a risk that all my texture psds are lost cause im an idiot who doesn't back sht up despite having a TB worth of external storage space and a proper dropbox subscription...
the moral of the story is always make backups!
-claimed-
motive a Huntress Wizard and before my pyro concept
[IMG]http://i.imgur.com/gVXSCEx.png?1[/IMG]
[IMG]http://i.imgur.com/CArAazt.png?1[/IMG]
i think.just delete some thing on
[QUOTE=kingkiller;50490548]motive a Huntress Wizard and before my pyro concept
[IMG]http://i.imgur.com/gVXSCEx.png?1[/IMG]
[IMG]http://i.imgur.com/CArAazt.png?1[/IMG]
i think.just delete some thing on[/QUOTE]
I dont get it
[QUOTE=kingkiller;50490548]motive a Huntress Wizard and before my pyro concept
[IMG]http://i.imgur.com/gVXSCEx.png?1[/IMG]
[IMG]http://i.imgur.com/CArAazt.png?1[/IMG]
i think.just delete some thing on[/QUOTE]
You just keep on adding on more superfluous details and referencing things in your concept that other people don't get. Simple is better.
[QUOTE=Gentleman Cat;50490586]You just keep on adding on more superfluous details and referencing things in your concept that other people don't get. Simple is better.[/QUOTE]
ok
So I managed to get paint applied, even if the specular is not working that good, but I have got a problem. My mask has a lighter edge detail around metal parts, that was made with a soft light grey layer over the color of those parts. If I make those parts paintable it is not lighter anymore but darker instead, as there is no color under it, or just white so you can't see it. How could I achieve a similar effect while using paint then? Can I get paint to be weaker on those edge places and so it looks lighter by tweaking the alpha, using a greyscale?
[QUOTE=Petachepas;50490763]Can I get paint to be weaker on those edge places and so it looks lighter by tweaking the alpha, using a greyscale?[/QUOTE]
darken those areas on the paint map to weaken paint's effect.
[QUOTE=heinous;50493903]darken those areas on the paint map to weaken paint's effect.[/QUOTE]
Did that, the problem is that pint got too desaturated. Solved it making the white base texture of the painted areas a bit darker, and those edges are still lighter using the old soft light layer. This way paint is also less vibrant and not popping into your eyes like crazy.
Talking about this, I think I got the paint just as I wanted, being able to even use gold, lime and pink without too much eyesore. What do you think?
[t]http://s33.postimg.org/rx2ex21lp/23rd_Degree_Paints2.jpg[/t]
Also, the unpainted version is way lighter that i would like, but trying different base tints over the gray base and comparing them to the original color I had originally before trying the paintable version is a pain in the ass and not too productive. I am using the option "translucent" for paint in the importer, does anyone know how does it apply the paint over the base texture? I mean, does it "multiply" it over, or just set a translucent percentage like in a layer of Photoshop? If so, does anyone know the percentage? It would be easier for me to get my desired color by a few tries in Photoshop if I knew that.
[QUOTE=BlueFlytrap;50489551]
Does the tf2 importer allow the use of $phongexponenttexture? I don't imagine it would, given that would be another potential texture to include, but I'm curious all the same.[/QUOTE]
You can specify an exponent texture, and enable rimlight masking, but albedo tinted phong, or just phong tinting in general isn't available.
[t]https://i.imgur.com/z76tffZ.png[/t]
exponent texture is 256x256 max, btw.
[QUOTE=Petachepas;50494228]Did that, the problem is that pint got too desaturated. Solved it making the white base texture of the painted areas a bit darker, and those edges are still lighter using the old soft light layer. This way paint is also less vibrant and not popping into your eyes like crazy.
Talking about this, I think I got the paint just as I wanted, being able to even use gold, lime and pink without too much eyesore. What do you think?
[t]http://s33.postimg.org/rx2ex21lp/23rd_Degree_Paints2.jpg[/t]
Also, the unpainted version is way lighter that i would like, but trying different base tints over the gray base and comparing them to the original color I had originally before trying the paintable version is a pain in the ass and not too productive. I am using the option "translucent" for paint in the importer, does anyone know how does it apply the paint over the base texture? I mean, does it "multiply" it over, or just set a translucent percentage like in a layer of Photoshop? If so, does anyone know the percentage? It would be easier for me to get my desired color by a few tries in Photoshop if I knew that.[/QUOTE]
it multiplies over at default settings.
translucent has nothing to do with paint.
[QUOTE=Petachepas;50494228]Did that, the problem is that pint got too desaturated. Solved it making the white base texture of the painted areas a bit darker, and those edges are still lighter using the old soft light layer. This way paint is also less vibrant and not popping into your eyes like crazy.
Talking about this, I think I got the paint just as I wanted, being able to even use gold, lime and pink without too much eyesore. What do you think?
[t]http://s33.postimg.org/rx2ex21lp/23rd_Degree_Paints2.jpg[/t]
Also, the unpainted version is way lighter that i would like, but trying different base tints over the gray base and comparing them to the original color I had originally before trying the paintable version is a pain in the ass and not too productive. I am using the option "translucent" for paint in the importer, does anyone know how does it apply the paint over the base texture? I mean, does it "multiply" it over, or just set a translucent percentage like in a layer of Photoshop? If so, does anyone know the percentage? It would be easier for me to get my desired color by a few tries in Photoshop if I knew that.[/QUOTE]
Ah, you must be using the multiplicative paint method instead of the additive paint method. Try this:
- Make the paintable area 100% black in your diffuse
- Make the most vibrant paintable areas white in your alpha channel, and medium gray where you don't want the paint to be as bright. Unpaintable areas should be 100% black in your alpha channel.
- Set 'Blend Tint over base alpha' to 1 in the item importer
That should get you closer to the results you're looking for.
[QUOTE=gigazelle;50495244]Ah, you must be using the multiplicative paint method instead of the additive paint method. Try this:
- Make the paintable area 100% black in your diffuse
- Make the most vibrant paintable areas white in your alpha channel, and medium gray where you don't want the paint to be as bright. Unpaintable areas should be 100% black in your alpha channel.
- Set 'Blend Tint over base alpha' to 1 in the item importer
That should get you closer to the results you're looking for.[/QUOTE]
I already kinda got the paint as I wanted but yeah, I will give this a try too learn more ways. I have a doubt about this method: does it show any details below the paint? Because the times I used blend 1 the paint was not letting anything that where bellow (AO bake shadows, details I had, etc) to show up.
Will try it on the paintable grin style and see how it goes though.
[QUOTE=Petachepas;50496290]I already kinda got the paint as I wanted but yeah, I will give this a try too learn more ways. I have a doubt about this method: does it show any details below the paint? Because the times I used blend 1 the paint was not letting anything that where bellow (AO bake shadows, details I had, etc) to show up.
Will try it on the paintable grin style and see how it goes though.[/QUOTE]
You put the bake and any other details in the alpha channel, then use the tint base color rgb to determine the default color. This means the default color of paintable areas will be nowhere to be found in your texture.
[QUOTE=gigazelle;50497412]You put the bake and any other details in the alpha channel, then use the tint base color rgb to determine the default color. This means the default color of paintable areas will be nowhere to be found in your texture.[/QUOTE]
Yeah, did the same with the translucent option, I left the paintable area in the diffuse with just the AO bake and then put the right RGB value in order to get the default color.
[t]http://s33.postimg.org/bu0jbrp5r/23_RD_UGH.jpg[/t]
However I get those fugly compression effects because of my AO, maybe lowering contrast would save them, but I will wait in case someone manages to get a better one fro me using something that is not Blender. Also, is that texture too pixelated, or is it normal to be like that? I guess the game resizes it into 256, but I don't know if it is too much for this kind of detail (grin decal)
[QUOTE=kingkiller;50490548]motive a Huntress Wizard and before my pyro concept
[IMG]http://i.imgur.com/gVXSCEx.png?1[/IMG]
[IMG]http://i.imgur.com/CArAazt.png?1[/IMG]
i think.just delete some thing on[/QUOTE]
You've been posting this concept for the past 3 threads right? Don't you think you should just give up?
[QUOTE=cha0s;50504566]You've been posting this concept for the past 3 threads right? Don't you think you should just give up?[/QUOTE]You're forgetting the part where we actively encouraged him to work on them more, at least enough so they could fit the artstyle better.
Has there been any actual progress, though? It just seems to get less and less coherent with every change.
[QUOTE=G. Verloren;50504875]Has there been any actual progress, though? It just seems to get less and less coherent with every change.[/QUOTE]
he had a pretty good version last time before he added the forest stuff
doesn't mean that this person should give up. actively telling the guy to give up or anything along these lines hinders creativity. it's not like they're being mean about not listening to criticism, either. if anything, there might be some language barriers in play, but that's all i really see.
there should be an encouragement for growth and progress in these emporiums, man, not the opposite
Magic Medicine
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=702753369"][IMG]http://images.akamai.steamusercontent.com/ugc/262712979964830783/D178670E34CB49A08AA6ACC596C85ADFF0E85416/[/IMG][/URL]
[t]http://images.akamai.steamusercontent.com/ugc/262712979964834904/CFA165115F0DDA28778EAF564AF2620FD286A050/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/262712979964835441/73EC6696CA75B47C787B1DF34D25FAE584A1A36D/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/262712979964835620/ED216DD43B2903DFFEBB5B8B4F758AFFFBC85D33/[/t]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=702753369[/url]
Metabolic did a coolio paintover for the render.
EDIT:
[URL="http://gamebanana.com/skins/146618"][IMG]https://i.imgur.com/OkMsSjn.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=702753369"][IMG]https://i.imgur.com/GMTO4rZ.png[/IMG][/URL]
[QUOTE=retrocitrus;50505047]doesn't mean that this person should give up. actively telling the guy to give up or anything along these lines hinders creativity. it's not like they're being mean about not listening to criticism, either. if anything, there might be some language barriers in play, but that's all i really see.
there should be an encouragement for growth and progress in these emporiums, man, not the opposite[/QUOTE]
I of course agree that we should encourage and help people, but you have to draw the line somewhere eventually, don't you?
If someone spends a decent amount of time trying to improve, and makes far less progress than they really ought to in that time, don't you have a responsibility to maybe suggest they try something else, to spare them making the mistake of spending a bunch of time on something they're probably not going to get better at without an excessive investment of effort?
Obviously rudely telling someone to "just give up" is the wrong way to go about things, but don't we owe it to people to be honest with them when it looks like they just might not be cut out for something? I feel like I'd want someone to gently clue me in that I wasn't progressing very well if I found myself in that sort of situation.
I dunno. Feel free to disagree with me on this, I'm honestly curious.
[QUOTE=G. Verloren;50505549]I of course agree that we should encourage and help people, but you have to draw the line somewhere eventually, don't you?
If someone spends a decent amount of time trying to improve, and makes far less progress than they really ought to in that time, don't you have a responsibility to maybe suggest they try something else, to spare them making the mistake of spending a bunch of time on something they're probably not going to get better at without an excessive investment of effort?
Obviously rudely telling someone to "just give up" is the wrong way to go about things, but don't we owe it to people to be honest with them when it looks like they just might not be cut out for something? I feel like I'd want someone to gently clue me in that I wasn't progressing very well if I found myself in that sort of situation.
I dunno. Feel free to disagree with me on this, I'm honestly curious.[/QUOTE]
if doing concept art is what they genuinely love, i feel like they should keep going at it. i don't know why people think it would be okay to "draw the line somewhere" with something like this, the person in question seems to have several artistic aspects down already, and if people keep encouraging to improve, they can only get better. i've seen encouragement happen here several times over and i've seen people improve dramatically. i don't understand why this person in-particular is any different from anyone else around here
the emporium can be a really helpful place if we kept up with the encouragement. improvement takes time. for some, improvement happens within weeks. some others, months. even years. if they like what they're doing, why stop them?
it took me [I]years[/I] for my concept art to go from [URL="http://imgur.com/U4yXbgF"]this[/URL], to [URL="http://imgur.com/Hz1kgdY"]this[/URL]. the emporium should keep up with a friendly environment for budding concept artists/modelers/texture artists to thrive. no lines should ever be drawn anywhere, otherwise my artistic skills could still be where they were years ago. imagine what that sort of mindset could do to hinder others.
ultimately, it's up to the person in-question if they still really wanna persue all this. it's not up to us to tell them to stop. they're their own person. we can't control them, but one thing we can control is creating an environment where they feel welcome to try new things, and not be afraid to do so
i don't know where else i can go with this, but instead of telling someone nicely to stop, give them good, constructive criticism to help them progress. progression is always good.
Ya know, I think maybe you're right and I'm a little off base here. Good discussion.
[QUOTE=FiveEyes;50505534]Magic Medicine
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=702753369"][IMG]http://images.akamai.steamusercontent.com/ugc/262712979964830783/D178670E34CB49A08AA6ACC596C85ADFF0E85416/[/IMG][/URL]
[t]http://images.akamai.steamusercontent.com/ugc/262712979964834904/CFA165115F0DDA28778EAF564AF2620FD286A050/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/262712979964835441/73EC6696CA75B47C787B1DF34D25FAE584A1A36D/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/262712979964835620/ED216DD43B2903DFFEBB5B8B4F758AFFFBC85D33/[/t]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=702753369[/url]
Metabolic did a coolio paintover for the render.[/QUOTE]
Jonathan hair for Heavy when
[IMG]http://i.imgur.com/HSPLBfc.png[/IMG]
[IMG]http://i.imgur.com/5opubKG.png[/IMG]
before/after for anyone interested
[URL="http://tf2maps.net/threads/tf2maps-presents-the-summer-2016-72hr-tf2jam.28301/"][IMG]http://puu.sh/pqHvT/0e52e5aa27.png[/IMG][/URL]
Figured I'd plug this. Its a great event. Involves not sleeping, making shit, and cool people.
[URL="http://tf2maps.net/threads/tf2maps-presents-the-summer-2016-72hr-tf2jam.28301/"]Would you kindly click here.[/URL]
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