• TF2 Oldschool (performance pack) Thread V2
    891 replies, posted
I think I'm done with the model [t]http://puu.sh/8dOaB.jpg[/t] Light looks a bit weird ingame, I'm not sure why.
[QUOTE=Flubbman;44579039]I don't think that's possible, I noticed that the decompiled Demo model has two collar meshes for each side[/QUOTE] There's a VMT command for it but it doubles the model's tri count.
[QUOTE=errur;44580180]I think I'm done with the model [t]http://puu.sh/8dOaB.jpg[/t] Light looks a bit weird ingame, I'm not sure why.[/QUOTE] the bottom ring of the hat is pretty thin. either make it completely flat, or make it as big as 1 pixel
[QUOTE=Game Zombie;44580824]There's a VMT command for it but it doubles the model's tri count.[/QUOTE] Couldn't the double sided faces use a different material separate from the rest of the model? Or would that increase the file size more then using two meshes.
[QUOTE=TheRealFierce;44581012]Couldn't the double sided faces use a different material separate from the rest of the model? Or would that increase the file size more then using two meshes.[/QUOTE] Use "$nocull" "1" in the vmt to make the double side visible.
[QUOTE=TheRealFierce;44581012]Couldn't the double sided faces use a different material separate from the rest of the model? Or would that increase the file size more then using two meshes.[/QUOTE] I just find it more of a convenience to just duplicate the faces and flip their normals. Also means there's won't be an extra VMT just for those few faces. [QUOTE=HelmoChipChop;44581227]Use "$nocull" "1" in the vmt to make the double side visible.[/QUOTE]Like I said earlier that's the one that ends up doubling the tri count I think.
[IMG]http://puu.sh/8e8Fx.jpg[/IMG] WIP of the Dogfighter.
[QUOTE=HelmoChipChop;44581227]Use "$nocull" "1" in the vmt to make the double side visible.[/QUOTE] it also fucks with lighting on the "fake" faces, it's much much better to just duplicate and flip only the faces you need
[t]http://puu.sh/8eb1U.jpg[/t] [t]http://puu.sh/8eaUi.jpg[/t] A whopping 52 polygons.
[QUOTE=NeoDement;44582483]it also fucks with lighting on the "fake" faces, it's much much better to just duplicate and flip only the faces you need[/QUOTE] Oh I didn't know that.
I'm glad to see that this project is taking off again!
[QUOTE=errur;44578863]I decided to give everyone's favorite hat a try. [t]http://puu.sh/8dBU3.jpg[/t] [t]http://puu.sh/8dC0X.png[/t] [t]http://puu.sh/8dC8i.jpg[/t] The texture is currently 64x64 because I wasn't sure what the size should be. I've never done these types of textures so I realize it needs work. One question though, how do I make it so the backfaces get rendered?[/QUOTE] I think it'd be best if you resized the texture to be 32x32 at least.
okay, since snowshoe went into detail oh how textures should be done, i feel like i should give a bit more of an explanation on how models should be done rather than 10% of the default lod 0 tricount and between 16x and 128x texture size alright let me get a few examples of early models that you guys probably never saw so that maybe you can get a handle on how things can be modeled so that they look right and have the lowest tricount possible lets start with the fists of steel and baby face's balster the baby face's blaster was one that was started by Game Zombie and i completely forgot about it and and by the time i remembered i had already finished my version Game Zombie v1 [t]https://dl.dropboxusercontent.com/u/31115055/sharex/2013-07-22_22-11-50.png[/t] v2 [t]https://dl.dropboxusercontent.com/u/31115055/sharex/2013-07-22_22-42-41.png[/t] Insaneicide v1 [img]https://dl.dropboxusercontent.com/u/7666502/babby_batter.jpg[/img] with this version i went with the lowest tricount possible while still retaining the original look v2 [img]https://dl.dropboxusercontent.com/u/7666502/blaster3.png[/img] snowshoe made a suggestion so i tried it out and had mixed feelings about it v1 v2 and a hybrid between the two [img]https://dl.dropboxusercontent.com/u/7666502/blaster_5.jpg[/img] now the reason I went with the hybrid between v1 and 2 was because Snowshoe wanted more of the model to be expressed through the texture while i wanted angles on the model that the texture couldnt express but would help the texture express what it needed to now onto the fists of steel hecates modeled two versions WAY back in 2010 that i ddint like the look in either version [t]https://dl.dropboxusercontent.com/u/7666502/fists%202.bmp[/t] then Game Zombie tried his hand at the FoS [t]https://dl.dropboxusercontent.com/u/31115055/sharex/2014-04/2014-04-12_19-47-08.png[/t] and neither of us liked the way the tubes looked so i suggested flat planes to connect the fingers and this was the result [t]https://dl.dropboxusercontent.com/u/31115055/ShareX/2014-04/2014-04-18_16-27-53.png[/t] Game zombie, stuck as to what to do with the thumb at which time i offered to do it where i modified it and modeled the thumb and here is the finished model [img]https://dl.dropboxusercontent.com/u/7666502/ass2.png[/img][t]https://dl.dropboxusercontent.com/u/7666502/ass.jpg[/t] so a few key points on the above model what you need to not what you want to first, determine if what is needed can be reduced/modified/textured what is good for the model might not always be good for the uv and what is good for the uv might not always not be good for the model what can be reduced, i dont usually go with cylinders over 8 faces any more than an 8-sided cylinder is too much if a small cylinder is needed such as in the huo-long-heater use a 3-sided one if straight lines can be drawn between two points usually thats the best thing to do and let the texture make all the details inbetween .... oh yeah, you guys are doing cosmetics... not weapons... well lemme get a few things straight here, Neo is FREAKIN AMAZING at doing cosmetics in all aspects model uv and texture some of the most efficient uv's i have ever seen are in neo's hats and simple shapes are your friend but while i still ahve things i want to talk about to maybe help you guys ima do a model specifically for this part but first some examples this is neo's lumbercus lid [img]https://dl.dropboxusercontent.com/u/7666502/worms_gear.png[/img] this is neo's texture its a 32x resized 5x so you can see how its layed out [img]https://dl.dropboxusercontent.com/u/7666502/lid.png[/img] you may be thinkin "whats so special about that" well, whats special is neo bassically uv-ed 5 out of 6 of the sides of the helmet to the left part of the helmet texture and the worm is the only one with its own seperate piece of the puzzle, everything else is efficiently put together so that neo could get the most out of the smallest texture and as are the hand grenades, [b]completely uv-ed to serve the texture rather than the texture serving the uv's.[/b] so here is where i try my hand at some efficiency while simultaniously not being the final texturer the last breath i used a combination of the default last breath and the oldschool pyro player model [img]https://dl.dropboxusercontent.com/u/7666502/hat_tut_2.png[/img] re-used what i could [img]https://dl.dropboxusercontent.com/u/7666502/hat_tut_4.png[/img] connected and created verticies [img]https://dl.dropboxusercontent.com/u/7666502/hat_tut_6.png[/img] cleaned up what i considered unnessicary faces [img]https://dl.dropboxusercontent.com/u/7666502/hat_tut_7.png[/img] when i saw this i could have gone two different directions, either i model multiple cylinders or go with a single one [img]https://dl.dropboxusercontent.com/u/7666502/hat_tut_9.png[/img] i went with the latter [img]https://dl.dropboxusercontent.com/u/7666502/hat_tut_10.png[/img] meet the last breath [img]https://dl.dropboxusercontent.com/u/7666502/hat_tut_11.png[/img] here is the entire model i decided to uv, essentially 1/2 of the model except for what isnt mirored the 3d screen has a 32x32 checkerboard for alignment and such [img]https://dl.dropboxusercontent.com/u/7666502/lb.png[/img] since i know my limitations as a texturer ill put some pixel art here [img]https://dl.dropboxusercontent.com/u/7666502/attempt.png[/img] and here is what it looks like when my work is done [img]https://dl.dropboxusercontent.com/u/7666502/final.jpg[/img] after this point it sits in the drop-box untill someone decides to texture it
Well, I don't have Source SDK, i'll download it right now. Thanks for the tips guys.
[QUOTE=Havolis;44585935]Well, I don't have Source SDK, i'll download it right now. Thanks for the tips guys.[/QUOTE] you dont need to download an sdk, it should be in the team fortress 2\bin folder. then you use crowbar or whatever to compile your models
[t]http://puu.sh/8f2Pu.jpg[/t] [t]http://puu.sh/8f4mF.jpg[/t] [t]http://puu.sh/8f4pX.jpg[/t] Finished the model for this. Tried making it paintable but it didn't work for some reason so I just used 2 textures. The texture is terrible because I suck at making textures.
[QUOTE=errur;44588829]yadayadayada[/QUOTE] It's pretty kewl, just the BLU one doesn't really fit Soldier's suit color.
[QUOTE=SpencerPootis;44588900]It's pretty kewl, just the BLU one doesn't really fit Soldier's suit color.[/QUOTE] I noticed that after I closed everything so I'll fix it some other time.
should really sample the original colours don't really like the 4 sided logo either. feels like it should be 6 sided. 2 more tris won't kill it.
I was thinking about facial flexes the other day. For most flexed items, a retextured head would be enough for this pack. Wouldn't it be optimal if Insaneicide, or whoever has the source files with flexes, took care of the models for the flex items and let others texture if necessary? That way, we wouldn't have to make matching flexes ourselves, and it would look better and more oldschool with the items consisting of nothing but a texture (with a few exceptions, of course)
Sampled original colors but they appear much lighter ingame for some reason. [t]http://cloud-2.steampowered.com/ugc/612796995722455562/7B675219DC729DF8D1B860809FC3107792AB2529/[/t] [img]http://puu.sh/8gcQG.png[/img][img]http://puu.sh/8gcSp.png[/img]
[IMG]http://puu.sh/8ghQF.png[/IMG]
[QUOTE=Flubbman;44596803][IMG]http://puu.sh/8ghQF.png[/IMG][/QUOTE] looks good, if ya can ya should do one of the strongbox items after this one.
[img]https://dl.dropboxusercontent.com/u/7666502/holiday_sr3_clause.png[/img] [sp]ill fix the clipping when i wake up from my nap[/sp] VOTING TIME AGAIN Agree for Medic Winner for Sniper Dumb for Soldier Late for Spy vote carefully cause this will be the last vote before the release
[img]https://dl.dropboxusercontent.com/u/7666502/good%20job.png[/img] good job you voted for the only two classes that need only two weapons each
[QUOTE=Insaneicide;44612776][img]https://dl.dropboxusercontent.com/u/7666502/good%20job.png[/img] good job you voted for the only two classes that need only two weapons each[/QUOTE] Well then we expect you to put 12 weapons worth of effort into those 4 :v:
[QUOTE=SlickBlade;44612853]Well then we expect you to put 12 weapons worth of effort into those 4 :v:[/QUOTE] nah, ill put 6 worth into 3 then spend the rest of my time on a surprise
Forgot to give the skull face thing a notch at the top, will do later. Textures are wip [t]http://puu.sh/8m1D1.png[/t]
[t]https://dl.dropboxusercontent.com/u/7666502/murdik.jpg[/t] [t]https://dl.dropboxusercontent.com/u/7666502/garbage.png[/t] snapple
welp, here is the release, but with the good news there comes bad news snowshoe has left the pack, and i cant blame him, whats the point on making something that doesnt even suit its original purpose anymore, technically speaking the oldschool pack has been dead since may of last year and all i been doing is beating a dead horse while snowshoe stood there trying to help me get over it, i WILL be finishing the sniper and spy weapons, (it would be stupid not to, i get this far only to quit with only two classes left and a few all-class weapons) then the all class weapons, but none of which will be textured beyond basecolors... i have been considering abandoning the pack since august of last year... unless something changes like, i dunno, valve adds the pack as a "oldschool mode" then it will die once the final release hits after the all class weapons are done, its been a good 6 years but i gotta move on... during the time when the killstreaks broke all the weapon textures and player models, i started working on a game, and left it be to come back for a moment to stick a fork in something i had started, my goal was to finish all the weapons festives and botkillers included, but the next release will not include festives or botkillers, its time to stop beating the horse and end it [img]https://dl.dropboxusercontent.com/u/7666502/download_spacer.png[/img][url=https://dl.dropboxusercontent.com/u/7666502/oldschool_pack_14.zip][img]http://i.imgur.com/nqmjMGu.png[/img][/url]
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