anyone know why the positioning and rotation is slightly off in game compared to in the 3d package.
iv imported in the reference model for the character and brought in some dmx's to get the melee poses and animations, and it dosnt matter if im using Maya or blender, but in game and in hlmv the rotation and position is slightly off where i had it in the 3d package.
@Roninsmastermix: Those helmet/goggles combo looks pretty sweet, specially on the Demo. I'm not a fan of the Heavy's mask, I think it breaks the look too much. I'd like to see a helmet/goggles only version, I think it will work best on its own.
@crazy-g:I like your hockey items. Helmets fit the style pretty well, and Scout's hair is just perfect. Recreating the concept mullet would be even more awesome.
Arrgh, I'm too tired to write more constructive words for you people, my apologies. I'm pretty much done with the modeling part of the Pocket Launcher. Just a few bolts and two bits of tape to hold the wires. I might also try to alter the muzzle brake a little, not fully satisfied with how it is now. I made 4 quick gauge designs (ideally they're supposed to work similarly to the
Here is my first ever 3D model i have ever done. Im a beginner to 3D modelling. I have never used a program actually. Here is my hat its called The American Pride. I still need to texture but i am so confused about UV unwrapping that i cant texture .
Pretty much done with this thing. The strap is jiggleboned. The white part is paintable. Debating whether to put a badge on top or not. Also looking for a good name for the hat. Suggestions?
I love this. I think the only possible way this could be better is if it came with a big bushy moustache.
Oooook. I think I've got it to the point where I'm happy with it. I wanted to experiment with holes using an alpha but I've already got a paint map in the diffuse and a phong in the normal. It's getting too much for something so small as a hat. I've uploaded everything including the maps. If you want to texture over it, by all means try. Painting that nest was tricky dicky for me.
Just to be clear, I am "not" submitting this till everyone is happy with it. I made the mistake of sending it off too quickly and I won't do it again. Thanks for the advice so far!
@habboi: I would recommend making a few leaves that hang down from the side, and inside the basket. Make them big-ish too so people won't have anti-aliasing problems when they are too far away.
Lee Enfield, actually. The Enfield was used by ANZAC soldiers in WWII, and the pack (which I'm thinking of calling "Mundy's Lineage" or something similar) is based off the Sniper's father/grandfather's old weapons from outback Australia and the war.
Hey guys this is actually my first ever 3D model. I am a up and coming 3D artist. I made this for the soldier called the American Pride. This is also my first post . I sorta gave up though cause i cant UV unwrap.
In-game shots of the Heavy gasmask. Rigged to two bones there. First time i did that and it looked quite nice. New stuff to learn everyday. I'm taking the advice of some and having this stahlhelm + gasmask combo for medic, demo and heavy only. Moving on to new hats after further inspection tomorrow. Almost ready to submit.
passerby, I'd say you could stand to curve it some more, and I also think part of why it still feels more like a stabbing weapon rather than a slashing weapon is the shape of the tip. I think if the tip sweeps back so that it's almost a straight line to the back edge of the sword, rather than having the point in the middle, it will feel more like it's meant to slash.
got a bit of extra time the other day, finally getting around to seeing what my BiB set looks like in game.. ya I know shoulda done this a long time ago......
@roninsmastermix great model but your really losing the feel of the heavy. the heavy generally has a very warm look and feel to him. I think your best off no gas mask for the heavy just the helmet with the goggles on the helmet.
@roninsmastermix great model but your really losing the feel of the heavy. the heavy generally has a very warm look and feel to him. I think your best off no gas mask for the heavy just the helmet with the goggles on the helmet.
Gotcha there. A lot of people have suggested that i should not try to cover the face too much, the feel of the pack is too dark and sinister, not fitting TF2 and what not. I see it as a lesson learned for now. i'll just submit it and keep these comments in mind for the next few projects i have in line.
It's a good thing though that the pack is 2 separate items so if the gas masks (which is generally the ones that people don't like) don't fit the theme, it probably wont be accepted and the stahlhelm still has the chance to get in.
Gotcha there. A lot of people have suggested that i should not try to cover the face too much, the feel of the pack is too dark and sinister, not fitting TF2 and what not. I see it as a lesson learned for now. i'll just submit it and keep these comments in mind for the next few projects i have in line.
It's a good thing though that the pack is 2 separate items so if the gas masks (which is generally the ones that people don't like) don't fit the theme, it probably wont be accepted and the stahlhelm still has the chance to get in.
ah thats good.
ya i think the gas mask looks freaking wicked on the medic, but that is due to the medic have a bit of a sinister side to his personalty, and it just makes sense for the demoman.
got a bit of extra time the other day, finally getting around to seeing what my BiB set looks like in game.. ya I know shoulda done this a long time ago......
still need to get the revolver compiled.
The mallet looks pretty nice in-game and the gun aint too shabby either. I hope it gets in-game at some point.
That is the sword I was referring to. Notice how the curve in the blade causes the area above the second loop on the scabbard to protrude forward (relative to if one held it) past where the edge of a straight/vertical blade in the same place would be.
That is the sword I was referring to. Notice how the curve in the blade causes the area above the second loop on the scabbard to protrude forward (relative to if one held it) past where the edge of a straight/vertical blade in the same place would be.
ah i see that,
how's this
exaggerating it a bit, not sure if i will keep it exaggerated or tone it down.
I'm no sword expert but that exaggerating looks a little too much for my taste. I actually like the last picture you shared. Makes me think of the sword in Assassin's Creed.
I'm no sword expert but that exaggerating looks a little too much for my taste. I actually like the last picture you shared. Makes me think of the sword in Assassin's Creed.
do you like the shape of the blade, the curve is just done with a deformer and a spline so i can change that up anytime without breaking uv's or anything. but for anything that needs to be done by hand i want to get figure out now so i dont got to UV and texture this for a 3rd time.
do you like the shape of the blade, the curve is just done with a deformer and a spline so i can change that up anytime without breaking uv's or anything. but for anything that needs to be done by hand i want to get figure out now so i dont got to UV and texture this for a 3rd time.
I would make the blade just slightly less curved. Very minor amount but enough to please both I and the guy who wanted it more curved.
Sucks when you have to re-uv but it's a basic object so not all is lost
ya im going to tone the curve down a bit, and im thinking of taking a chip out of the blade somewhere low enough to see in first person, and i want to add more detail overall to the reference model, and do a aggressive lod on it so i don't get all that extra detail bogging down the world view.
also got a question for those who submitted multiple;e models before.
If your intending multiple weapons and items to be part of a pack is it best to submit them at once all together or am i better off submitting things 1 at a time.
i just want to avoid something like have a weak link in the pack take them all down with it, if it ever got considered, since i am going to start on a shotty replacement and a hat after i do this.
Replies
iv imported in the reference model for the character and brought in some dmx's to get the melee poses and animations, and it dosnt matter if im using Maya or blender, but in game and in hlmv the rotation and position is slightly off where i had it in the 3d package.
Mosin Nagant rifle?
I love this. I think the only possible way this could be better is if it came with a big bushy moustache.
Just to be clear, I am "not" submitting this till everyone is happy with it. I made the mistake of sending it off too quickly and I won't do it again. Thanks for the advice so far!
roninsmastermix - That mask is pwnage.
That is GENIUS. I'll put that in my list of things to do.
Nice rifle, however it doesn't look like it has a hole for the bullets at the end of the barrel.
In my opinion it seems a little to shiny, Matador hats are usually made of felt and fabrics
also name it the Murderous Matador
Again these are two separate sets of items. One is a stahlhelm with Goggles and the other is a misc. gasmask.
Still tinkering and refining bits. Have yet to finalise the bi pod (which will be folded in) and the laser sight.
is that for the heavy?
In-game shots of the Heavy gasmask. Rigged to two bones there. First time i did that and it looked quite nice. New stuff to learn everyday. I'm taking the advice of some and having this stahlhelm + gasmask combo for medic, demo and heavy only. Moving on to new hats after further inspection tomorrow. Almost ready to submit.
yes, minigun replacement
still need to get the revolver compiled.
Gotcha there. A lot of people have suggested that i should not try to cover the face too much, the feel of the pack is too dark and sinister, not fitting TF2 and what not. I see it as a lesson learned for now. i'll just submit it and keep these comments in mind for the next few projects i have in line.
It's a good thing though that the pack is 2 separate items so if the gas masks (which is generally the ones that people don't like) don't fit the theme, it probably wont be accepted and the stahlhelm still has the chance to get in.
ah thats good.
ya i think the gas mask looks freaking wicked on the medic, but that is due to the medic have a bit of a sinister side to his personalty, and it just makes sense for the demoman.
The mallet looks pretty nice in-game and the gun aint too shabby either. I hope it gets in-game at some point.
[ame]http://www.youtube.com/watch?v=QVanafI5uHc[/ame]
edit: Love the mallet, oobersli.
ah i see that,
how's this
exaggerating it a bit, not sure if i will keep it exaggerated or tone it down.
Love the name im going to use it.
some random test i did:
Looks better although it looks a little darker now. also thought of a text you could use
"Sometimes you gotta take the bull by the horns.....and stab him in the neck"
do you like the shape of the blade, the curve is just done with a deformer and a spline so i can change that up anytime without breaking uv's or anything. but for anything that needs to be done by hand i want to get figure out now so i dont got to UV and texture this for a 3rd time.
*snickers* Ahh, Art of the Dress. Nice music choice. :-)
Anyhow, the dog looks great, but I think he's going to cause quite a few clipping problems. Maybe you could try making him a little smaller?
Same deal with the armadillo... he's pretty big and awkward for a hat.
I would make the blade just slightly less curved. Very minor amount but enough to please both I and the guy who wanted it more curved.
Sucks when you have to re-uv but it's a basic object so not all is lost
also got a question for those who submitted multiple;e models before.
If your intending multiple weapons and items to be part of a pack is it best to submit them at once all together or am i better off submitting things 1 at a time.
i just want to avoid something like have a weak link in the pack take them all down with it, if it ever got considered, since i am going to start on a shotty replacement and a hat after i do this.
how do i do that? sorry not very good with the source engine
You might want to correct that quote, don't you mean "...and stab him in the back"
:P
Here's another collaboration hat. Inspired by Conan the Barbarian. Rada will be doing the texture.