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DoomGuy Skin for Blu Soldier

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Progress Report

In Development - 80% finished

Updates

new update 3.1
  • changed texture
BenjaWanders avatar
BenjaWanders In a Break
Member Joined 6mo
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BenjaWanders
2mo
new update 3
  • texture more realistic like photo realistic
watch the new image, now i put a jpeg file with the body and head so u can help me if u want
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BenjaWanders In a Break
Member Joined 6mo
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BenjaWanders
2mo
DoomGuy Skin For Blu Soldier
PD:i use the tank top skin for soldier its only edited the blu soldier tank top, now you can download it, you can watch it an inspect it and give your ideas.
PD2:http://mods.tf/mods/1059/ For the cosmetic for watch the soldier face's
(Remember to put it like a hat remplace not face cosmetic remplace) now with sound 

WARNING)


The sounds may content bad words if you dont want the sound's dont put the folder sound/vo

Download

Posts

  • 1
  • 2
  • 2mo
    MeatwadMeatwad avatar
    MeatwadMeatwad avatar Offline
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    Make the textures more tf2 style and less plastic looking.
    A Bad Modder
  • 2mo
    BenjaWanders avatar
    BenjaWanders In a Break
    Member Joined 6mo
    301 points Ranked 12909th
    if u want other texture send me the file and lets watch if your texture can apper

    (there is a jpeg file for edit in the files)
    Im Back avatar
    Mantra
    Im Back
  • 2mo
    Dylan.cs avatar
    Dylan.cs Offline
    Member Joined 9mo
    180 points Ranked 18761st
    Professionally made in paint, LOL

    8/10

    MarcianitoYT avatar
    Mantra
    MarcianitoYT
  • 2mo
    I feel as though you've taken a few steps back, instead of progress. I see what you're aiming for, and although I'm sure it will look different once the game's shaders are applied to it, but the sudden shift from TF2 to "photorealistic" is very out of place.

    In short, I think
     Is better than 
    Team Fortress 2 artstyle is all about looking like a soft-brush painting, Toony lightwarps, and outrageous physics and logic. Photorealism really doesn't blend well with the rest of the game. 

    I suggest starting over with that previous version, keeping that style is key to it's success.

    But of course these are only suggestions, its your option whether to follow them. 
    Oversensitive sociopath avatar
    Mantra
    Oversensitive sociopath
  • 5mo
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    RLVG_ avatar
    RLVG_
    RLVGReviews Flag
    RLVGReviews
    Alright long winded post coming here, mostly because of pictures. (Feel free to pm me questions :D)

    The screenshots and tools are in Photoshop and Blender.

    I see what you're trying to do and I want to help you with some things that can drastically improve the quality of the skin.

    First: Shading

    There are 2 ways of adding shading, the first is hand painting in shading and the second way is through an ambient occlusion and that is the generally accepted way. Shown here:



    Your colors and textures can be overlayed onto this to give shading and depth to the skin rather than just it being flat colors. Shown here:



    As you can see it looks much better especially when represented on the model of the soldier.

    Second: Seams

    The next screenthot will show various seams I found on the texture (not a big issue, but eh they're there.)



    a way I use to combat seams is to look at the model and texture in a 3-D space rather than 2-D also the UV is always helpful, as the edges meet up with each other. Shown here:



    Third: Tips

    The armor pads on the texture and ways of representing the transition of texture (i.e. from skin to glove, etc.) The hard edges  don't represent the shift well rather it's shown as a sudden change, try either normal maps (I don't know if you're trying yet or... but the normal map in the files didn't have any edits.) or gradients to represent the transition smoother. (Things I'm talking about) Shown here:



    Here is an example of gradient usage (or guassian blur)



    This is the normal map plug-in I used to use it is great for simple things such as what you're trying to accomplish. Here
    and here is a tutorial for how to use it. Here

    Then one last thing about the texture, I know this is still a wip, but I highly recommend cleaning up your strokes, if you don't have a tablet or steady hand the pen tool works wonders in making almost every shape imaginable. Shown here:


    you create points and pull the points out to make curves, alt clicking to reset curved anchor points.

    Fourth: Closing

    I look forward to this mod being completed, nice idea and fairly decent execution so far. I wish you luck on your endeavor man.
    • Win x 1
    Fruityloops - RLVG_ avatar
    Mantra
    Fruityloops - RLVG_
  • 5mo
    Good update from the last version, now all needs is some baked lighting to give it some depth and we'll see where it goes from there.

    Add varying shades of green and white by hand if you can, use traditional shading as reference. Although if you do bake the lgihting you may need to go into the VMT and remove the lightwarp parameters to make it look right


    Alternatively use bump maps to add depth. I recommend contacting some texture experts around the site for help with that.
    Oversensitive sociopath avatar
    Mantra
    Oversensitive sociopath
  • 5mo
    spongeboy avatar
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    Member Joined 1y
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    Right about now the colors seem a bit flat.  Makes it look like you just filled the green in with the paint tool.  I recommend you try different shades of green to make it seem less flat.
    eh
  • 5mo
    BenjaWanders avatar
    BenjaWanders In a Break
    Member Joined 6mo
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    hello, im gonna to continue the skin/Wip, i will continue with him because i have better programs in my laptop, wait for it.
    Im Back avatar
    Mantra
    Im Back
  • 6mo
    Sand Beige Tan gloves, not yellow.

    And about that baking light, you need to add texture marks of varying color and gradient to get the illusion of the 3D-ish thin armor plating. Either bake the light or use bumps, but not both. I suggest baking because it would probably have a better aesthetic given the retro theming.

    And those circles don't exactly depict the pectoral plates, you may require extensive bumpmapping or model editing to accomplish that unless you bake the lighting properly.
    Look to Half Life 1 for baked lighting examples. Baked lighting is what gives Gman's Suit his depth (without the use of bumpmaps) despite being a flat surface. (see attached pic)
    Creases, folds, use your lights and darks.
    You may find it better to load it into something like Blender and paint it by hand to get a reference, then export that into an image editor and then modify it accordingly, but I can't blame you if you have no idea what I"m talking about, its easier to do (granted you know the basics) than to explain.

    Lastly, always keep your reference pics handy. Never go by memory.



    Sorry if this is too much to take in at once, I figure put it all in one place and you can come back to it. Have any questions about any of this just ask.

    One more reference that'd be useful is some basic pectoral chest armor. 
    Oversensitive sociopath avatar
    Mantra
    Oversensitive sociopath
  • 6mo
    Griffbo avatar
    Griffbo avatar Offline
    Sandwich Studio Flag Affiliation: Sandwich Studio
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    Griffbo avatar
    Griffbo
    Sandwich Studio Flag
    Sandwich Studio
    Looks like one of my skins.
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    Mantra
    Professional Meme
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Details

Development State
In Development
Completion
80%
Access
Public

Stats

Posts
13
Views
2,549
Downloads
260
Date Added
6mo
Date Modified
2mo
Date Updated
2mo

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