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<3
https://steamhost.cn/steamcommunity_com/id/Alex_D_Vasilkov/screenshot/921414885158054338
Your first impression wasn't that far off. I pretty much did edit lightness and contrast and add random scratches :D (Funny fact: I usually use the "scratch" brush to paint spider webs)
The model shouldn't be that difficult to fix. You can just mark sharp edges in edit mode and add edge split modifier (with only sharp edge).
https://docs.blender.org/manual/ko/dev/modeling/modifiers/generate/edge_split.html
Also, at first it looked like you simply changed the "levels" of the base texture and added a few scratches to make the normal map alpha, but I tried doing so, and it seems you did something more sophisticated and put a certain amount of effort into it.
https://quickfileshare.org/5R5/Normal_map_alpha.png
other files should be ok.
I don't have Dropbox, so I had to find a way to share files without making account to anything
These links should bring up download option for the files:
https://quickfileshare.org/5R2/mtl_weapon_uzi_m9.vmt
https://quickfileshare.org/5R3/mw3_uzim9_n.png
https://quickfileshare.org/5R4/Normal_map_alpha.png
I added vmt, normal map(with phongmask) and the phongmask as separate image, so you can sort of see how I set it up. You'll just need to convert them into vtf format and add into the mod.
And yes, I'm still at a very "llama" level at model smoothing. The models from MW series aren't exactly known for being incredibly high-poly, and when extracted, most of the polygons are completely detached from the rest. The stick magazine in this one had 20 vertices, and after welding the number fell to 8. Your shaders are pretty much overkill =D
I'll see if i can find a way to send the texture files back, so you can implement and/or study them.
Btw, I noticed some shading errors in the side of the gun that you could fix in the model itself (you can see the error in the screenshot. Because the normal map is height map based instead of baked from high poly model, you'll have to fix it in the model. Just select the flat surfaces that need fixing and add flat shading to them (or alternatively use edge split modifier, if you know how to use it).
The normal map is still the same, but I changed the alpha channel to quick conversion I made from base texture.
I want that monitor...
https://steamuserimages-a.akamaihd.net/ugc/918036829352143329/59B32F47A47120D86F2DBFBCBDB035CD3A18BEC8/
Carefully exported to PNG and drag-n-dropped into http://cpetry.github.io/NormalMap-Online/ , and setting the Strength to 1, this is the result:
https://www.dropbox.com/s/uw41d5l5mg5uukc/NormalMap.png?dl=0
Also, this is from my rk-62 addon. You can use it to test out the textures if you want.
"VertexLitGeneric"
{
"$baseTexture" "models\v_models\RK62/rk62_dA"
"$bumpmap" "models\v_models\RK62/rk62_n"
"$color2" "[.8 .8 .8]"
//"$alphatest" "1"
//"$nocull" "1"
//"$phongexponenttexture" "models\v_models\RK62\rk62_s"
"$phongexponent" "35"
"$phongalbedotint" 3
"$phong" "1"
"$phongboost" "1"
"$phongfresnelranges" "[1 2.15 1.75]"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" "1"
"$envmaptint" "[0.04 0.04 0.04]"
"$envmapfresnel" "1.7"
}
$Phongboost: affects strength of the reflection
$Phongexponent: Reflections glossiness or size. Small number means bigger reflection, bigger number means smaller, glossier reflection
$color2: I use it to darken the texture. "[1 1 1]" is the default. (you can simply comment it out).
1. There is a texture that calls itself "something_something_spc", which has an alpha channel. I set it as a $phongexponenttexture.
2. Base texture has an alpha channel, but it is used for camouflaging. Therefore, my basetexture is already camo'd and has no alpha.
3. The height map converted to the normal map retained its alpha channel.
In my VMTs, both $normalmapalphaphongmask and $normalmapalphaenvmapmask are True.
1. Separate phongmask texture (i think it doesn't work with normal map)
2. Alpha channel of basetexture
3. Alpha channel of normal map (the default setting if normal map is defined in vmt)
If you added the converted normal map without editing alpha channel, it's most likely full white (aka full reflection), which pretty much makes the material boring, clean, plastic looking.
If you check my BO1 FAL or XM177 (the PSG is still not updated) phong stuff, you'll probably see what I'm doing wrong, as I'm trying to use the same values for MW2/MW3 guns.