The wife (TM), is making a model for me. I am wanting to make a glossy white plastic/medical/apple tech like texture for her to use.. but I am unsure how to get that wet glossy plastic like look. Any ideas or advice?
EXAMPLE:
http://andreasnor.com/wp-content/uploads/2009/03/robot_model_texture_finished.jpg
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Re: Q: How do I..
Posted by Le Chief on Fri Jan 8th at 1:14am 2010
Put this line in your model's vmt to enable cubemaps on the model:
"$envmap" "env_cubemap"
With this line you can add a tint to the reflection, 0 is the minimum value, 1 is the maximum value, first value is for red, second for green, third for blue so in this example the reflection has a green/blue tint:
"$envmaptint" "[.1 .8 1]"
With this line you can change the satuartion of the reflection where 0 is greyscale and 1 is normal saturation:
"$envmapsaturation" "0.7"
You should also specify an envmapmask with this line which controls how reflective each part of the model is, otherwise the model will be consistantly reflective and it wont look very realistic:
"$envmapmask" "props/model_mask"
Here is an example of the Scanner model's envmapmask where white is fully reflective and black is non reflective:

Lastly, ensure you have effectively placed env_cubemap entities in your level.
Posted by Le Chief on Fri Jan 8th at 1:14am 2010
Accepted Answer
You have to use cubemaps to get this effect.Put this line in your model's vmt to enable cubemaps on the model:
"$envmap" "env_cubemap"
With this line you can add a tint to the reflection, 0 is the minimum value, 1 is the maximum value, first value is for red, second for green, third for blue so in this example the reflection has a green/blue tint:
"$envmaptint" "[.1 .8 1]"
With this line you can change the satuartion of the reflection where 0 is greyscale and 1 is normal saturation:
"$envmapsaturation" "0.7"
You should also specify an envmapmask with this line which controls how reflective each part of the model is, otherwise the model will be consistantly reflective and it wont look very realistic:
"$envmapmask" "props/model_mask"
Here is an example of the Scanner model's envmapmask where white is fully reflective and black is non reflective:

Lastly, ensure you have effectively placed env_cubemap entities in your level.
Re: Q: How do I..
Posted by Riven on Fri Jan 8th at 6:00pm 2010

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Posted by Riven on Fri Jan 8th at 6:00pm 2010
This post is too much related to a Source editing question over Art in general, -Moved & answered
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Re: Q: How do I..
Posted by G4MER on Fri Jan 8th at 7:48pm 2010
Posted by G4MER on Fri Jan 8th at 7:48pm 2010
No its more related to Modeling.. bust since we don't have a Modeling section I posted it in ART.
Re: Q: How do I..
Posted by Le Chief on Sat Jan 9th at 2:33am 2010
Yeah modeling but the question you asked was related to the Source engine hence "Source engine editing", it's not just for level design stuff.
Posted by Le Chief on Sat Jan 9th at 2:33am 2010
Quoting Muhnay
No its more related to Modeling..
Yeah modeling but the question you asked was related to the Source engine hence "Source engine editing", it's not just for level design stuff.
Re: Q: How do I..
Posted by G4MER on Sat Jan 9th at 5:43am 2010
Posted by G4MER on Sat Jan 9th at 5:43am 2010
What if this model was not for the source engine but rather just a model? I asked how to make a model have that shiny glossy texture, so I am a bit confused how its source related. Your answer was source related my question was not. No big deal really glad for the help... does not matter where the post is located.
Seems like there is a lot of stress here and I am a bit in a mood. So I am sorry if I come across cross.
Yak and Orph and a couple others have been on my ass for some time now, and this has gone from a community that talked and discussed mapping and related items to a bash fest, and I am just tired of it. I have even taken part in it with my Post to Orph and fucking off.. so I am no better. But if there is not a stop put to this sorta behavior here and the constant personal attacks, then I will not take any further part in the pit.
Seems like there is a lot of stress here and I am a bit in a mood. So I am sorry if I come across cross.
Yak and Orph and a couple others have been on my ass for some time now, and this has gone from a community that talked and discussed mapping and related items to a bash fest, and I am just tired of it. I have even taken part in it with my Post to Orph and fucking off.. so I am no better. But if there is not a stop put to this sorta behavior here and the constant personal attacks, then I will not take any further part in the pit.
Re: Q: How do I..
Posted by Le Chief on Sat Jan 9th at 7:50am 2010
Posted by Le Chief on Sat Jan 9th at 7:50am 2010
Oh haha, I guess I just assumed this was for the Source engine as I know you (and your wife) model for Source.
Yeah I've been following what's going on.
Quoting "Muhnay"
Yak and Orph and a couple others have been on my ass for some time now
Yeah I've been following what's going on.

Re: Q: How do I..
Posted by Riven on Sat Jan 9th at 10:53am 2010
Which is true, and I have no problems moving it back if you can make a better case for it
-OR, if you'd like to edit your first post to reflect your intentions better, I'll move it back then.
3 reasons why I switched it:
So, as you can see, I thought the "cat was in the bag" on this one.

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Posted by Riven on Sat Jan 9th at 10:53am 2010
Quoting Muhnay
No its more related to Modeling
Which is true, and I have no problems moving it back if you can make a better case for it
-OR, if you'd like to edit your first post to reflect your intentions better, I'll move it back then.
3 reasons why I switched it:
- There is no mention of the modeling program to which you would have been referring to in the first post.
- Aaron's answer (and also my own experience with the stuff) -IS Source engine specific.
- Your acceptance of the answer.
So, as you can see, I thought the "cat was in the bag" on this one.
Riven
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