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Question on textures....
Hey I have a question regarding applying texture to default character textures... I want to make a Halloween hat that also applies makeup to the face of the character.... How would I go about doing this?

On first thought I was thinking I would have to duplicate the geometry of the character's face and apply my makeup to that with an alpha map so where there isn't makeup the face would show up...problem is that would take up a good chunk of my poly count for each LOD leaving me with fewer polygons to use for my hat.

I then thought It would be grand If there was a way to layer on the original character's texture my makeup therefor saving me immense effort with this workaround and giving me more polygons to add to my hat.

I noticed that there were a few arm tattoo Items in the game. So I'm looking for the solution they used for that basically. Thanks for all the help.
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HellJumper 17 Sep, 2013 @ 6:47pm 
My first thought was the tattoo texture as well. I haven't actually done anything like this myself, so I don't know how to go about doing it. Usually in cases like these I just dig through the vpk files, extract something similar, and then examine how it was done.

Try mimicking what valve did.
Okay after like an hour I found the files for the arm tatoos... Seems like I was correct in that they had skin tight duplicate arms with the tattoo applied. The thing that I don't know is whether they had an alpha map on the textures so It was the just the the tattoo or if the whole arm was textured like the arm bellow it with the tattoo applied.

I don't know how to import the textures of the models into blender to see what they did but I'll ask you in anouther discussion so the users of this group whith similar questions can have an easier time looking it up. Thanks.
HellJumper 18 Sep, 2013 @ 4:59pm 
OK this is a tricky item:

Like you said, it's actually a model that is slightly larger than the default heavy arms. It is rigged to several bones to follow the heavy arms exactly: http://i.imgur.com/RMAHAxh.png

These extra arms have their own texture which contains the actual skin texture as well as the tattoo texture in the alpha channel. The reason the tattoo texture is in the alpha channel rather than directly on the arm is so that it can be paintable (you just set up your texture like you normally would for paint): http://imgur.com/a/DHxzp

As for getting the shading correctly, mimic what they have in the .vmt settings:

"VertexlitGeneric" { "$baseTexture" "models\player\items\all_class\sd_tattoos" "$bumpmap" "models\player\items\all_class\sd_tattoos_normal" "$detailscale" "5" "$detailblendfactor" .01 "$detailblendmode" 6 "$nocull" 1 "$yellow" "0" "$one" "1" "$phong" "1" "$phongexponent" "20" "$phongboost" ".05" "$lightwarptexture" "models/player/pyro/pyro_lightwarp" "$phongfresnelranges" "[.3 1 8]" "$halflambert" "0" "$blendtintbybasealpha" "1" "$blendtintcoloroverbase" "0" "$colortint_base" "{19 14 12}" "$colortint_tmp" "[0 0 0]" "$color2" "{19 14 12}" "$rimlight" "1" // To enable rim lighting (requires phong) "$rimlightexponent" "4" // Exponent for phong component of rim lighting "$rimlightboost" "2" // Boost for ambient cube component of rim lighting // Cloaking "$cloakPassEnabled" "1" "360?$color2" "[ 0.7 0.7 0.7 ]" "Proxies" { "weapon_invis" { } "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 30 } "BurnLevel" { "resultVar" "$detailblendfactor" } "YellowLevel" { "resultVar" "$yellow" } "Equals" { "srcVar1" "$yellow" "resultVar" "$color2" } "ItemTintColor" { "resultVar" "$colortint_tmp" } "SelectFirstIfNonZero" { "srcVar1" "$colortint_tmp" "srcVar2" "$colortint_base" "resultVar" "$color2" } } }

Obviously the in-game vmt editor isn't as complex, but try to match the above as close as you can in terms of phong, lightwarps, and paint.

Good luck!
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