Killing Floor

Killing Floor

Isaac Clarke Custom Character
15 Comments
graymainer 8 Sep @ 10:56pm 
Hey, thanks for the updated credit! Glad to help!
{ST}jkcrmptn  [author] 8 Sep @ 7:08pm 
Alright steam updated, now he looks a lot better, will update the direct download soon
{ST}jkcrmptn  [author] 7 Sep @ 11:08pm 
Update: I have gotten him a lot better looking and just need to grab 1 last texture from dead space, I will try and get this done tommorow when im free
graymainer 7 Sep @ 5:50pm 
So they wont come with this version of the model in other words i mean
graymainer 7 Sep @ 5:50pm 
no, we didn't port the ambient occlusion texture for it. The models come with _s, _ao, _n, and _c texture maps. The _ao texturemap was previously completely unused for our port, you need to use the red channel of the _ao texturemap to get the actual ambient occlusion texture they use
{ST}jkcrmptn  [author] 7 Sep @ 4:52pm 
Oh wait, do you think the red channel would still have that from the older model, i still have all the textures from it, I remember seeing some of the channels and just not knowing what they were for
graymainer 7 Sep @ 4:24pm 
The issue is that this is an older version of the model we ported. We've since drastically improved the look. The problem specifically is that the textures use an ambient occlusion texture to add shadow and depth to the base color texture map. Without this, it has the crusty cheap full bright look to it.

In source this isn't doable easily, but what i've done is just blend the ambient occlusion texture onto the base color texture map using multiply blendmode in photoshop. This results in effectively the same exact final result as in dead space 1's engine.

The ambient occlusion texture is just an '_ao' targa file. It uses the red channel specifically. If you export using the universal asset tool, it should come out with it.

If you want, i can pass you the finished textures for it tho, just dm me on steam and i think i can upload them. (maybe unless steam doesn't like big files)
{ST}jkcrmptn  [author] 7 Sep @ 3:42pm 
I have no idea how to do that ima be real, but i could try and look into it
That_1_Guy 7 Sep @ 3:04pm 
In terms of improving Isaac's look, you may want to look into baking shaders onto his textures. That's how a lot of stuff looks nice and look a bit more styled for KF or UE2 games in general.
graymainer 6 Sep @ 4:47pm 
Sure, hold on
{ST}jkcrmptn  [author] 6 Sep @ 4:41pm 
Huh, I haven't heart about that tool and don't see it on google, you think you could add me and dm me a link if you still know where it is?
graymainer 6 Sep @ 4:38pm 
Ofc, though dopey did most of the work on porting this version of the model i think. we have a mucher newer one we haven't released yet. but yeah porting stuff for it isn't the funnest thing to do lmao. you have to use the universal asset tool, its a project on github. its pretty crusty, but can you get models with animations and textures exported out to gltf or fbx or obj using it
{ST}jkcrmptn  [author] 6 Sep @ 4:34pm 
No problem, didn't expect to see you on KF lol, thanks for putting that model up on GMOD. I could not for the life of me find a way to rip it myself without buying 3ds max or something lmao.
graymainer 6 Sep @ 4:24pm 
Hey thanks for the credit! appreciate it! nice mod!
ChickenChucker96 6 Sep @ 9:17am 
mat_fullbright Isaac Clarke