Model pimpage Thread

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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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Re: Model pimpage Thread

Postby kraid on Fri Jun 15, 2012 10:36 am

Black_Stormy wrote:$envmap and $phong aren't cross compatible

That's not entirely true.
Some env values won't work but the envmap and envmaptint parameter does.
And ofc. phong could help too on a chrome material because it let's you do crazy stuff like phongwarp and lightwarp.
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Re: Model pimpage Thread

Postby nub on Sat Jun 16, 2012 5:12 am

Black_Stormy wrote:$envmap and $phong aren't cross compatible


I thought Valve fixed that? I SWEAR I remember testing it out and having phong + specular on a model.
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Re: Model pimpage Thread

Postby kraid on Sat Jun 16, 2012 9:15 am

I use them all the time and they are working.
Only values like envmapcontrast and envmapsaturation are malfunctioning.
envmaptint is working though.

Phong doesn't replace envmap at all, it just adds/alters the highlight the prop achives from light sources and the general way the light appears on them.
Before that, it was only possible to have a prop dull or shiny, now you can give the material an appeareance much more similar to the material it's supposed to be made of. (if you're able to figure out the right values).

Ok, BTT now: show some models please.
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Re: Model pimpage Thread

Postby Black_Stormy on Sat Jun 16, 2012 9:25 am

To be honest I haven't tried past a few attempts a long while ago. I'll have to give it a go next time I am making a model that calls for it. Thanks!
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Re: Model pimpage Thread

Postby Shirik on Sat Jun 23, 2012 9:14 pm

Here is my interpritation of FN SCAR TPR
Image
Image
Image
Any thoughts?
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Re: Model pimpage Thread

Postby Ich 666 on Sun Jun 24, 2012 1:05 am

Thats a pretty sweet interpretion :)
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Re: Model pimpage Thread

Postby nub on Sun Jun 24, 2012 6:29 am

Black_Stormy wrote:To be honest I haven't tried past a few attempts a long while ago. I'll have to give it a go next time I am making a model that calls for it. Thanks!


Just make note that the bump map alpha is automatically used for the phong intensity calculations. So if you want the envmap specular to be unique from the phong specular, you'll have to use $basealphaenvmapmask instead of $normalmapalphaenvmapmask. Generally, a single specular mask works fine for both envmapping and phong.
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Re: Model pimpage Thread

Postby TicTac on Sun Jun 24, 2012 8:06 pm

Continued to tweak the lighting and materials in this scene. Only thing left to fix is the overly-bright recesses in the cabinet.

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Re: Model pimpage Thread

Postby Gambini on Sun Jun 24, 2012 9:50 pm

There are two things that my inexpert eye see as wrong:

Image

1-The wood pattern in the speakers frames should be turned 90 degrees. Wood is usually cut longitudinal and not like that.

2- That bright diagonal line looks like a bad smoothed face. Not sure how the mesh is composed but usually clipping the face into two polygons in the opposite direction (I mean like \ instead of /) hides the issue.
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Re: Model pimpage Thread

Postby TicTac on Sun Jun 24, 2012 10:31 pm

Duly noted! I'll have to check on that face, I'm not sure if it's a smoothing error or an actual sliver of light between the two shadowed regions.
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Re: Model pimpage Thread

Postby Mr. Happy on Mon Jun 25, 2012 7:32 am

Image

wip "weapon" viewmodel for a project


Image

Wip stickybomb launcher with a theme/mechanics design that the idea/arts are based on

Do the shapes look like tf2?
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