Modification Asset Improvement Workshop

Discussion in 'Garry's Mod: Flood' started by Dawson, Nov 13, 2019.

  1. Dawson

    Dawson Veteran Member

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    Over the last two years I have gained lots of experience in model editing, (de)compiling, and qualitatively releasing Workshop content. The following list outlines my current skill sets:

    With the above, I could potentially put them to good use for improving the overall quality of Flood's assets (i.e., player models, props, accessory items), where needed. Not sure what the higher ups think about the idea in general. I could start off with a few 'assignments' from a to-do list and see what people think of the results.


    Maintaining optimal efficiency will involve the following for any fix-up assignment:

    Input / Feedback on this potential pursuit would be appreciated. Thanks for a moment of your time.

    ______________

    For your convenience, the following gallery showcases my qualitative hand through a series of experimental model edits + creations (existent, albeit unreleased in varying stages of development; most prop works dated by 2 years):

    Colorization of select existing assets (circa late 2017)
    [​IMG]

    Collision mesh changes of select existing assets (circa late 2017; due for optimization)

    [​IMG]

    Color spectrum editing of puffer fish model (from recollection: wasn't easy) (c. late 2017)

    [​IMG]

    Colorization of select existing assets, part 2 (circa late 2017)

    [​IMG]

    Concave mesh updates for of select existing assets (circa late 2017; due for optimization)
    [​IMG]


    Concave mesh edits for select props: High detail (c. early 2018)
    [​IMG]

    Colorization of 'windowed tile' props + creation of new variants
    [​IMG]

    Re-scaled hotdog prop w/ colorizing and contouring collision mesh (not shown)
    [​IMG]

    Edit of 'bunker' construction prop to feature two (2) openings.
    [​IMG]

    Colorization of prop + retention of transparency (Park tree)
    [​IMG]

    Colorization of prop + transparency retention (plastic crate)
    [​IMG]

    Latest odyssey into 2D-to-3D modeling: Rage faces (multi-purpose)
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    HL2 Survivor: Combine Medic, Male: Colorizing + bodygrouping (not showcased)
    [​IMG]

    Isaac Clarke edit: colorization and multi-bodygroup compatibility (front)
    [​IMG]

    Isaac Clarke edit: colorization and multi-bodygroup compatibility (back)
    [​IMG]

    HL2 Skeleton: Colorization compatibility + alpha channel tweaks (see teeth -- they can't be colorized) + bodygroups
    [​IMG]

    HL2 Skeleton: Colorization compatibility + bodygroups
    [​IMG]

    Gas Mask Soldier edit: color compatibility + mask bodygroups (not shown)
    [​IMG]

    Experimentation with hacked model parts (for accessory purposes)
    [​IMG]

    Further experimentation with hacked model parts...
    [​IMG]

    Colorizing + bodygrouping of 'Enhanced CS:S terrorists + counter-terrorists' (existing addon; feature face posing by original uploader)
    [​IMG]

    First attempt fixing weight painting of Obese Male (see left; on hold, but ongoing)
    [​IMG]

    Creating original bodygroups (w/borrowed assets) for Obese Male from the ground up (on hold; ongoing)
    [​IMG]
    [​IMG]


    Revision of old 'Crowbar player model' via creation from ground up
    [​IMG]

    Old version...
    [​IMG]

    Redux
    [​IMG]
     
    Last edited: Nov 13, 2019
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  2. Wolfgang

    Wolfgang Veteran Member Platinum VIP

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    This is golden! I’d love to see you take your talents and apply them to the server. I’ll compile a list later today of playermodels that could use tweaking/coloring!
     
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  3. Dawson

    Dawson Veteran Member

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    Muchos gracias / Mahalo. We'll see how things turn out for the benchmark and the approach as a whole. I've still yet to acquaint myself with currently implemented server assets (probably will manage this coming weekend), but am open to attempt tacking anything.

    ------

    Extraneous notes:
    • Configuring spawn-in color. I belive it should be possible to pre-designate a spawned prop's color without having to utilize the color tool. It'd have to be done via configuring a .vmt file to display a specific color code. Food for thought with implementation of any texture edited to be white.
    • Skin groups > Body groups (?). Never implemented it extebsively before, but for non-destructible props (those that don't splinter into fragments when damaged enough) it may be more efficient on file size if I utilize skin groups instead of bodygroups. (Wouldn't have to add on to existing vertices.) The other way around is better on player models for the sake of maintain consistency with death ragdolls -- all changes to skin groups revert back to original value (0) each time the player/NPC dies. But for static entities like pianoes and boats: they're just going to disappear anyway once destroyed, so nothing in the way of aesthetic consistency would be lost.
     
    Last edited: Nov 13, 2019
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  4. counter

    counter Godly Member Admin Platinum VIP

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    Would be nice if this is feasible since I think it would be a bit weird to see white boats everywhere. Put a white flag on top of it and it'll be a server filled with lazy people!
     
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  5. Dawson

    Dawson Veteran Member

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    Oh, totally agree. I wouldn't be a fan at all unless they can be spawned in as another color (which, again, should be possible.

    Changing colors would be theoretically neat if you're sick of seeing the somethimg like a plastic barrel being one color all the time and wanted it anotber hue. Could alsi be done for achieving even more festiveness dueing, let's say Chaunnakah (Blue and white) and Christmas (Green, White, Red).

    Adding 'bleached' textures would take up more file space, that's a given. I'm not exactly certain of what would be the best way to bring out such colorable variants.
    • Designate a skin group? How would we be able to alert folks that it exists?
    • Designate the 'bleach' skin by default (where applicable; i.e., 'skin 0') and emulate spawn-in coloration of original textures as closely as possible?
      • 'Skin 1' would draw from retail textures for HL2 props to avoid file bloat.
     
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  6. Dawson

    Dawson Veteran Member

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    For purposes of getting started, should I just begin somewhere with, let's say, 10 – 12 props? As emphasized earlier, I can release before-and-after work to the public once finished with the set.

    I'll plan to post results to this thread for consistency.

    * Still open to suggestions * :emoticon_smile:


    ––––––––––––––––

    What I plan to do for each prop:
     
    Last edited: Nov 15, 2019
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