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Comes with completely new textures and fresh new normal maps. Please enjoy these gloves and don't forget to comment and rate for feedback. :D
Special thanks to Casper. for making a video for me. Watch in HD!
> **Posted by DoWhat**
> > **Posted by KSW**
> > hey snake Can you do COD ghost multiplayer hand skin
> There's more then one hand model in multiplayer it depends on what outfit you use on your character
Yeah i say that was my mistake but the hand's color only changes and i was talking about the hands i do not want a gillie or some other outfit skin just the hand and a clean arm texture on the sleeve or arm
> Yeah, people bad at taking criticism don't get along well with me. Admittedly I'm pretty cold and unforgiving about it, but I don't come up with bullshit crits. I also like to think it balances out the more numerous inexperienced users who lay glowing praise and almost fanboyish awe on practically everything on this site, good or bad.
> As for Echo, I provided some criticisms for his earlier work, back when he went by the name Wound. Short version is he didn't react very well to it, and a moderator had to get him to calm down and tell him that my crits (although a bit cold) had a point. I'm glad to say that Wound/Echo has since improved his skills substantially.
> As for this submission, Tware has already asked me to elaborate, and so I will, after I get around to writing it up.
You are definitely very intuitive in your statements Doneh. We truly do need more people like this on this site but unfortunately not everyone is as high functioning as others. Echo's insecurity really does show so much it hurts, but I need to bear it in order to move past such things and focus on what is really important here since the vast majority of us are all modders. I intensely appreciate your constructive criticism as this is very professional and needed. Thanks,
Alright, had a closer look.
Ordinarily I wouldn't go into such detail, but you seem like someone who might actually understand this stuff, and hopefully take it in.
I have two main gripes:
First, the phong warp. I realize the use of phong warps is somewhat popular; however, in almost all the skins I see that use it, it's unnecessary and unrealistic. Phong warps only look right on materials (usually metal) that have been chemically treated or changed in such a way that they'd shine with unusual colours. Since cloth and (usually) leather don't fall into that category, a phong warp makes it look abnormal (though thankfully you used a fairly mild warp).
Another reason I discourage phongwarps is because it limits what you can do with phong in general for the texture, since phong warps can't be masked. If you want tinted phong, the best way to go is $phongalbedotint, but that comes with its own set of challenges (unless you're using CS:GO).
Short version: don't use it. Leather looks fine (and more natural) with untinted phong, and you'd be passing up the ability to use phong on the rest of the gloves without it looking even weirder with the warp.
Next: $rimlight. The first thing you should know about rim light is it's based on ambient lighting and (apparently) cubemaps. This means the rim light effect tends to appear at all times, even in dark areas. So basically you get highlights with no light source to cause them, which looks weird.
There are still some uses for rim light, though. The highlight is very flat (like phong with an exponent value of 1). This makes it decent for use on fabrics (especially soft fabrics), since fabrics do (in real life) have a flat highlight on edges and creases, even in low light. Just use it with moderation or it'll glow too obviously in the dark.
Fun fact: rim light in general is mostly used to make objects subtly stand out (lol that's an oxymoron, isn't it?). Think Operation Metro in BF3: player models have a fairly obvious rim light effect on them so that they stand out in shadowy areas just enough to be not too hard to see. This is to facilitate an effect on gameplay, not add visual realism. CS:GO also goes nuts with rimlight on its player models, again to better facilitate competitive gameplay.
Short version: if you MUST use $rimlight, only use it on fabric or similar materials, not shiny and smooth ones. And make sure $rimlightboost and the complementing $rimmask keeps it low and moderated. Otherwise it'll glow in the dark (or low-light) like this:
Screen 1, screen 2, screen 3.
One final thing about rim lighting: it's almost always best to use regular $phong for a rim lighting effect, because $phong draws from direct light sources, and will not glow magically in the dark.
I was also going to go on and cover how you might implement envmaps for the leather and how to properly use $phongalbedotint, but this post is already really long. I'd be happy to further explain these things via PMs or Steam if you wish.
And like I said, your actual texture work is quite good. I was particularly impressed with the cracks and wear on the leather being properly darkened in the phong mask. My only crits right now is how you implemented the shaders.
Side note, I'm a fan of your Oakley gloves. I modifiedtheshaders, and I use them fairly often.