Model pimpage Thread

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Re: Model pimpage Thread

Postby Magicmuffin on Tue Jun 12, 2012 4:30 pm

Image

Added the remaining details,

1565 polygons. Now time to UV map and texture. ;_;
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Re: Model pimpage Thread

Postby Saxon on Tue Jun 12, 2012 5:44 pm

Magicmuffin wrote:Image

Added the remaining details,

1565 polygons. Now time to UV map and texture. ;_;


Looks pretty nice there.

UV mapping is never much fun, but texturing can be greatly sped up if you bake lighting & AO.
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Re: Model pimpage Thread

Postby Magicmuffin on Tue Jun 12, 2012 6:07 pm

Thanks for the tips! :)
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Re: Model pimpage Thread

Postby Smurftyours on Tue Jun 12, 2012 11:14 pm

Image
Image
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Re: Model pimpage Thread

Postby Shirik on Thu Jun 14, 2012 10:56 am

Saxon wrote:
Looks pretty nice there.

UV mapping is never much fun, but texturing can be greatly sped up if you bake lighting & AO.

Hi there, could you explain a lil more better about the Lighting Baking?
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Re: Model pimpage Thread

Postby Magicmuffin on Thu Jun 14, 2012 1:35 pm

Image

Got it UV'd, now time to texture it
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Re: Model pimpage Thread

Postby Saxon on Thu Jun 14, 2012 2:19 pm

Shirik wrote:
Saxon wrote:
Looks pretty nice there.

UV mapping is never much fun, but texturing can be greatly sped up if you bake lighting & AO.

Hi there, could you explain a lil more better about the Lighting Baking?


Go into Render to Texture and choose "Lighting" for one of your outputs.

Oh and be sure to load up your own UV map in the automatic unwrap that 3DSMax generates.
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Re: Model pimpage Thread

Postby Magicmuffin on Thu Jun 14, 2012 5:33 pm

Guys, would any of you happen to know the best way to make a chrome-ish material in source?
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Re: Model pimpage Thread

Postby kraid on Thu Jun 14, 2012 5:58 pm

Make sure you're using a dark base color in combination with envmap.
E.g. if you'd like to make a mirror, base color can be black, but in case of your weapon i'd say a dark grey and a good envmapmask will do just fine.

You should also take a look at the $phong stuff on the vdc-wiki.
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Re: Model pimpage Thread

Postby Stormy on Thu Jun 14, 2012 9:29 pm

$envmap and $phong aren't cross compatible, and I would think that a very light grey would work better with a subtle envmap? If it's a viewmodel, the player will be passing through envmap entities and that might cause some noticable 'popping' as the envmap changes, more so if you have a very strong envmap. $phong wouldn't make a very good chrome material though, so maybe play around with $envmap. Also try some $envmaptint stuff. Maybe some high values in that would make the envmap look light, like silver or chrome.
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Re: Model pimpage Thread

Postby Major Banter on Thu Jun 14, 2012 11:21 pm

@MagicMuffin, to help with Stormy's explanation.

https://developer.valvesoftware.com/wiki/$envmap

Might help. Not sure how to make the envmap be...just an envmap.
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Re: Model pimpage Thread

Postby Gambini on Thu Jun 14, 2012 11:42 pm

I have done a very convincing chrome material, and it is easy as shit: Make a black material of about 8x8 with a black alpha channel and use these simple values:

Code: Select all
"LightmappedGeneric"
{
   "$baseTexture" "southernmost/chrome"
   "$surfaceprop"   "metal"
     "$envmap" "env_cubemap"
       "$basealphaenvmapmask" 1
}


If it´s for a model, my suggestion is to give it a well backed normal map, as relief and shape is what makes chrome look realistic. Otherwise it looks too washed.
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Re: Model pimpage Thread

Postby Gary on Fri Jun 15, 2012 12:07 am

Note(since this is for a model): Make sure to use vertexlitgeneric, not lightmappedgeneric.
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Re: Model pimpage Thread

Postby Magicmuffin on Fri Jun 15, 2012 1:59 am

Thanks for all your explanations!

I'll hope to use that for some nickel-plated weapons. :)
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Re: Model pimpage Thread

Postby Magicmuffin on Fri Jun 15, 2012 2:39 am

Image

Got it textured!

This is the gun in shadeless mode, just letting you know.
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