Not going to bother with screencapping all the color variants right now, but paint works on the model. Just have to refine the texture now, as most of it is too plain, and resolve some super minor clipping issues. But I'm happy with what I've gotten done on it now.
Edit: P.S. I've noticed that many of the hats in-game have their internals modelled, presumably for when the hat falls off on death? Should I be doing that with this model? I haven't thus far
Some hats will disappear when killed but most will fall off and roll along the floor with physics so it's best to just make a simple inside bit. As for crits, I can't help but feel it needs a black or darkish trim around the edges.
@buzzbrad
I ain't one to judge but that looks like a lot of polys from where I'm standing
you could easily cut down I think
at least on the flag if I'm seeing right
that blue texture is really noisy... I can barely tell where one poly ends and another begins
Undeneath the phong values. You may have to pay around with the $illiumposition to get the best effect.
For some reason is not working on my side, can you show me your .qc and .vmt settings? also how do i set $illiumposition correctly (cant find the info anywhere)? thanks in advance
You set the $illiumpostion values by changing the x y and z co-ordinates. MDLdecomplier often messes them up, so a quick fix is too change the x and y co-odinates around and make the x a negative.
I like the shabby swagman. good name, and it looks different from other hats . about the texture, the tf2 style trends towards using as little detail as possible to convey the shape/thing, so keep taking out detail from the texture, re-exporting, and previewing it until you hit the point where you can definitively say you've taken too much out and it looks plain. then go back one iteration.
anyway, here's my own latest iteration on my courier cap/"hipster's nonconformist item of head-related clothing". anything else I should change before submitting? I'm a little concerned that I'm actually too LOW on the poly count...
its not really within the tf2 style... I'm not going to say that its too detailed, but rather that the weapon and the chosen details and style don't wit within the tf2 world.
its not really within the tf2 style... I'm not going to say that its too detailed, but rather that the weapon and the chosen details and style don't wit within the tf2 world.
Don't listen to this guy. It doesn't look very TF2ish at the moment. Depending on how it's textured it could turn out well. Also what's with those black lines on the side?
I think he actually modeled those contours in :polytwitch:
That's what I was thinking since that looks like a high poly he'd use for the normal bake but they shouldn't be black like that. It looks like the polys there were deleted or deformed or something.
Quick question... anybody has a .qc for compiling an all-class hat? I noticed there's only one .mdl but there must be a way to use a different position for each class, right?
Quick question... anybody has a .qc for compiling an all-class hat? I noticed there's only one .mdl but there must be a way to use a different position for each class, right?
Thanks in advance
you need to make the model have 9 frames, one for each class, and move your bip_head in each frame. i don't know the order of the classes, though. play around using itemtest and you'll figure it out.
Don't listen to this guy. It doesn't look very TF2ish at the moment. Depending on how it's textured it could turn out well. Also what's with those black lines on the side?
don't listen to this guy. he's commenting on the black lines on the side. so that means he actually likes it. otherwise, why else would he be taking such an vivid interest in it?
don't listen to this guy. he's commenting on the black lines on the side. so that means he actually likes it. otherwise, why else would he be taking such an vivid interest in it?
just take it from me. it looks really good.
Don't listen to this guy.
While the model does looks good, it simply does not fit the tf2 style. even with appropriate textures, the modelling isn't in the style of tf2: highpoly or not.
If you do want to make it tf2 style, then i point you towards the sniper's smg.
@Sexy Robot, I like the wood on your textures but I like the metal on your friends textures. You should definitely do something similar to the scratches on your friend's texture for yours because it makes it stand out from the standard shotgun more.
While the model does looks good, it simply does not fit the tf2 style. even with appropriate textures, the modelling isn't in the style of tf2: highpoly or not.
If you do want to make it tf2 style, then i point you towards the sniper's smg.
don't listen to this guy. tf2 style is being reinvented everyday, with new ideas being posted in this thread on a very daily basis. Therefore, tf2 has no style, cause its being reinvented all the time.
still a wip, what do you think? crits welcome. i intend to make an alternate style without the oxygen hose. i would like to get it done and into source by the weekend(a man can dream :P)
Replies
You turn on rimlight from the .vmt
Put:
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" "2"
Undeneath the phong values. You may have to pay around with the $illiumposition to get the best effect.
Not going to bother with screencapping all the color variants right now, but paint works on the model. Just have to refine the texture now, as most of it is too plain, and resolve some super minor clipping issues. But I'm happy with what I've gotten done on it now.
Edit: P.S. I've noticed that many of the hats in-game have their internals modelled, presumably for when the hat falls off on death? Should I be doing that with this model? I haven't thus far
I ain't one to judge but that looks like a lot of polys from where I'm standing
you could easily cut down I think
at least on the flag if I'm seeing right
that blue texture is really noisy... I can barely tell where one poly ends and another begins
Anyway, how does this hat look? I call it "The Shabby Swagman":
For some reason is not working on my side, can you show me your .qc and .vmt settings? also how do i set $illiumposition correctly (cant find the info anywhere)? thanks in advance
Haha, please do. And nice work with the Conan hat.
Speaking of rimlighting I've got a problem, in first person view in looks like this:
It should look like this:
Heres my .qc if that helps:
$cd "D:\Steam\SteamApps\*steamname*\team fortress 2\tf\modelsrc\weapons\c_krakatoa"
$modelname "weapons/c_models/c_krakatoa/c_krakatoa.mdl"
$bodygroup "body"
{
studio "c_krakatoa_ref.dmx.smd"
}
$bodygroup "shell"
{
studio "idle.smd"
studio "c_krakatoa_shell.dmx.smd"
}
$cdmaterials "models\weapons\c_items/"
$hboxset "default"
$hbox 0 "weapon_bone" -1.891 -4.677 -24.094 1.891 6.374 9.008
$hbox 0 "weapon_bone_2" -3.015 -1.882 -3.448 3.015 7.221 11.417
$hbox 0 "weapon_bone_L" -1.467 -1.514 -2.744 1.467 1.421 2.830
$hbox 0 "weap_jig1" -1.006 -1.955 -2.270 1.006 1.908 2.919
$jigglebone "weap_jig1" {
is_flexible {
yaw_stiffness 150
yaw_damping 125
length 20
yaw_constraint 0 0
angle_constraint 45
yaw_friction 2
tip_mass 5
}
}
$attachment "muzzle" "weapon_bone" 0.00 4.46 19.89 rotate -90.00 -0.00 0.00
$surfaceprop "metal"
$illumposition 5.000 0.000 14.360
$sequence idle "idle" fps 30.00
and my rimlight values:
"$rimlight" "1"
"$rimlightexponent" "130"
"$rimlightboost" ".4"
@Hellmasterx:
You set the $illiumpostion values by changing the x y and z co-ordinates. MDLdecomplier often messes them up, so a quick fix is too change the x and y co-odinates around and make the x a negative.
Aww, he's got a lil' BLU pocket buddy. Also agreeing that the texture needs work, looks out of place.
I agree with Sharc, it's still a bit realistic for TF2 but it's looking better. And the shape does fit the Sniper well.
anyway, here's my own latest iteration on my courier cap/"hipster's nonconformist item of head-related clothing". anything else I should change before submitting? I'm a little concerned that I'm actually too LOW on the poly count...
still not textured
don't listen to this guy.
it looks amazing.
Don't listen to this guy. It doesn't look very TF2ish at the moment. Depending on how it's textured it could turn out well. Also what's with those black lines on the side?
That's what I was thinking since that looks like a high poly he'd use for the normal bake but they shouldn't be black like that. It looks like the polys there were deleted or deformed or something.
Thanks in advance
[ame]http://www.youtube.com/watch?v=uvXrz7F88_w[/ame]
Thanks took me a while but its working now
sugestions?
When you post pictures of it, have the spy in a fairly neutral pose. The 'zany' faces distract from your model
Stabbing Ahoy!
don't listen to this guy. he's commenting on the black lines on the side. so that means he actually likes it. otherwise, why else would he be taking such an vivid interest in it?
just take it from me. it looks really good.
Don't listen to this guy.
While the model does looks good, it simply does not fit the tf2 style. even with appropriate textures, the modelling isn't in the style of tf2: highpoly or not.
If you do want to make it tf2 style, then i point you towards the sniper's smg.
- Texture and model by myself.
And a texture made by a friend;
- MugenOverlord / Scotch
edit: I totally forgot about the question I posted on 286. Thanks for answering it all!
don't listen to this guy. tf2 style is being reinvented everyday, with new ideas being posted in this thread on a very daily basis. Therefore, tf2 has no style, cause its being reinvented all the time.
grats bro, hope someday my items too.:)
congrats man! they really deserve to be in game. now if only i could get something in >_>
Congrats dude!!
Time to play some blackops until Thursday :P
still a wip, what do you think? crits welcome. i intend to make an alternate style without the oxygen hose. i would like to get it done and into source by the weekend(a man can dream :P)