SFM Workshop: Improved Head Textures - Soldier
Вставка
- Опубліковано 8 вер 2024
- No more Shadowy Dark Teeth!
Improved Head Textures is a project dedicated to improve the original TF2 Classes head textures, along with custom materials and parameters to enhance them even further, while holding onto the original design.
The New Soldier Head Textures include:
- Upscaled Textures (2x)
- Denoised Textures
- New Phong and Exponent Textures
- New Rim Mask
- Added Bump Maps
- New Material Settings
- Fixed Teeth and Gums Texture's Color and Brightness
- Adjusted the Beard and Hair's Phong values to have a "beard-like" Surface Effect
- Reconstructed Higher Resolution Iris and Cornea Normal Textures
- Fixed and Improved Eye's Environment Map
Download from the SFM Workshop here: steamcommunity...
Made in 7h 5m. (Animation Only)
Music:
- TF2 Soundtrack - Intruder Alert (Custom Edit)
Links:
- Video on Steam: steamcommunity...
- Download on the SFM Workshop: steamcommunity...
- SFM Workshop Playlist: • SFM Workshop
Other Platforms:
- Discord Server: / discord
- Steam Group: steamcommunity...
#TF2 #TeamFortress2 #SFM
Changelog for updates to these textures:
New update to the Textures V2.0:
-Textures are now Compressed to save on memory usage (from 61mb to 18mb)
- Color Correction
- New Improved Bump Maps
- New Rim Mask
- Restored Texture detail that was lost in certain areas in the Upscaling process
- Improved the edges of the beard and hair line
- Improved Shading on the ears, neck, lips, nose and eyelids
- Improved the Texture on the back of Soldier's mouth
- Adjusted the Phong and Exponent values for the skin, hair, ears and beard
- Fixed / Future-proofed small Texture seams
- Removed $detail and DX8 attributes from Materials
New update to the Textures V2.1:
- Increased Noise Intensity from 1% to 2%
- Small Improvements to the Stretch and Compress Textures
- (NEW) Fixed and Improved Eye Cubemap/Envmap Reflection (original was broken and low-res)
- (NEW) Added New Lightwarps to the Eyeballs to prevent the eye from "glowing" in dark light situations (Map Lighting Only)
- Added a subtle circular highlight to the Iris Texture
I cannot believe it, he is literally doing that the rock eyebrow face
0:28 "This haircut is mine now, do you understand that?!" "No!"
0:28
“This haircut is mine now. Do you understand that!?”
“(distant) No!”
Which class do you want to see next? (Medic, Heavy and Soldier completed)
As the occasionally filthy Scout main, may I request my favorite man from Boston?
Scout please. he definitely needs work
Engineer gaming)
Double agent
Bostonboy ftw!!!
You're doing a godly work with these improved head textures. Keep it up!
Thank you
Honestly upset UA-cam didn't recommend me your vids earlier. These are great!
Thank you
Oh man that's looks beautiful
Amazing!! He looks real! Almost, too real...😐
Every aecond you are not running... he gets çļò§ēŕ
Question.
@@byebyeinmariovoice what's your question, Soldier?
He looks so handsome
Your animations are incredible! You've earned yourself a subscriber. :)
Soldier TF2: You deserved a medal, SpyKe
He looks amazing!!
I wonder what the Engineer will look like.
Best Ever ! Art Of War Style Maggot !
He gonna give scout a run for his money getting all the women
got them pearly whites
LOOK AT THEM EYEBROWS! 👏👏👏
Awesome!👏👏
0:32
Medic: NO!
3 out of 9. Wonder who's going to be next to get the improved textures.
woah nice!! im just starting yesterday and still figuring out sfm but im excited to use this.
may i ask if you use different models for the mercs? or just what comes with sfm
For this video I used the default tf_movies model that come with SFM yes, but sometimes I use other models from the workshop for multiple reasons. Some have features that others don't, such as diferent bodygroup options
@@SpyKeTF2 oh okay, thank you!
Giga chad
holy shit that's beautyful
do engineer next
We (me) need this for Garry's mod
Sorry, but I do not know how to port this to Gmod in the form of Texture only.
@@SpyKeTF2 oh ok
Much like Minecraft texture packs.
can you make a tutorial on how to apply
They work out of the box when you subscribe to them on the Workshop. Any problems you might have with it, read the description on the Workshop Page of said Item you're having problems with
will you update these, now that the raw photohshop files have leaked?
There is no need for it, as I'm confident that this is the definitive and final design I was looking for when doing these textures and I made sure they were done correctly.
Besides, only some of the classes have all the layers available to edit, while others only have the post 2007 edited versions (that only include a few shading layers to modify).
MEDIC
i get that a lot of work went into this but i really think it clashes with the art style.
Could you elaborate on why?
@@SpyKeTF2 You removed a lot of the intentional lines and grit in the colors in favor of smooth gradients with no flaws. His stubble suffers nhe worst from this change, in my opinion.
Those visual features (indeed reduced due to denoising) were revamped in the form of material changes to the phong, exponent, etc, to be on par with the other classes, such as the Engineer, for design consistency across all models.
The second thing is the VTFEdit compression problem (program used to create materials), where some colors are compressed despite using a seemingly uncompressed type. With that in mind, I had to apply some methods to help negate these side effects, such as adding dithering and boosting some colors, which ends up being different from what I 100% intended, but is the closest that I can do to try and mitigate this problem.
The third and final problem is that there are two kinds of models: the movie and game models. Valve being Valve didn’t apply the same treatment to all classes equally, so some have the ‘movie upgrades’ and others don't. So for me to achieve that, some visual aspects of these textures had to be changed and adapted for animation purposes, such as adjusting the over-the-top default phong values (that do help see the silhouettes in gameplay, but are not so useful in movie-making) to more natural ones.
But I’ll be sure to keep an eye out for those details more in the future. After all, I can always release a small patch/update down the line, which I plan to do with Medic since we always learn new things when working with the Source Tools.
@@LieseFury I disagree, it makes the faces more flexible which means more GMOD-y stuff.