Source Filmmaker

Source Filmmaker

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Improved Head Textures - Heavy (Read Desc)
   
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Universe: Team Fortress
Material
Tags: SFM
File Size
Posted
Updated
18.884 MB
10 Aug, 2022 @ 11:35am
6 May, 2023 @ 7:39am
3 Change Notes ( view )

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Improved Head Textures - Heavy (Read Desc)

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

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 Heavy 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 Brightness
  • Adjusted the Beard's Phong values to have a "beard like" Surface Effect
  • 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 Heavy head texture Layout (or Unwrapping) (such as the High Poly Heavy or Enhanced Heavy), you must copy my mod's .VMT files (located in workshop/materials/models/player/hvyweapon, 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 Heavy head (such as an "old looking Heavy" 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\hvyweapon\hwm\heavy_head_blue.vmt
models\player\hvyweapon\hwm\heavy_head_red.vmt
models\player\hvyweapon\eyeball_l.vmt
models\player\hvyweapon\eyeball_r.vmt
models\player\hvyweapon\heavy_head_blue.vmt
models\player\hvyweapon\heavy_head_red.vmt
17 Comments
Waffle Ryebread 11 Nov, 2023 @ 10:04pm 
I see what I did now, I thought I only needed to copy the vmt files to the folder, thanks for the help!
SpyKe  [author] 11 Nov, 2023 @ 5:16pm 
When you created said mod folder, did you move just the textures or you moved the textures and materials? If not, you have to move both of them
Waffle Ryebread 11 Nov, 2023 @ 2:42pm 
I should have mentioned, I was using the TF2 Classic textures which for some reason interferes with your head textures, which includes medic.
Waffle Ryebread 11 Nov, 2023 @ 2:42am 
Hi, I made a new mod folder for your textures at the top of the list, while scout works perfectly heavy ends up with black teeth for some reason, am I doing something wrong?
SpyKe  [author] 6 May, 2023 @ 7:39am 
New update to the Textures:
- Increased Noise Intensity from 1% to 2%
- Small Improvement to the Front Teeth (Basetexture and Phong)
- Small Improvements to the Stretch Texture
SpyKe  [author] 1 Nov, 2022 @ 5:53am 
New update to the Textures:
- Textures are now Compressed to save on memory usage (from 61mb to 18mb)
- Color Correction
- New Improved Bump Maps
- New Rim Mask
- 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 mouth, lips, gums and neck
- Improved facial detail on the Stretch Texture variant
- Improved Teeth Texture and Shading
- Adjusted some small Phong and Exponent values
- Changed Tongue's shading to match the other Classes' design
- Fixed / Future-proofed small Texture seams
- Removed $detail and DX8 attributes from Materials
SpyKe  [author] 6 Oct, 2022 @ 7:43am 
I already made that in the form of the video showcase, which I do for each class individually. I won't be making one with all classes at once.
Pika-Robo 5 Oct, 2022 @ 9:42pm 
Can we get before/after pictures when all class heads are done? Having those will be nice to see what improved.
SpyKe  [author] 16 Aug, 2022 @ 2:01pm 
It does but the directories are diferent, so simply moving these files to your Heavy model's hwm folder should work
HogDaddyJ 16 Aug, 2022 @ 1:12pm 
This is great
I wonder if it works with my enhanced heavy model
Probably does