ok so i finally resolved my issues with importing my fighter helmet now here is yet another issue(less pressing though) when i go to test item is there a way to hide the geomoetry of the head? cus when i load my model there is my head replacer and the regular head there so i cant really get a good view of it in-game
Thrillho - submit those anyway. There are so many people who make hats, its unrealistic to check all forums to see if something has been made or not.
The best man wins!
Oh, I intend to. I just need to find a tutorial on setting the paintable area for the texture, then it will be pretty much done. If anyone knows a good one offhand, please drop a link for me!
Well I'm back after few months, and I've revisited my medigun from the contest last august. I'm calling it the Kralle, which is german for claw. Currently I'm working on animations and texturing it. Once that's done I'm going to make a custom particle effect for it and release it.
Roughly 10,400 triangles but, I'm planning on making use of the lod system. Basically I'm trying to make a pseudo-viewmodel, the c_model system uses the highest lod when its being used in the first-person view, and in third-person view you'll see the second lod model, which will have quite a lower triangle count.
Well I'm back after few months, and I've revisited my medigun from the contest last august. I'm calling it the Kralle, which is german for claw. Currently I'm working on animations and texturing it. Once that's done I'm going to make a custom particle effect for it and release it.
Well I'm back after few months, and I've revisited my medigun from the contest last august. I'm calling it the Kralle, which is german for claw. Currently I'm working on animations and texturing it. Once that's done I'm going to make a custom particle effect for it and release it.
Oh, neat. Where did you find that link?
Also it says, '...we only left out the engineer!' They didn't release any Medic items either, so I'm wondering if that means that they are going to release something for him (other than Meet the Medic, which I'm, personally, pretty excited about).
There are dang stats for that. The Detonator has been in the public TF2 Beta for months.
Well it'd be nice if they let the rest of us in on what the thing does.
As for the Medic, given the vacuum tubes appearing on the "Uber update" title, it seems reasonably likely that that medigun with said tubes that cropped up on here a while back might make an appearance.
@ Randomteddybear
Awesome model. One thing which jumps out at me is that the handle looks like a two sided model that you chopped one of the legs off.
@ Hellmasterx
The collar is just not working for me. To prevenet clipping you have it high up on the heavy's neck but it looks like it's defying gravity and the chain on top should be hanging down too. For a similar feel how about have a pair of wrist manacles with chains wrapped around the heavy's fingers to create a chain knuckleduster?
Current build: 'Silenced Spetznaz' is at a possibly finished stage. Thoughts? Any way I could make it better?
Current idea is to make a 'Soviet Spetznaz' pack. Spetznaz meaning special forces, so commando type theme. Current ideas for items are: a secondary of a spas style shotty, a trench knife style melee (I know the idea has been visited before but it just seems very fitting for this theme), for headgear a restyled beret and a possible head reskin with camo paint.
Working on a 'drums of war' item for the soldier. drum roll, marching band, 18th-19th century drums as military communication etc. Soldier and playing drums...eh...
Some silhuoettes.
looks like backpack mounted turbolift fans, which is something entirely different that i'd like to explore. drums are placeholders.
Edit: Went ahead and tried the front/side approach. not bad, not bad... though clipping will be a bit of a problem.
@ruskydoo: that looks pretty awesome; Thought of another name for it, The SAWduster
Also wanted a bit of advice on what i could add to this: Been working on it for a while and am running out of ideas on what to include; It's a vietnam themed helmet for the soldier:
@ruskydoo: that looks pretty awesome; Thought of another name for it, The SAWduster
Also wanted a bit of advice on what i could add to this: Been working on it for a while and am running out of ideas on what to include; It's a vietnam themed helmet for the soldier:
Looks like a pretty decent model, but isn't that essentially a more detailed version of the Soldier's Stash?
The collar is just not working for me. To prevenet clipping you have it high up on the heavy's neck but it looks like it's defying gravity and the chain on top should be hanging down too. For a similar feel how about have a pair of wrist manacles with chains wrapped around the heavy's fingers to create a chain knuckleduster?
maybe its so tight that is preventing it from falling lol, y also moved the chain a litle closer to the heavy without clipping
maybe its so tight that is preventing it from falling lol, y also moved the chain a litle closer to the heavy without clipping
Better?
still looks wierd, I am starting to doubt this can be executed on the heavy properly (thick neck and all) maybe put the collar around his wrists (broken handcuffs) and a ball on a chain for his ankle, (no sure how that would be able to made working with physics but would look badass, heavy dragging the ball around like its nothing)
still looks wierd, I am starting to doubt this can be executed on the heavy properly (thick neck and all) maybe put the collar around his wrists (broken handcuffs) and a ball on a chain for his ankle, (no sure how that would be able to made working with physics but would look badass, heavy dragging the ball around like its nothing)
and how would i do that? i only know how to do hats lol. any information would be great.:poly121:
the cuffs would be pretty easy. same idea as an ordinary hat, but instead of applying your skin to bip_head, you would apply the skins for each cuff to bip_lowerArm_R or bip_lowerArm_L instead (assuming you have a separate mesh for each cuff, which really, why wouldn't you?).
the ball and chain would be trickier, both because it'll look REALLY funny to see the heavy's little legs moving full speed, dragging an obstinately very heavy ball behind him and because you essentially have to make the ball a physics object. i have no idea how that would work.
But do the cuffs definitely. They'd be AWESOME!
edit: I was wondering, so I checked. You would also have to change the qc file slightly, specifically the $hbox definitions for bones. I'm a little fuzzier in this department, but this should get you on the right track, I'd think.
note: it is fully skinned to the soldier's bones, and it finally looks decent after serveral attempts. just need to tweak some things. Jiggling it doesn't work well in the area the drum is. I tried.
edit: why have a drum on his back when it can be on his side?
edit2: suitable for medieval-theme. drumsticks for melee? Hmmm...
Replies
Oh, I intend to. I just need to find a tutorial on setting the paintable area for the texture, then it will be pretty much done. If anyone knows a good one offhand, please drop a link for me!
http://developer.valvesoftware.com/wiki/Phong_materials#Phong_Fresnel_ranges
You'll need to make it slightly less shiny at an angle, probably.
Been working on a vietnam style helmet for the soldier;
Early days yet, It's only an AO bake:
Roughly 10,400 triangles but, I'm planning on making use of the lod system. Basically I'm trying to make a pseudo-viewmodel, the c_model system uses the highest lod when its being used in the first-person view, and in third-person view you'll see the second lod model, which will have quite a lower triangle count.
what does the claw do?
http://www.teamfortress.com/uberupdate/thedetonator.html
Oh, neat. Where did you find that link?
Also it says, '...we only left out the engineer!' They didn't release any Medic items either, so I'm wondering if that means that they are going to release something for him (other than Meet the Medic, which I'm, personally, pretty excited about).
There are dang stats for that. The Detonator has been in the public TF2 Beta for months.
As for the Medic, given the vacuum tubes appearing on the "Uber update" title, it seems reasonably likely that that medigun with said tubes that cropped up on here a while back might make an appearance.
Secondly, here is what I have been working on recently:
Revolver for scout, trying to match the animations with the shortstop but I am still having issues with rigging.
"Soldier's Stache" for fun.
Comments/Crits are always appreciated
Awesome model. One thing which jumps out at me is that the handle looks like a two sided model that you chopped one of the legs off.
@ Hellmasterx
The collar is just not working for me. To prevenet clipping you have it high up on the heavy's neck but it looks like it's defying gravity and the chain on top should be hanging down too. For a similar feel how about have a pair of wrist manacles with chains wrapped around the heavy's fingers to create a chain knuckleduster?
Current build: 'Silenced Spetznaz' is at a possibly finished stage. Thoughts? Any way I could make it better?
Current idea is to make a 'Soviet Spetznaz' pack. Spetznaz meaning special forces, so commando type theme. Current ideas for items are: a secondary of a spas style shotty, a trench knife style melee (I know the idea has been visited before but it just seems very fitting for this theme), for headgear a restyled beret and a possible head reskin with camo paint.
Convict's Cap, Fugitives Headpiece, Gulag Remannent, Dont Drop the Soap.
also shouldnt the front and back stripes also be running verticle like the side, it makes it look weird when they are going different directions.
Some silhuoettes.
looks like backpack mounted turbolift fans, which is something entirely different that i'd like to explore. drums are placeholders.
Edit: Went ahead and tried the front/side approach. not bad, not bad... though clipping will be a bit of a problem.
Also wanted a bit of advice on what i could add to this: Been working on it for a while and am running out of ideas on what to include; It's a vietnam themed helmet for the soldier:
edit: its just to blockout the proportions, havent started actually modeling it.
Looks awesome! It should get a custom melee attack animation!
Better?
But i haven't really started on that yet
still looks wierd, I am starting to doubt this can be executed on the heavy properly (thick neck and all) maybe put the collar around his wrists (broken handcuffs) and a ball on a chain for his ankle, (no sure how that would be able to made working with physics but would look badass, heavy dragging the ball around like its nothing)
or how do i do misc items?
the ball and chain would be trickier, both because it'll look REALLY funny to see the heavy's little legs moving full speed, dragging an obstinately very heavy ball behind him and because you essentially have to make the ball a physics object. i have no idea how that would work.
But do the cuffs definitely. They'd be AWESOME!
edit: I was wondering, so I checked. You would also have to change the qc file slightly, specifically the $hbox definitions for bones. I'm a little fuzzier in this department, but this should get you on the right track, I'd think.
Flamethrower WIP textures
I think it would be better for the sniper, personally. He needs some good hats, and it is already too similar to the Soldier's Stash IMO.
note: it is fully skinned to the soldier's bones, and it finally looks decent after serveral attempts. just need to tweak some things. Jiggling it doesn't work well in the area the drum is. I tried.
edit: why have a drum on his back when it can be on his side?
edit2: suitable for medieval-theme. drumsticks for melee? Hmmm...