Fallout 4
Taurus PT911S

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GaigeStorm

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18 comments

  1. yangjian01
    yangjian01
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    Damn this looks sweeeet! Any chance for a Berretta M9A1?
  2. GoodnightEngland
    GoodnightEngland
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    Wow. Looks great mate!
  3. antistar
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    This is definitely an improvement. The most noticeable issue now is that the edges look way too sharp; like it hasn't had normals baked from a high-poly model. You can do that baking in Substance Painter.

    Beyond that, some of the surfaces look unnaturally uniform, but that's not as big a deal as the sharp edges.
    1. GaigeStorm
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      Unfortunately I don't have a high poly version so I had to bake what I could with the low poly version. You sound familiar with Substance. Any idea what I use to convert the textures to use in fallout 4? I tried converting them using a DDS converting tool but when I do that and get in game the gun is very glossy.
    2. antistar
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      It's not too difficult or time-consuming to make a high-poly model from a low-poly one - maybe depending on its topology. In 3ds Max you can use quad chamfer and turbosmooth. Tim Bergholz covers the process in his (really good) tutorials on ChamferZone - e.g. the Blade tutorial. He covers using Substance Painter in those too.

      I'd be surprised if there wasn't an equivalent to quad chamfer and turbosmooth in Blender, if you don't have 3ds Max. To be frank, whatever the method, without baking from a high-poly model, this isn't going to look very good.


      Anyway, in Substance Painter, these are the two presets I use for exporting for FO4:

      - SpecGloss
      - MetalRough

      (Well I think I changed the naming logic a bit recently but that only affected the file-names.)

      With the MetalRough export I layer the colour over the diffuse and drop the opacity of the colour layer to 35% to get the final diffuse map; otherwise the diffuse was too dark for metals in FO4. (Incidentally I have no idea if any of this is best practice, it's just what I've been able to work out that seems to work okay.)

      To save the final dds files I use the Intel Texture Works plugin in Photoshop. You may be able to find alternatives to this, but I'm not sure.

      Diffuse should be saved using the "Color" texture type as either BC1 (DXT1 in the old naming scheme) or BC7 Fine Linear. BC1 is what was used in New Vegas and Skyrim for example. File-size is smaller but it can have visual artefacts. BC7 looks better.

      The norms map and Spec/Gloss map should both be saved using the "Normal Map" texture type as BC5 Linear 2 Channel. If all else fails you can use BC1/DXT1 for these and the game will accept it, but it won't look as good or be as efficient.


      As for looking too glossy in-game, this could be from saving things in the wrong channels in the Spec/Gloss map - spec goes in the red channel, gloss goes in the green channel, blue is unused - or it could be the material (bgsm/bgem) file/s you're using. You can tweak glossiness in those using the FO4 Material Editor.
    3. GaigeStorm
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      Thanks for the reply mate and all the helpful information. I used blender to make this model a while ago but blender has a subdivide modifier to increase poly count. I'd have to try that. As for textures I have PS CS6 but the Intel plugin won't work. I've tried videos but all their folders and stuff are different. Sort of stuck there. Paint.net and Gimp only export to BC1 DTX1 and BC5 DTX5 with Bicubic which Is how I've always done it but doesn't work out well for these textures.
    4. antistar
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      No problem.

      With Intel Texture Works I just followed the instructions that came with it, so IntelTextureWorks.8bi ended up in:

      \Adobe Photoshop CS6 (64 Bit)\Plug-ins\File Formats\


      I've seen other mods use BC1 for norms and spec/gloss maps and seem okay even if they don't have the same quality they'd get from BC5 - e.g. Shoeburglar's Makeshift Anti-Materiel Rifle - so it might be what you're putting in the channels rather than the file format? Or the settings in the material files. Just guessing really.
    5. GaigeStorm
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      Hmm. I followed everything I could. That's the thing my PS doesn't have a Plug-ins folder with a formats in it in the main directory. I've tried placing it in anything that had the word "plugin" involved and nothing. I could try messing around with the speculate some more and see if I can find a solution. Instead of using the green and red secular I tried the black and white method and it sort of worked and got rid of gloss but left dark spots and stuff. I appreciate all the help you've given me though. Most modders aren't so helpful.
    6. antistar
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      No worries; I remember how hard it was to scrape together accurate information on these things; not a lot of info out there.

      I'd try creating the required directories as per the Intel Texture Works readme, if you haven't already.

      Not sure what you mean by the "black and white method". If you mean you've got your spec/gloss map just looking greyscale with all three RGB channels visible, that's not really what you want. The blue channel is just ignored anyway. Normally it'd look green or yellowish when looking at all channels (since the blue channel would be black).

      If you set up your export presets for Substance Painter as in the images I posted and export your textures, the spec/gloss map will be set up the way it should be for FO4. (More or less. There's a few minor ifs and buts when it comes to exporting from the metal/rough workflow at least - e.g. the thing I mentioned with layering the colour export over the diffuse export and lowering its opacity.)
    7. GaigeStorm
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      I have tried recreating the directories but no luck. I'd grab a new version of PS but it's not like I can just get another one without paying for it all over again. But I'm gonna try everything you've given me and get back to ya
  4. zestoflemon
    zestoflemon
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    It's beautiful. Sorry again for the harsh words about the textures. This is definitely a vast improvement. The trouble is that textures have to be heavily tweaked to look nearly as good in-game.
    Anyway, I'm sure you will have more luck with animators now.
    1. GaigeStorm
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      Thanks. Other then felling bad about the harsh words about my textures I used that as inspiration and constructive feedback so don't feel bad about it
  5. Mysanthropey
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    I love it, and I am excited for a release!
  6. choochoo1
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    I think it looks amazing.
  7. Musiclover542
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    Holy moly this looks amazing!
    1. GaigeStorm
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      Thanks mate. I'm hoping this will be the end of my bad texture days XD
  8. User_42537105
    User_42537105
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    Very sharp and great detail. You'll never hear me complain about somone's texture work...mine looks like a study in crayon.
    1. GaigeStorm
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      Thanks mate. Can't be that bad mate believe me i get my fair share of texture hate weekly. Just look at my other image uploads.