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Source Filmmaker

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Improved Head Textures - Medic (Read Desc)
   
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Universe: Team Fortress
Material
Tags: SFM
File Size
Posted
Updated
18.884 MB
27 Jun, 2022 @ 9:04am
6 May, 2023 @ 7:26am
4 Change Notes ( view )

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Improved Head Textures - Medic (Read Desc)

In 1 collection by SpyKe
Improved Head Textures Collection
5 items
Description
No more Shiny Plastic Hair!

Improved Head Textures is a project dedicated to improve the original TF2 Classes head textures, along with custom materials and parameters to enhance them even further, while holding onto the original design.

The New Medic Head Textures include:
  • Upscaled Textures (2x)
  • Denoised Textures
  • New Phong and Exponent Textures
  • New Rim Mask
  • Added Normal Maps
  • New Material Settings
  • Fixed Teeth and Gums Texture's Color and Seam
  • Reconstructed Higher Resolution Iris and Cornea Normal Textures
  • Fixed and Improved Eye's Environment Map



TEXTURES NOT WORKING? HOW TO AVOID BREAKING THEM!
The most likely reason as to why the textures aren't working might be due to one of the following:
  1. You pressed 'No to All' when asked by SFM to overwrite certain materials/textures.
  2. You subscribed to another TF2 related mod after mine, which may have overwritten the textures.
  3. The model you're using doesn't look for the textures/doesn't use the same textures as these.
  4. SFM has the Workshop Folder at the bottom of the priority list.

Possible fixes for each of the previous problems:
  1. Unsubscribe from my mod, load SFM, download any other pending Workshop mods, then close SFM and finally Re-Subscribe to this mod (be sure to press 'Yes to All' if asked) so that this is the last one to be downloaded and overwrites any other textures/materials conflicting with it.
  2. You can do the same as the solution above (1), but to prevent this in the future, you should create a Mod Folder that contains just these textures/materials, without the risk of them being overwritten later on. You can read more on How to Create a Mod Folder here. Be sure to then place the contents of this mod onto the Mod Folder you created.
  3. Certain models use completely different textures and materials than these. There are two possible outcomes:
    - If the model you're using has the same original Medic head texture Layout (or Unwrapping) (such as the High Poly Medic or 'Meet the Medic' Medic), you must copy my mod's .VMT files (located in workshop/materials/models/player/medic, inside SFM's installation) and paste them in the corresponding model's head textures location.
    As for the location on what to copy and where to paste, check the bottom of the page's description (the 'Includes:' section) to see what files to copy from (my mod), and where to copy to (a custom model).
    - If the model uses completely different textures than the original Medic head (such as an "old looking Medic" or one with blood marks, dirt, etc), then you're out of luck, as my textures were worked upon the original ones.
  4. Go to Steam > Library, and Open SFM from there. You will see a prompt that says Launch SDK. Select it and press LAUNCH.
    A window called SDK Launcher will show up. Select Edit Search Paths For Selected Mod.
    From here, drag the workshop to the very top of the list. (Or at the very least above tf and tf_movies.)
    Then press OK and close everything and you'll be done.

Lastly, if you are unsure if the materials or textures have or have not been overwritten, just try the first fix (1).




Includes:
models\player\medic\hwm\medic_head_blue.vmt
models\player\medic\hwm\medic_head_red.vmt
models\player\medic\eyeball_l.vmt
models\player\medic\eyeball_r.vmt
models\player\medic\medic_head_blue.vmt
models\player\medic\medic_head_red.vmt
20 Comments
Cooldeacon2024 13 Sep, 2023 @ 6:15pm 
do demoman next please
SpyKe  [author] 6 May, 2023 @ 7:34am 
New update to the Textures:
- Increased Noise Intensity from 1% to 2%
- Color corrected the Lips
- Small Improvements to the Stretch, Phong and Exponent Textures
SpyKe  [author] 1 Nov, 2022 @ 5:41am 
New update to the Textures:
- Color Correction
- New Improved Bump Maps
- New Rim Mask
- New Phong and Exponent Textures
- New Material settings to match the other Classes' design
- Restored Texture detail that was lost in certain areas in the Upscaling process
- Improved the edges of the beard and hair line
- Improved Shading on the ears, forehead (the wrinkles of the Stretch Texture variant), lips, skin, neck and gums
- Improved Textured Wrinkles on the Compress and Stretch Texture variants
- Improved facial detail on the Stretch variant
- Improved Teeth Texture, Shading and Seam
- Changed Tongue's shading to match the other Classes’ design
- Fixed / Future-proofed small Texture seams
- Removed the noisy compression on the hair
- Removed the shadow casted by Medic's hair on the forehead from the Compress and Stretch Texture variants
- Removed $detail and DX8 attributes from Materials
SpyKe  [author] 24 Aug, 2022 @ 4:36pm 
Also, you can do a quick texture comparison by downloading the mod and launching SFM. Then take a screenshot of the model, and go to SFM's installation folder. From there, navigate to 'workshop/materials/models/player' and change 'medic' to some other name temporarily so it doesn't load its assets. Finally inside SFM just open the console and type 'mat_reloadallmaterials', wait for it to reload and then refresh the viewport that you took the screenshot from (without moving the camera).

Remember to change the 'medic' folder back to its name.
SpyKe  [author] 24 Aug, 2022 @ 4:35pm 
When doing $basetexture, make sure to type the material's texture (.VTF). The .VMTs that you described are the materials that contain the information of the textures (VTF), so try doing that last attempt but with .vtf instead of .vmt (so that would be the materials 'medic_head_red' and 'medic_head_blue', add a $basetexture to both of them with the path 'models/player/medic/hwm/medic_head.vt')

But even if it works through this method I'm still not satisfied with the outcome, as the textures were designed to work without any tinkering, so perhaps more troubleshooting is necessary.
c4nnibalparty 24 Aug, 2022 @ 4:01pm 
apologies; i was in the middle of attempting a fix as i wrote my reply.
using $basetexture, the model became pink and black as i expected. i then typed in models\player\medic\medic_head_red.vmt as in your includes at the bottom of the page, he remained black and pink so i tried the hwm one and still nothing happened.

I double checked with my folders that my workshop has priority and it does.

upon checking the medic model itself to see if maybe your textures overrode the default and replaced them i haven't done that, i will see if i know anyone else that uses sfm so i can compare their default medic to mine.
SpyKe  [author] 24 Aug, 2022 @ 3:39pm 
Inside SFM, do you see if it is using at least anything new from this Mod? Any texture/material, bump maps, anything different, or is it absolutely not working at all?

Also when you mentioned "tried both of the textures but it just leaves him pink and black", you mean after using the $basetexture technique or it shows like that by default?
c4nnibalparty 24 Aug, 2022 @ 10:02am 
tried all the fixes suggested but can't seem to get it to work.
attempting to add the texture using $bastexture on the tf_movies medic model.
tried both of the textures but it just leaves him pink and black.

my workshop is on the top of my list in the SDK, i've tried to unsub and resub with sfm closed, i tried both red and blu textures. i haven't got any other overriding textures and im not subbed to any of your textures that would cause any issue.
SmolGameGrunt 30 Jun, 2022 @ 4:09pm 
The last image makes me think of the Slow-Mo Cold Burns from DREDD
CoffeeDyce 28 Jun, 2022 @ 10:21pm 
very cool. will definitely use