1. Post #4401
    Gold Member
    Lt_C's Avatar
    March 2007
    3,711 Posts

    wip of something I'm throwing together out of boredom.


    Going to end up re-texturing pretty much the whole thing.
    Oh man those proportions. I'd recommend doing a bit of research on the female body shape and/or pulling up a reference mesh to align it to. It's a neat idea but it needs a lot of reshaping work.
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  2. Post #4402
    CaptainBigButt's Avatar
    April 2006
    1,416 Posts
    Oh man those proportions. I'd recommend doing a bit of research on the female body shape and/or pulling up a reference mesh to align it to. It's a neat idea but it needs a lot of reshaping work.
    Looks more like the proportions aren't necessarily off, but the scale definitely is.

    When you scale the model, be sure you scale it as a whole. It looks like you scaled the height of the model up but scaled the other axes separately if you even scaled them at all. Try to avoid doing this or you end up with something strange. It's not even someone like Mr. Fantastic -- it's just Popeye.
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  3. Post #4403
    $$$Good News Everyone!$$$
    -Rusty-'s Avatar
    January 2007
    5,516 Posts
    I updated my Jimmy Gibbs Jr. textures. I redid some parts and touched up others.

    New one on the left and old on the right.

    There's a clean version of him too but I thought this one turned out nicely so I wanted to show it.

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  4. Post #4404
    Ask me about my 'female train' fetish.
    ViralHatred's Avatar
    January 2006
    5,144 Posts
    Oh man those proportions. I'd recommend doing a bit of research on the female body shape and/or pulling up a reference mesh to align it to. It's a neat idea but it needs a lot of reshaping work.
    Looks more like the proportions aren't necessarily off, but the scale definitely is.

    When you scale the model, be sure you scale it as a whole. It looks like you scaled the height of the model up but scaled the other axes separately if you even scaled them at all. Try to avoid doing this or you end up with something strange. It's not even someone like Mr. Fantastic -- it's just Popeye.
    The body is Isaac's from the start of Dead Space 3 by the looks of it only squashed down, needs reshaping to actually be more feminine but he's thinned it down a lot.
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  5. Post #4405
    Golgo 13's Avatar
    November 2013
    693 Posts
    link is a wimp faggot who'd most likely go insane from merely seeing that thing end of story moving on


    anyone have any ideas for flexes? i'll have one for closing the mouth and the auxiliary feeding tubes will have their own as well, and one will unfold the wings from inside the thing, but what else?
    my oc blink will sort him out! he can slash his sword 400000 times and killed the actual link and turned zelda into bad zelda
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  6. Post #4406
    Gold Member
    wraithcat's Avatar
    December 2007
    15,083 Posts
    Looks more like the proportions aren't necessarily off, but the scale definitely is.

    When you scale the model, be sure you scale it as a whole. It looks like you scaled the height of the model up but scaled the other axes separately if you even scaled them at all. Try to avoid doing this or you end up with something strange. It's not even someone like Mr. Fantastic -- it's just Popeye.
    She's got an inverted trinagular torso currently. those are wrong proportions. Generally speaking, the hardest part of reshaping M to F models are the shoulders pretty much every time.
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  7. Post #4407
    Can't Keep Johnny Down
    Hideous's Avatar
    April 2009
    2,445 Posts


    I made a stove.
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  8. Post #4408
    Can't Keep Johnny Down
    Hideous's Avatar
    April 2009
    2,445 Posts
    oh my god I love marmoset toolbag



    EDIT: oops doublepost. sorry.
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  9. Post #4409
    Gold Member
    TehAgentGuy's Avatar
    May 2009
    4,040 Posts
    I think you might be in the wrong thread.
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  10. Post #4410
    Gold Member
    Viper123_SWE's Avatar
    May 2011
    14,180 Posts
    oh my god I love marmoset toolbag



    EDIT: oops doublepost. sorry.

    This is the correct thread for custom models:

    http://facepunch.com/showthread.php?t=1250308
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  11. Post #4411
    I am a huge Faggot.
    skull412's Avatar
    March 2012
    392 Posts
    You need to put on a head and compile with the corresponding flex files for that head.

    If you don't have the source files of the head, a decompile usually spits one out.

    Edited:

    wip of something I'm throwing together out of boredom.


    Going to end up re-texturing pretty much the whole thing.
    oh thats a cool model of fang. from a fantasy world, to something more different.
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  12. Post #4412
    Gold Member
    CSLeader's Avatar
    November 2012
    2,358 Posts
    Well I managed to unweld BF4's RU Engineer's lips:


    Oh the possibilities are endless now...
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  13. Post #4413
    Gold Member
    Fat-Corgi-Guy's Avatar
    February 2012
    1,781 Posts

    The person who guesses who this is get's a free imaginary cookie!
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  14. Post #4414
    Falkok15's Avatar
    July 2013
    2,404 Posts
    A bald guy!
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  15. Post #4415
    Pinhead Larry's Avatar
    January 2014
    313 Posts
    Nice work!
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  16. Post #4416
    CUNT DESTROYER
    Hunterdnrc's Avatar
    August 2008
    11,740 Posts

    The person who guesses who this is get's a free imaginary cookie!
    Willis?
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  17. Post #4417
    Gold Member
    Fat-Corgi-Guy's Avatar
    February 2012
    1,781 Posts
    Yep! Congrates, you have earned your cookie, and here's an imaginary brownie as bonus!

    Oh and just so you know this isn't a custom model, it's just a mesh mod of a lex luthor model.
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  18. Post #4418
    nayr7259's Avatar
    April 2008
    860 Posts
    Doesn't really look like him from the front though. I could only barely tell it was willis from the side.
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  19. Post #4419
    Gold Member
    Fat-Corgi-Guy's Avatar
    February 2012
    1,781 Posts
    Doesn't really look like him from the front though. I could only barely tell it was willis from the side.
    It's also un-textured with no normal map or anything what-so-ever
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  20. Post #4420
    pepsiguy_2's Avatar
    December 2013
    461 Posts
    Is it still impossible to decompile Dino D-Day models? I found one that's PERFECT for a headhack only to find out it's un-decompilable. Dreams crushed
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  21. Post #4421
    Gold Member
    MrBunneh's Avatar
    May 2010
    2,108 Posts
    Is it still impossible to decompile Dino D-Day models? I found one that's PERFECT for a headhack only to find out it's un-decompilable. Dreams crushed
    have you tried using crowbar?
    http://steamcommunity.com/groups/CrowbarTool
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  22. Post #4422
    pepsiguy_2's Avatar
    December 2013
    461 Posts
    Oh my jesus it worked. Thanks, I had no idea this tool existed.
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  23. Post #4423
    Gold Member
    Joazzz's Avatar
    June 2008
    31,262 Posts
    crowbar is the best
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  24. Post #4424
    Gold Member
    Itauske Roken's Avatar
    October 2010
    3,056 Posts
    crowbar is the best
    Just don't count on it to extract the physics just yet.
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  25. Post #4425
    AdrianTheShep's Avatar
    September 2013
    672 Posts
    Just don't count on it to extract the physics just yet.
    Also it can´t even decompile EP1 models animations (worse with EP2 models). But they´re still working on that.
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  26. Post #4426
    Gold Member
    CSLeader's Avatar
    November 2012
    2,358 Posts
    I'm almost done with the BF4 MP Russians I have:


    Also, I've ran into a problem with the eyes. They seem to move away from the angle you're looking at them and they also don't track you in HLMV.
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  27. Post #4427
    Source Engine Optometrist!
    Dennab
    June 2010
    2,298 Posts
    Also it can´t even decompile EP1 models animations (worse with EP2 models). But they´re still working on that.
    Crowbar was originally designed for l4d2. Zeq is working on improving it to decompile animations
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  28. Post #4428
    AdrianTheShep's Avatar
    September 2013
    672 Posts
    I'm almost done with the BF4 MP Russians I have:


    Also, I've ran into a problem with the eyes. They seem to move away from the angle you're looking at them and they also don't track you in HLMV.
    They don´t have a view target to look at? like if they were looking at a static position?
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  29. Post #4429
    Elcard100's Avatar
    June 2013
    1,107 Posts
    Jimmy gibbs now use the ellis hands, but now I have another problem.

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  30. Post #4430
    Gold Member

    May 2013
    3,139 Posts
    So I'm working on the 18K, but I got this odd issue.





    In-game his chain is shiny, and in Source it's dull.

    Could there be something wrong with the specular map? I'm using $normalmapalphaenvmapmask, but it may be inverted. White is reflective right?
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  31. Post #4431
    AdrianTheShep's Avatar
    September 2013
    672 Posts
    In-game his chain is shiny, and in Source it's dull.

    Could there be something wrong with the specular map? I'm using $normalmapalphaenvmapmask, but it may be inverted. White is reflective right?
    Yeah, white is reflective but i think is sth with the .vmt
    The chain use different map texture, separated from the upperbody texture?

    also, in the .vmt, add this and try it:

    "$envmap" env_cubemap
    "$envmaptint" "[0.3 0.3 0.3]"
    It may be a little bit more shiny than expected, but that should work.
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  32. Post #4432
    Gold Member

    May 2013
    3,139 Posts
    Well, for my VMT I just got this:
    Code:
    VertexLitGeneric
    {
    	$basetexture "models/SD/Humans\18K_BRAWLERA01_BODY_D.vtf"
    	$bumpmap "models/SD/Humans/18K_BRAWLERA01_BODY_N.vtf"
    	
    	$normalmapalphaenvmapmask 1
    	
    	$blendtintbybasealpha 1
    	$blendtintcoloroverbase 0
    	
    	Proxies
    	{
    		PlayerColor
    		{
    			resultVar	$color2
    		}
    	}
    }

    EDIT: I asked about phong way back, but I was told I didn't need any, which I was glad to hear since I got no clue how to work with it. I suppose I'll have to figure it out somehow.
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  33. Post #4433
    CaptainBigButt's Avatar
    April 2006
    1,416 Posts
    So I'm working on the 18K, but I got this odd issue.

    In-game his chain is shiny, and in Source it's dull.

    Could there be something wrong with the specular map? I'm using $normalmapalphaenvmapmask, but it may be inverted. White is reflective right?
    Yeah, white is reflective but i think is sth with the .vmt
    The chain use different map texture, separated from the upperbody texture?

    also, in the .vmt, add this and try it:

    It may be a little bit more shiny than expected, but that should work.
    That depends. Phong is for shine and cubemaps are for reflections. Phong automatically uses the normal map's alpha channel as a specual map, so $normalmapalphaenvmapmask is only necessary if you're trying to use cubemaps. The chain probably has a minor reflection if any at all, but nothing major. I'd stick to phong. Looks like the jacket should have some phong too.

    Tips:
    - Save envmaps for stuff like mirrors or very very shiny metals
    - Use phong for anything meant to be shiny but not reflective (or use them in combination). If you want an example, a hard plastic is probably going to be shiny, but you won't be able to see your face in it. Another example can be for wet materials. If a player is wet, darken the material and raise the phong.
    - A "tighter" phong shine represents a shinier material (and a higher phong exponent). Shiny, polished wood might have a moderately broad shine whereas a smooth metal would have a very tight shine.

    (You posted as I was typing this):
    No dice.

    For my VMT I just got this:
    The $normalmapalphaenvmapmask command just tells your material to use the alpha mask of the normal map as the env mask. You'll still need to use $envmap "env_cubemap" to tell the material to use the nearest cubemap for reflections. Otherwise use phong instead.
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  34. Post #4434
    Gold Member

    May 2013
    3,139 Posts


    Well, that made the jacket shiny all right, but still didn't do anything to the chain. If anything it made it even duller.

    Bah, the heck with it. It's not going to make a huge difference whether the tiny chain is shiny or not.
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  35. Post #4435
    Source Engine Optometrist!
    Dennab
    June 2010
    2,298 Posts


    Well, that made the jacket shiny all right, but still didn't do anything to the chain. If anything it made it even duller.

    Bah, the heck with it. It's not going to make a huge difference whether the tiny chain is shiny or not.
    Does the chain have it's own texture or is it apart of a bigger one
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  36. Post #4436
    Gold Member
    Katra804's Avatar
    September 2011
    4,360 Posts
    Try separating it from the body and giving the chain its own .VMT file, that way y can make the appropriate adjustments.
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  37. Post #4437
    Gold Member

    May 2013
    3,139 Posts
    Does the chain have it's own texture or is it apart of a bigger one
    It has only one texture, but it was assigned it's own material:
    Code:
    BODY_MAT.18k_brawlera01_body.ufg
    CHAIN_MAT.18k_brawlera01_body.ufg


    EDIT: Whup, post flood.

    Try separating it from the body and giving the chain its own .VMT file, that way y can make the appropriate adjustments.
    Yeah, that's what I was planning to do. I think I'll make the jacket a separate texture too, that way I can keep the phong on it. CaptainBigButt was right, it makes it look a lot better.
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  38. Post #4438
    Source Engine Optometrist!
    Dennab
    June 2010
    2,298 Posts
    It has only one texture, but it was assigned it's own material.

    Code:
    BODY_MAT.18k_brawlera01_body.ufg
    CHAIN_MAT.18k_brawlera01_body.ufg


    EDIT: Whup, post flood. Yeah, taht's what I was planning to do. I think I'll make the jacket a separate texture too, that way I can keep the phong on it.
    Can always try a harsh phong on the chain.

    Code:
    	$phong 1
    	$phongexponent 20
    	$phongtint "[1 1 1.2]" 
    	$phongboost	4
    	$phongfresnelranges	"[ 0.5 3 6]"
    	$halflambert 1
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  39. Post #4439
    Gold Member

    May 2013
    3,139 Posts


    That certainly helps, but still not quite. I think that may just be it's diffuse texture being so dark.



    I'll brighten that up a bit and give that cranked-up phong, that'll have to do.
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  40. Post #4440
    Source Engine Optometrist!
    Dennab
    June 2010
    2,298 Posts


    That certainly helps, but still not quite. I think that may just be it's diffuse texture being so dark.



    I'll brighten that up a bit and give that cranked-up phong, that'll have to do.
    if you send me the texture I can create an illumination map for it maybe tack that on see how it looks
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