I think the guy who actually requested this has disappeared into the depths of the internet for his quest for one of these. :/
I think the guy who actually requested this has disappeared into the depths of the internet for his quest for one of these. :/
# Last Activity: 10-10-2009 09:40 PM
That was yesterday
I think the guy who actually requested this has disappeared into the depths of the internet for his quest for one of these. :/
I tend to think the no phong option looks better because it isnt creating harsh highlights.
But. I know how lovely phong looks. are you using any of the lightwarp textures? can i recomend the hand warp?
It's got a grid just because it was a placeholder for the textures...which hadn't been made yet. I just placed the AO layer on multiply in PS over the top of the UV texture layer, like this:Why does the AO have a grid on it? Doesn't look like you used the AO pass on the tex.
You should use specular on the glass and chrome.
(you might need to make the glass a seperate tex (I've heard you can only use the alpha for spec or transparency, glass needs both but as a seperate material I think it can be transparent and specular with no alpha.
Then you can use the alpha for specular bits of chrome on the main tex. and the glass tex could be real small)
And:vending_machine_01.vmt said:"VertexLitGeneric"
{
"$baseTexture" "models\props_misc\vending_machine_01"
"$bumpmap" "models\props_misc\vending_machine_01_normal"
"$model" 1
"$phong" "1"
"$phongexponent" "10"
"$phongboost" "0.05"
"$lightwarptexture" "models/player/engineer/engineer_hands_lightwarp"
"$phongfresnelranges" "[1 5 60]"
"$halflambert" "1"
// Rim lighting parameters
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" ".1" // Boost for ambient cube component of rim lighting
}
vending_machine_01_glass.vmt said:"VertexLitGeneric"
{
"$baseTexture" "models\props_misc\vending_machine_01"
"$model" 1
"$translucent" 1
"$envmap" "env_cubemap"
"$bumpmap" "models\props_misc\vending_machine_01_normal"
"$envmaptint" "[1 1 1]"
}
I don't reallly like the bottles though. 1: they aren't round enough and it shows, 2: they look just like a flat piece, nothing 3d looking about them from those screens. Or maybe that's the 'holders' in which case a few bottles in there would help alot.
Yeah, I figured that was what the grid was but just never saw anyone overlay ao onto the grid. No biggie, I'd actually like to see it with AO only applied so it's grey scale. I think renders like that look cool but also let you see the shadows as they lay nicely.
Still seems like your AO is too smooth though. Grab XNormal, it's still beta so grab it while you can. I recently used the hi/low poly meshes for a few AO bakes and they came out pretty good with default settings.
It does normals and stuff too, great tool.
One thing I notice on the AO that I think should show is a shadow under the chrome handle.
I think the color is just too dark/orange and could use some of those typical TF2 'square splotches' of a lighter red.
I've used that multi-smae tex trick for another game, didn't think about it though
I don't think the bottles really need geometry, the glass,shadows and reflections will hide them some anyway. But deffinately some good tex work.
Looking foward to seeing it in game.