Both of you negatively feed off of each other, and all it makes is for filling up the thread with childish garbage. Things were starting to go pretty well in this thread for a while, it doesn't need more useless bickering between you two. Neither of you are going to listen to each other, so it's just going to be an endless shitshow. Block and ignore one another and move on so the thread can get back on track.
:thisthread:
Ladies, you're both beautiful
So does a anyone know how to rig a pyro's mask so there is no seam between it and the body? I have the same vertex assigned to the same bones as the regular pyro's mask has, but it won't fit perfectly. Geometry is also the same, and I ran out of ideas. It's the only thing keeping me away of finishing it.
Make sure you have the same mesh and rig as the one ingame, if you used the models from the sourcesdk folder those are outdated.
The best thing to do to be sure you have the same player model as ingame is to just extract ( [URL="http://nemesis.thewavelength.net/?p=26"]GCFScape [/URL]) it and decompile it ([URL="http://steamcommunity.com/groups/CrowbarTool"]Crowbar[/URL]).[URL="https://www.dropbox.com/s/t5gzrpdgcp6btw6/pyro_smd.zip?dl=1"]
Here's the ingame pyro head/body meshes[/URL] I just decompiled them.
Then you want to make sure you have the [B]exact same[/B] vertex weights as the original pyro mesh, at least at the bottom of the neck where it joins, so it will deform the same way, use the [URL="https://www.blender.org/manual/modeling/meshes/vertex_groups/weight_edit.html#the-weight-table"]weight table[/URL] to compare the vertex weights from the original pyro mesh to yours and make sure it has the same bone weight values.
[URL="https://www.blender.org/manual/painting_sculpting/painting/weight_paint/tools.html#transfer-weights"]Blender has a tool to transfer weights[/URL] so you could transfer the vertex weights form the original pyro mask to your mesh (for the vertices where the head joins the body at least), that said you always want to manually check afterwards that each vertex to be sure it has the same weights as in the original pyro mesh.
You only need to do this the highest LOD (aka reference mesh), the lower LODs don't matter as the compiler generates the weights based on the highest LOD mesh (by the way this is probably why you were having the UV/AO problems last time as the compiler re-generates them for lower lods based on the highest LOD mesh).
Hey! Is there a more up to date version of the swatches on the front page? It doesn't really have many wood colours just a few basic browns.
[QUOTE=Sims_doc;50602635]Hey! Is there a more up to date version of the swatches on the front page? It doesn't really have many wood colours just a few basic browns.[/QUOTE]
Just sample from existing wood textures ingame, like the sandman or paintrain. Then just adjust the color to be brighter or darker and go from there.
[QUOTE=FiveEyes;50602757]Just sample from existing wood textures ingame, like the sandman or paintrain. Then just adjust the color to be brighter or darker and go from there.[/QUOTE]
It's important to know that in-game textures are compressed, which adds a very slight green tint. It's not noticeable on textures at first, sure, but if you were to sample colors from a compressed texture, you'd be picking up a very slight green tint with it - and when you compress your texture later, as you should, you'll double the intensity of the green tint, making your texture look slightly off from what you believed it to look like. Then say, someone samples colors from [i]that[/i] texture, and they compress theirs, it'd again add more green tint. Keep doing it and it gets more and more noticeable and then it doesn't represent the intended color at all!
Point being, when sampling from existing textures extracted from the VPK, always reverse the compression tint. [url=http://tf2maps.net/threads/tutorial-how-to-remove-the-green-tint-on-compressed-textures.8705/]You can find out how, here.[/url] However, in the "Experienced" version, there is a typo. Use Linear Dodge (Add) not Linear Light.
[QUOTE=BANG!;50602498]Make sure you have the same mesh and rig as the one ingame, if you used the models from the sourcesdk folder those are outdated.
The best thing to do to be sure you have the same player model as ingame is to just extract ( [URL="http://nemesis.thewavelength.net/?p=26"]GCFScape [/URL]) it and decompile it ([URL="http://steamcommunity.com/groups/CrowbarTool"]Crowbar[/URL]).[URL="https://www.dropbox.com/s/t5gzrpdgcp6btw6/pyro_smd.zip?dl=1"]
Here's the ingame pyro head/body meshes[/URL] I just decompiled them.
Then you want to make sure you have the [B]exact same[/B] vertex weights as the original pyro mesh, at least at the bottom of the neck where it joins, so it will deform the same way, use the [URL="https://www.blender.org/manual/modeling/meshes/vertex_groups/weight_edit.html#the-weight-table"]weight table[/URL] to compare the vertex weights from the original pyro mesh to yours and make sure it has the same bone weight values.
[URL="https://www.blender.org/manual/painting_sculpting/painting/weight_paint/tools.html#transfer-weights"]Blender has a tool to transfer weights[/URL] so you could transfer the vertex weights form the original pyro mask to your mesh (for the vertices where the head joins the body at least), that said you always want to manually check afterwards that each vertex to be sure it has the same weights as in the original pyro mesh.
You only need to do this the highest LOD (aka reference mesh), the lower LODs don't matter as the compiler generates the weights based on the highest LOD mesh (by the way this is probably why you were having the UV/AO problems last time as the compiler re-generates them for lower lods based on the highest LOD mesh).[/QUOTE]
Many thanks! That was very useful. For the neck and part of the back of the mask I'm using the exact same geometry as Valve's mask, could that lead to some problems? Like what happened with Heavy's fedora a while ago, Valve claiming it was copy-pasted.
I have even had to tint flat grey textures slightly blue to reduce the green tint.
Unfortunately you can't really get back the original colors but that's close enough.
In general if you are sampling from textures aside from the green tint, its also preferable that you sample with at least 5-10 pixels to get an average because not only the hue gets compressed up also the greyscale values.
[IMG]http://puu.sh/pHxJp/3aac9dd0f8.png[/IMG]
If anyone is curious as to how the compression works, here is an [URL="http://www.fsdeveloper.com/wiki/index.php?title=DXT_compression_explained"]article on DXT compression[/URL], the image examples are pretty nice and you can see the patterns and color compression it generates and why its so bad on normal maps for TF2 (because the rim light makes the compression artifacts even more noticable).
Edit:
Also on sampling or picking colors in general for TF2, a mistake I see a lot of people do quite often is sampling colors from the palette, or from a texture.
In my opinion the TF2 palette is no good to sample, because generally all player cosmetic items use the pyro lightwarp, lightwarps effect the shading color and brightness, the pyro lightwarp in particular gives the shader a slight purple/pink tint and makes the texture brighter and more exposed,
which I think is why quite often we see things light shirts being way too bright even though in the texture it actually isn't anywhere near pure white.
The palette is intended as to how the colors should look ingame, shaded, not for a texture that doesn't have material shading applied to it as is.
Here's an example of what I am talking about:
(tagged click to enlarge image)
[t]https://www.dropbox.com/s/h36ll389528bqrj/tf2_dxt_color_compression_test.png?raw=1[/t]
So I sampled the brightest spot (marked in red), I kept the exact same light position too, and compared the RGB values left vs texture vs right, notice also how the sampled no lightwarp material has the green slightly higher (G=223).
The texture before exporting to VTF DXT1 has RGB = 197 197 197, once converted to VTF DTX1 it becomes RGB = 192 195 192, this could be because the red/blue channel are saved with 5 bits where as green is saved with 6 bits.
[QUOTE=Void Skull;50602815]It's important to know that in-game textures are compressed, which adds a very slight green tint. It's not noticeable on textures at first, sure, but if you were to sample colors from a compressed texture, you'd be picking up a very slight green tint with it - and when you compress your texture later, as you should, you'll double the intensity of the green tint, making your texture look slightly off from what you believed it to look like. Then say, someone samples colors from [i]that[/i] texture, and they compress theirs, it'd again add more green tint. Keep doing it and it gets more and more noticeable and then it doesn't represent the intended color at all!
Point being, when sampling from existing textures extracted from the VPK, always reverse the compression tint. [url=http://tf2maps.net/threads/tutorial-how-to-remove-the-green-tint-on-compressed-textures.8705/]You can find out how, here.[/url] However, in the "Experienced" version, there is a typo. Use Linear Dodge (Add) not Linear Light.[/QUOTE]
So [I]that's[/I] how we ended up with lime paint!
hi guys! here is a concept i did for the scout, not claimed yet, the green is paintable.
[IMG]http://i.imgur.com/dnI3JL1.png[/IMG]
Not a single part of that fits in the TF2 universe besides the shoes.
Did you seriously use lime as the main color for this concept?
[QUOTE=IJCT;50603638]hi guys! here is a concept i did for the scout, not claimed yet, the green is paintable.
[IMG]http://i.imgur.com/dnI3JL1.png[/IMG][/QUOTE]
Switch the green with team colors, that should make it look a lot better.
[QUOTE=IJCT;50603638]hi guys! here is a concept i did for the scout, not claimed yet, the green is paintable.
[IMG]http://i.imgur.com/dnI3JL1.png[/IMG][/QUOTE]
How many cosmetics is that? Is the things around his waist (shirt?) and the shoes the same thing, is glasses individual, What About The Spraycans, e.tc? It looks like potetially 5 or so different cosmetics
[QUOTE=Makzu;50603914]Switch the green with team colors, that should make it look a lot better.[/QUOTE]
If not team colours at least brown, or the colour of scout's pants or something.
[QUOTE=IJCT;50603638]hi guys! here is a concept i did for the scout, not claimed yet, the green is paintable.
[IMG]http://i.imgur.com/dnI3JL1.png[/IMG][/QUOTE]
For the most part I think this looks pretty cool and could work with a simple colour change, "street punk" is definitely a theme I feel scout would fit pretty well.
But the goggles feel kind of out of place because they look really high tech compared to the rest of the set and the hair seems a bit too angular and, for lack of a better word, "anime-y"
[QUOTE=IJCT;50603638]hi guys! here is a concept i did for the scout, not claimed yet, the green is paintable.
[IMG]http://i.imgur.com/dnI3JL1.png[/IMG][/QUOTE]
Ehh... I think it's got a bit too much going on and it's very distracting to look at personally, and not because of the colors. Just too much over all.
I will admit though, it makes me wish for a Jet Set Radio "Beat" set of cosmetics for scout though.
[QUOTE][IMG]http://vignette3.wikia.nocookie.net/jetsetradio/images/9/93/Jsrf-beat-2.jpg/revision/latest?cb=20100811234857[/IMG][/QUOTE]
Even the roller blades as well. But I highly doubt that would ever be an option since it'd require new animations and would technically make the scout a tiny bit taller.
Hello, as project lead of the [I]Team Fortress 2 Classic[/I] development team, I would like to extend an invitation to any interested modellers, texture artists, and concept artists to join us in creating things for the mod.
We have been undergoing a lot of internal changes to the mod (and its team) lately, and we could really use the help.
If you are interested in joining the team, please either email us at [email]tf2cteam@gmail.com[/email] or contact one of the leading members of our team.
I am in need of a modeler who can do clothes. I am creating a SFM short for the saxxies with Thoopje (Mann Swap) and Doomsday Orange (TF2 Classic animations) and we need someone to make model edits for Grey Mann, to have him in white tie formal attire, and smoking jacket + pajamas. I don't quite log in very often here, so if you would like to contact me, please do contact me through steam at: [url]http://steamcommunity.com/id/Blackbowtie/[/url]
Thanks! We also need someone real soon. Animation will begin in July.
sorry its too big
[IMG]http://i.imgur.com/yNU4SSD.png[/IMG]
More stuff
[img]http://i.imgur.com/zZXw6cI.png[/img]
Bonfire Night
[img]http://i.imgur.com/9ytyAyC.png[/img]
The Prepboy
[img]http://i.imgur.com/uuWyCte.png[/img]
Wiener Vendor
[URL="http://yewelshtabby.imgur.com/"][B]My other concepts[/B][/URL]
[QUOTE=YeWelshTabby;50609703]
[img]http://i.imgur.com/9ytyAyC.png[/img]
[/QUOTE]
whoa that's awfully similar to my current work
[IMG]http://i.imgur.com/mXTXeHl.png[/IMG] [IMG]http://i.imgur.com/sBDacHn.png[/IMG]
[QUOTE=JayAsH;50609811]whoa that's awfully similar to my current work
[IMG]http://i.imgur.com/mXTXeHl.png[/IMG] [IMG]http://i.imgur.com/sBDacHn.png[/IMG][/QUOTE]
The sweater sleeves could stand to be a little bit bigger, so that they look like they would fit the scout if he were to wear it normally and a bit thicker overall. Other than that, nice work!
[QUOTE=JayAsH;50609811]whoa that's awfully similar to my current work
[IMG]http://i.imgur.com/mXTXeHl.png[/IMG] [IMG]http://i.imgur.com/sBDacHn.png[/IMG][/QUOTE]
Oh, sorry about that. I didn't know you were working on this.
This is new to me, so should I scrap mine?
[IMG]http://i.imgur.com/MO5LINM.png[/IMG]
[I]Cuzco's ruler[/I]
(Could probably work for the Mayann contest)
did anyone make a concept of the mercs flying on a carpet before?
[t]http://thumbs.dreamstime.com/z/3d-man-flying-carpet-16667219.jpg[/t]
because I can't remember if I saw anything like that and I wanna know if I should make a concept of it
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