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r0tzbua

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    317
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About r0tzbua

  • Rank
    Platoon Leader

Profile Information

  • Gender
    Male
  • Location
    Austria

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  • Website URL
    http://www.r0tzbua.net
  • Skype
    guenni-ptd

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  1. Hello everyone! As a test we're posting the submission link to the wrench also here in the forums, because we got some feedback over the last month that some of you are not on the Discord and also want the link in here! So here we go, please use this form: https://goo.gl/forms/wpQULFpSaIZ2ZuP13 We're looking forward to your submissions! Edit: Please submit your entry until this Thursday, December 14th evening (Central European Time – CET) at the latest!
  2. The Wrench - September 2017 Edition

    Most of the modding community is built from the Modding Discord (at least that's where most of it started) so our submission form is also always announced there. We'll think about the call for submissions in the forums as well.
  3. What are you working on?

    I know, I'm an overachiever. Revisited a meh-texture yesterday to make it a little bit less meh.
  4. What are you working on?

    Everything starts small!
  5. What are you working on?

    I think you should look into the wear more. At the moment it all looks very generic, like you'd just put a grunge map over it. The link FishMan posted on the last page is great regarding that. Look at that AK, every scratch tells a story, ever edge has seen some hard times and wear appears mostly where it is realistic to appear. Also you should check your PNG settings, there are quite some artefacts, it seems like you're using only 8bit colors or something. If you're doing the texturing in Substance Painter i'd try to look into mask generators a little bit, they're great for some basic edge definition!
  6. What are you working on?

    It may very well be. But it's much more than just taking a photo and using its color information for texturing. In other news: Mailboxes!
  7. What are you working on?

    I'd rather not or it will look like arma2 stuff and millions of texture artists will cry out in pain at the same time.
  8. What are you working on?

    Yeah like I said, it's just basic material definition at the moment with no real wear pass as well as roughness pass. Just trying to get the basic plastic right with all of its weirdness and grainyness before adding details in the roughness channel. Because I also want to put a lot of thought into the roughness variations especially working with the ao here.
  9. What are you working on?

    working on the material definition of the plastic parts. still ways to go (no real wear pass yet).
  10. [WIP] West Bank Map [IDF]

    Nice start! Looks like you have some static lights in there still though
  11. What are you working on?

    I love the steering bar.
  12. What are you working on?

    Jump around, jump around, jump up, jump up and get down. The journey for the most useless level prop continues!
  13. What are you working on?

    I feel like every asset/3d/2d forum needs one! I'll just start: Wind turbine! has no real material yet, but it's a start: (I can't embedd because I forgot to turn off music, and it got copyrighted, so just click the link ;)) https://www.youtube.com/watch?v=D1EzlCicwhc
  14. In the last few days there has been some confusion on how to add new factions into the SDK. I tried to do a basic guide in form of a video tutorial on how to add a faction, define the roles and apply a basic retexture as a player model. I hope you find it helpful. Please be aware that: I'm austrian and english isn't my native language, so if that turns you off, I can't help you, I make mistakes This was recorded "live" and didn't receive a lot of cuts (other than the SDK startup etc.), so there will be mistakes in it and they will be fixed in the video. This isn't an "official" way by any means, it's just how I found it out by trial and error and looking at the current factions. Any questions? Shoot away! Or find me lurking on Discord on the Modding Hub
  15. Hi everyone! Since a lot of people continue to pester me about it, here it is! It's a Photoshop template for the retexturing of the US models with fancy new camos (Or unfancy new camos – who am I to judge?). (MARPAT by Assifuah, Austrians by r0tzbua) I split up the camo at all the seams, tried to get the size to each patch right to make the pattern unified over the whole model and changed some small things. The US flag patch on the shoulder got replaced by some simple velcro. I edited the normal map as well for it. So if you place a patch on it, make sure to edit the normal map as well. To change the camo (currently it is a US Woodland camo by Tounoushi from the Facepunch forums), you have to do the following: Find, and double click the layers (Smart Objects) called "[REPLACE ME]". It will open a Smart Object in a new tab. In there you can place your Camo/Color/Nude Pics and save it. You can now close this new tab, it will automatically replace all the camos with your recently placed ones. Yay! You don't have to make the camo layer visible, it just acts as a template for all the smart objects in the folder with the name of "Don't touch us if you don't have to." Both files have some extras in there for recoloring the plain colored things and other equipment: US_Army_Equipment_Albedo.psd This is a layer for recoloring the coyote/tan plain colored stuff in the original texture. If you want to retain thise, simply set it to invisible. It also has a second smart object for having a different texture for the helmet. If you want the same as in the rest, simply also place the same camo in here. US_Army_Body_Albedo.psd These are recolors of the tan stuff like the boots and the holster. You can simply make these layers invisible (by clicking on the eye, but I guess you know that already) if you want to retain the standard tan versions. There is a Marmoset Toolbag file in there which should theoretically work to give you a quick preview, just replace the missing textures in the materials with you newly created ones. (You may have to export the combined map from the SDK yourself to get a "real" look.) I think that's it for now, if you have any questions, just hit me up on the Modding Discord. Ah, yeah you need a download link, it's on MEGA, because it's huge: https://mega.nz/#!RFNyxQAb!EJq63QkxzhwZeOJL4572IWBQe6Pj2KnTII3r0nahsiE Credits: Offworld Industries for the model and textures, I'm sorry I'm doing this to you. Tounushi from the Facepunch Forums for the M81 Woodland Camo, I'm sorry I misspelled your name in the PSD, but it took a long time to upload it and I don't want to start again
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