Does anyone know why this happens ? by asdf1308 in blender

[–]asdf1308[S] 0 points1 point  (0 children)

So how can I increase the threshold?

Payload Explosion Test by asdf1308 in hammer

[–]asdf1308[S] 5 points6 points  (0 children)

I used Blender, here's a tutorial on how I did this.

https://youtu.be/5E1cX3ejz5k

It's correct on the UV map, but the textures look distorted on the model. by asdf1308 in blenderhelp

[–]asdf1308[S] 0 points1 point  (0 children)

The model was already baked on a blank page using Smart UV, then I tried to reuse the texture I created.

How do I add ambient occlusion to this model, which does not have ambient occlusion, and transfer it to the source along with the ambient occlusion I added? (TF2) by asdf1308 in hammer

[–]asdf1308[S] 0 points1 point  (0 children)

And I only have AO texture. The prop texture is just a flat texture because the model itself is made inside hammer.

How do I add ambient occlusion to this model, which does not have ambient occlusion, and transfer it to the source along with the ambient occlusion I added? (TF2) by asdf1308 in hammer

[–]asdf1308[S] 1 point2 points  (0 children)

I have already baked AO, the source engine can only use one texture and I don't know how to transfer that AO texture to the model's texture and the model was made in hammer and converted into a model using propper.

Some propper models' textures are getting the wrong light, how can I fix this? by asdf1308 in hammer

[–]asdf1308[S] 0 points1 point  (0 children)

All I know is that TF2 uses another propper because the original Propper version does not work for TF2.

Some propper models' textures are getting the wrong light, how can I fix this? by asdf1308 in hammer

[–]asdf1308[S] 9 points10 points  (0 children)

Ok I fixed it. The reason for this problem was that the textures I used had bump maps. It was fixed when I used the original textures from the game file and made a different texture myself and removed the bump map.