Source Filmmaker

Source Filmmaker

PBR Blender Model to SFM
Hi i currently made model from blender with PBR materials
So the question is how to port the model along with the PBR materials...
Should i convert it into vpk? It has diffuse, metalic, normal map and roughness.
How to port it into SFM?
Last edited by Le Chat Noir; Apr 8, 2019 @ 6:47pm
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Showing 1-6 of 6 comments
episoder Apr 8, 2019 @ 7:46pm 
vpk? nope. vtf and vmt. yes. the texture combine is something you gotta trial and error to whatever looks good. basicly they can be used bare, but you should rebalance the shading a lil bit.

diffuse -> $basetexture, normal -> $bumpmap, metallic and roughness gotta be combined into the $phongexponenttexture where the red channel is the roughness but inverted and the green channel is the albedotint, that basicly is the core metallic property. you still may have to add a proper specular texture to define the amount of light reflection, which gotta be put into the alpha channel of the bumpmap.

that is the basic guide. more detailed info about parameters and stuff can be found on the developer wiki's material system pages.
Last edited by episoder; Apr 8, 2019 @ 7:49pm
Le Chat Noir Apr 8, 2019 @ 8:54pm 
Thanks but how to convert those PNG PBRs into .vtf and.vmt?
episoder Apr 8, 2019 @ 9:00pm 
there's a tool called vtfedit you can find when you google. or you could use gimp or photoshop to safe the files in vtf format. i think they both have a plugin. gimp sure does. you can google those plugins. the first couple of result will get you there.
Last edited by episoder; Apr 8, 2019 @ 9:01pm
Le Chat Noir Apr 9, 2019 @ 5:56am 
So vtf is like png?
episoder Apr 9, 2019 @ 7:45am 
that is correct. it's basicly an image format. what do you need help with? finding the plugins? or i gotta have another trouble shoot chat today, really?


Photoshop: here[nemesis.thewavelength.net]
Gimp: here[www.tophattwaffle.com]

basic material right there (c/p to notepad if it's hard to read :)
vertexlitgeneric { $basetexture "path to texture" // diffuse and alpha transparency or selfillummask if needed $bumpmap "path to texture" // normalmap and specular intensity in the alpha channel $selfillum 0 // basicly emission without emission. just glow $selfillummask "path to texture" // if the bsaetexture alpha is occupied, try this. may work. $phong 1 $phongboost 4 $phongexponent 4 // sharpness (inverted roughness) of the highlight $phongfresnelranges "[.2 1 1]" $phongexponenttexture "path to texture" // phongexponent (see above) in Red, metallic in Green $phongtint "[1 1 1]" // additional specular color control $phongalbedotint 1 // if set, enables "metallic" color reflections from the base color $envmap env_cubemap // this imprecise reflection should be avoided as much as possible $envmaptint "[.2 .2 .2]" // color controls to dim it $normalmapalphaenvmapmask 1 // additional flag to select the source for it $basemapalphaenvmapmask 0 // $rimlight 0 // who likes it from the back? fresnel did? $rimlightboost .1 // can all be avoided when using proper stage lighting $rimlightexponent 32 // it's hard to get a good contrast }
try it and tweak the numbers until it looks good. for quick refreshing i'd recommend hlmv.

if you need help gettin the visuals right you could maybe ask the pbr guru anyway.
Last edited by episoder; Apr 9, 2019 @ 7:51am
Le Chat Noir Apr 9, 2019 @ 4:08pm 
Excuse me sorry
But whats up with those texts?
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Anyway i've sent a friend request so i can ask you more detail in private. Hope you dont mind
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Date Posted: Apr 8, 2019 @ 6:46pm
Posts: 6