It's time this hat gets its own thread, cause people are cool and helping me out with it, so I don't want to hog up half a page on the main P&P thread anymore.
This is the current status of the hat:
The original Model, untextured: This was too small and way too many tri's. I made it using the Head Reference art from the TF2 main page. When I put it on the body, it was TINY.. So I resized it with a focus on removing geometry.
With the original Texture: I'd be happy with this pattern instead of the blended colors it has now. The only problem is that to make this, I didn't have a UV map. I just colored the faces what I wanted them.
The current UV Map:
The shaded UV Map:
Here are some issues that I'm working out:
The Jigglebones and the nature of their flow:
Quote:
Originally Posted by SuperSoupy
Looking nice, I have a suggestion though:
Perhaps consider toning down the amount that this overlaps when moving in-game?
From what I've seen of it so far, it flows nicely but tends to lose its distinctive shape too much. I'm unsure as to whether you can tone down these settings in the engine, but if you can I would definitely suggest doing so.
|
I want it to move and flow, but there is a problem when the scout gets ultra bouncy, that the bones tangle with themselves, and it does some screwy stuff. I have been playing with the QC file over and over and am having a hard time fixing it entirely. It does tend to fix itself when it refreshes, but I'm not happy with it doing that at all. I am OK with the sleeves flying every which way, so long as they don't overlap each other, or go into the head itself. It should appear really loose and dangle about, but not sooo dangly that the textures twist on themselves.
I think once I make this hat for the other classes, a lot of this will not be a problem. The scout's speed is actually the worst thing for the bones.
The Texture is not right:
Quote:
Originally Posted by Jackablade
You're wasting loads of space there. You could easily stack repeating parts and scale everything up to give yourself a lot more texel density to play with.
|
This is a great idea, and I didn't realize you could do this. I'm going to rebuild all the UVs this week. Which, I admit, I am not stoked about. I believe it's necessary though.
Quote:
Originally Posted by Ruskeydoo
@ pegee - I don't think it's just the palette which needs looking at. The way you have the colours blending into one another is something that I can't recall happening anywhere else in TF2.
|
This is definitely a problem that needs addressed. Consistency was made very clear to be hugely important, and while this might make a nice hat for some hippies to wear at a festival, it's not the best texture for TF2. The reason I haven't been able to get a PATTERN, is because of the way the UVs blend, especially when you remove geometry for the LODs.
Issues I'm Having:
UVs and LODs:
When I remove edge loops to create the LOD's I've had a hell of a time getting the UVs on the edge of their group to behave. I'm thinking it's' because the edge loop that is best for the model to have removed isn't the best for the UV map, and it destroys some stitching or something. Check out the underside of the sleeve in this pic. The whole UV pattern repeats in the space between two edge loops. I'm pretty sure I understand how this happens, but I do hate it and loath having to redo that aspect of it. I'm willing to fix it since the texture itself isn't right yet. Hopefully the solution to one is the solution to the other.

The Jiggle Action causes the texture to fold sometimes:
This is the occasional glitch, and I've been able to reduce it by changing the bone lengths and mass in the QC file, but it's still happening, and to me, it's unacceptable. I submitted the model in order to get more feedback, hoping I can revise it and fix it.
Sometimes, it actually looks natural and cool when it just happens to one sleeve and barely at all. But when you get a really active scout, it can get bad.

My Questions:
Any advice on textures is always welcome.
How big should my uploaded file be?
I see people with 4-6 MBs for a hat, and mine is .579 MB. I have 5 LODs and I know zipping reduces them, but man, I have it on the BEST settings, and it seems too small.
The bones never come to rest, is there a way to stop them from swinging?
When the scout is standing still, even in the model viewer, the ends move like snakes. I've changed the settings hundreds of times, and they always move. Shouldn't the gravity bring that to a rest?
One Sleeve's QC Jiggle Settings:
$jigglebone "jiggle_front1" {
is_rigid {
tip_mass 25
length 4
angle_constraint 30
}
}
$jigglebone "jiggle_front2" {
is_rigid {
tip_mass 25
length 4
angle_constraint 24
}
}
$jigglebone "jiggle_front3" {
is_rigid {
tip_mass 25
length 3
angle_constraint 24
}
}
$jigglebone "jiggle_front4" {
is_rigid {
tip_mass 25
length 3
angle_constraint 24
}
}
$jigglebone "jiggle_front5" {
is_rigid {
tip_mass 50
length 2
angle_constraint 24
}
}
$jigglebone "jiggle_front6" {
is_rigid {
tip_mass 100
length 1
angle_constraint 0
}
The Main portion of the QC:
$modelname "player/items/scout/0x006d273c/jestercap/jestercap.mdl"
$model "body" "JesterCap.smd"
$lod 10
{
replacemodel "JesterCap" "JesterCap_LOD_1"
}
$lod 18
{
replacemodel "JesterCap" "JesterCap_LOD_2"
}
$lod 28
{
replacemodel "JesterCap" "JesterCap_LOD_3"
}
$lod 36
{
replacemodel "JesterCap" "JesterCap_LOD_4"
}
$cdmaterials "models\player\items\scout\0x006d273c\jesterca p\"
$texturegroup skinfamilies
{
{ "jestercap_red" }
{ "JesterCap_blue" }
}
// Model uses material "models/player/items/scout/0x006d273c/jestercap/jestercap_red.vmt"
// Model uses material "JesterCap_blue.vmt"
$surfaceprop "cloth"
$illumposition 2.582 0.420 5.102
$sequence idle "JesterCap_idle" fps 30.00
$collisionmodel "JesterCap_phy" {
$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
{
JIGGLE FRONT
(as above)
JIGGLE RIGHT
(as above)
JIGGLE LEFT
(as above)
}
This is a work in progress, and I am extremely grateful to everyone who has helped and will in the future.
One thing is for sure. I don't think I could have picked a more difficult first hat to work on. So once this hat is good, I should be able to make simple hats in my sleep.