...Loch Ness Hamster...
...3-Star General Helmet...
and can anyone get a clean shot of the magazine the Pyro is trying to light?
I thought that part was hilarious. I tried watching in 720p, but even then it still isn't that clear. However you can make out some shapes like a silhouette of a man on the back, and I think a scout on the cover.
I thought that part was hilarious. I tried watching in 720p, but even then it still isn't that clear. However you can make out some shapes like a silhouette of a man on the back, and I think a scout on the cover.
I thought maybe it was the TF2 edition of PCGamer or some such.
The most I could make out on the cover, was what looked like "MNN NMN"
Which I suppose would be the kind of magazine the Pyro would understand.
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...
Hey all,
because of a confusion between me and copying the fedora, I have re-made the hat completely, and I do apologize. I am being screwed by the whole community, and I hope that you all understand this is not what I meant to do.
Anyway, I submitted the new one to Valve, and they hopefully should have it up and running soon.
I'm working on a misc for sniper called "the serpentine snack" It's half of a rattle snake and a leather clasp around it attaching the snake to the snipers belt. I'm aiming for a Bear Grylls, Snake eater, survivalist feel with it.
That's still WIP obviously and the smoothing groups are a little screwy.
does anyone think this is a good idea, Can I please get some crits, and ideas?
Congratulations to everybody who's stuff made it into the Uber update! So many new toys! Also thanks to everybody who commented on my work way back, it was a great help!
Funnily enough, right now I'm more interested in rigging up the mod version LODs and getting the Market Gardener fixed than playing...
----
Begin towering pillar of comments:
@Bopoe: I'd give you a comment if tinypic didn't hate me and not load most of what it hosts. Maybe if the image ever works.
@BenHenry: Already done?? Take your time man....they'll be prioritising game-breaking bugs right now anyway.
@re.wind: Interesting, but getting it to work...I remember endless pain last time I rigged something to a pouch. What about little ones replacing the grenades?
@Ducksink: It seems to me like a contrasting colour on the gas tank would make it stand out a lot more, also your low-hanging pipe is probably going to interfere with movement animations, might want to test that if you haven't. I like the coiled pipe, though again, contrast would help (and not having the background of the picture a similar colour to the items...).
@Hellmasterx: The chains seem a bit weedy for such a huge man, and while the collar placement avoids a lot of clipping with his jacket it looks oddly high. I'm with the others who've suggested testing alternative placements.
@Evil: Hey that looks familiar It might be worth having the silencer vary in diameter a little down it's length.
@Macgta: There have been a lot of different takes of the kind of thing you're going for so you're going to have to figure out something special to make it stand out. Seeing as you have more stuff planned for it though I'll wait and see how you pull it off.
@Ruskeydoo: At a glance it doesn't really feel like a Russian weapon so I'm not really seeing a strong Spetznaz link. Russian machine guns rarely seem to bother housing the barrel. The silencer is also nowhere near big enough to look like it could do the job, especially considering the time period means they would be less sophisticated (i.e. less efficient).
@comomomo: I remember pulling apart the Shortstop a while back to test something similar. The bone arrangement is a bit of a mess because they rigged it to use a lot of the pistol animations, so focus on getting the hinge working and worry about the bullets later.
@randomteddybear: I think it's a little weird that you've got that massive thing at the front and the part on the side, but the rear and lever section are unchanged. You could potentially do a lot with it to bring the components together. I've always found it strange that most medigun models ignore that section...
Congratulations to everyone whose items made it into the game! I just wanted to check here and see if anyone has thought of making an Archimedes model as a misc item for the Medic? Just a fun little pigeon sitting on his shoulder. I would do it myself if I had the time and energy to learn how to rig (cause I feel it needs animation), but I don't, so consider this a free idea for anyone to grab
good day gentlemen,, i come with a problem. does anybody know a way to hide the geometry of the pyro head cus when i load my model it just looks like this
Finally finished with this rifle. Very happy with how it turned out. Let me know if you guys notice something off in this model so i can try to fix it. Otherwise it's ready to be unwrapped.
If my model will attach to snipers waist do i parent it to the prp_hat or to a pelvic bone?
skin your model with the pelvic bone, then export the model and the pelvic bone. should work, but there may be some clipping issues wich will require multiple export attempts, etc.
Does anyone know what I'm doing wrong with the mdl decompiler? I put it in the source sdk, bin, ep 1, bin folder but when I run it says It can find certain dlls. What am I missing?
Does anyone know what I'm doing wrong with the mdl decompiler? I put it in the source sdk, bin, ep 1, bin folder but when I run it says It can find certain dlls. What am I missing?
orange box bin. you're also using a slightly dated version of the tools (probably...), or don't have .net or c++ installed. Try getting the latest decompiled from here instead.
edit:
@Ronin & ruskey: those indeed do look a bit too modern, but are otherwise quite good :thumbup:
Automatic skull-masher? It looks like it could one-shot a l3 sentry. With direct control shield.
@re.wind: Interesting, but getting it to work...I remember endless pain last time I rigged something to a pouch. What about little ones replacing the grenades?
That is quite doable, although i think my current problem is that i'm uncertain what slot the drum goes into. it can be a misc item with drumsticks replacing the grenades, or it can be part of a new secondary item. A passive secondary item?
It actually looks quite good, has a good readable sillhouette and is different from all other misc/buff banners, with the main problem being clipping issues. A smaller drum will definitely help, but that decreases readability and sillhouette. readability can be increased again with an appropriate texture, and i don't think the sillhouette will suffer that much from a smaller drum size.
well the problems never seem to end, ive been able to figure out all the others up until now. for some reason as you get further away from the character the model turns blue, as shown in the picture, i would think that it would have something to do with the vmt but i cant figure out what it is. i copied the vmt from the foster's facade. help would be much appreciated!
thanks for the help guys, I have it in game right now and I was wondering how you guys get those really nice renders of your items, are those in game or what?
good day gentlemen,, i come with a problem. does anybody know a way to hide the geometry of the pyro head cus when i load my model it just looks like this
I think the fosters facade hat removes the Pyros head bodygroup
If you do that you should be able to view the model without the Pyros head getting in the way.
Then you'll need to go to itemtest to try out the model if you don't have the hat (not entirely sure how that works)
Took a while to unwrap this thing. Quite a hassle really but i guess that goes with inexperience. Anyway, changed the muzzle and i think it made a big difference. Still some clipping left thumb and the biggest clipping issue is with the taunt although the fact that the drum obscures the clipping makes the illusion of his hand not actually clipping. Adding sentry metal colors (sans the themed paint) and wooden parts.
Misc item? buff drummer? Who knows. Original idea was for it to be a speed boost, possibly area affect, but the new whip seems to have filled that niche.
The metal looks a bit too dark for my tastes, I would lightening it up slightly.
Incase you haven't heard, gamebananas doing a "Steampunk Pyro" skinning contest, and i'm entering. I'm doing a shotgun, and my goal is too make it Steampunky without it deviating away from the TF2 style too much
Heres what i've done so far, models about 90% complete, as I want to test it ingame first:
I'm at 7389 tris ATM, so I can't really add much else, but if its looking cluttered, or something doesn't fit, tell me and I'll remove it.
The tank on the side is a water cooler, simular to that of WW1 steam cooled machine guns.
I think the fosters facade hat removes the Pyros head bodygroup
If you do that you should be able to view the model without the Pyros head getting in the way.
Then you'll need to go to itemtest to try out the model if you don't have the hat (not entirely sure how that works)
i figured out that problem, i just renamed it pyro_tripwire_mask or whatever the foster's facade filename is and i plopped it in my items folder. now the new problem im having is that the model gets progressively blue-er as you walk away from it until it is completely blue, it only looks normal when you are looking like an inch away from it :shifty:
below 8k is the range most weapons are in, but also but you can actully get away with more if you LOD, and since your weapon is mostly rounded shapes it should be very easy to lod.
so you could make it all pretty in the reference model and do a really aggressive lod1 so you can get it all nice for the players view but have it drop off a bit when viewed by more than a few feet away.
WOOHOO! fixed my problem, for someone reason just re-saving the tga file as the vtf fixed it no idea why though(also doing it cut the texture file size down from 1.2mb to like 356kb) now only one last problem, there seems to be a small gap between the head and the body(even though my replacer is modeled with the neckline exactly were the one for the foster's facade is) >_> wel anyways if you have the fix please tell me and also crits so far are welcome! still working on the texture.
Hey Ruskeydoo, I just take a look at your blog and wanted to tell you how much I like what i've seen ! Really good stuff ! And i like your banjo songs !
I'm working on a Redmond/Blutarch statue for a map project. I thought I'd show some WIP screens here. They're based off of the comics from tf2, and I created them to resemble, but not be exactly like the cartoon versions of them. Instead my goal was to create tf2 styled characters for the statue's poses. I hope you see the resemblance to Redmond and Blutarch, but I'm open to suggestions. This is also my first real character work, so please give me feedback for anything...Just looking to see where I can improve.
Also, I have a strange rogue vertex that is defying all logic (it's properly weighted and everything, go figure). If anyone knows a solution, let me know, it's a vertex on the shoe.
Each character is about 7000 tris.
Oh yeah! Almost forgot, here's a fully detailed picture of the environment I was working on, it's a fully playable stage:
Replies
Anybody else notice this, btw?
That's got to be the Administrator, right?
...3-Star General Helmet...
and can anyone get a clean shot of the magazine the Pyro is trying to light?
I thought that part was hilarious. I tried watching in 720p, but even then it still isn't that clear. However you can make out some shapes like a silhouette of a man on the back, and I think a scout on the cover.
I thought maybe it was the TF2 edition of PCGamer or some such.
The most I could make out on the cover, was what looked like "MNN NMN"
Which I suppose would be the kind of magazine the Pyro would understand.
At the end, if you look closely, the next number on the "Take a ticket" machine was 11.
Now, each class in that room had a ticket, and there's one ticket for each class...Tenth class, perhaps?
Who in the TF2 universe is short, dumpy and (possibly) female?
Also does anyone know what this is:
I found it when I logged into TF2, theres nothing on the wiki about it.
It is Miss Pauling. She has a large clipboard in hand that makes her look wider.
Buy TF2 before it went F2P
because of a confusion between me and copying the fedora, I have re-made the hat completely, and I do apologize. I am being screwed by the whole community, and I hope that you all understand this is not what I meant to do.
Anyway, I submitted the new one to Valve, and they hopefully should have it up and running soon.
That's still WIP obviously and the smoothing groups are a little screwy.
does anyone think this is a good idea, Can I please get some crits, and ideas?
edit: changed to imgur
Congratulations to everybody who's stuff made it into the Uber update! So many new toys! Also thanks to everybody who commented on my work way back, it was a great help!
Funnily enough, right now I'm more interested in rigging up the mod version LODs and getting the Market Gardener fixed than playing...
----
Begin towering pillar of comments:
@Bopoe: I'd give you a comment if tinypic didn't hate me and not load most of what it hosts. Maybe if the image ever works.
@BenHenry: Already done?? Take your time man....they'll be prioritising game-breaking bugs right now anyway.
@re.wind: Interesting, but getting it to work...I remember endless pain last time I rigged something to a pouch. What about little ones replacing the grenades?
@Ducksink: It seems to me like a contrasting colour on the gas tank would make it stand out a lot more, also your low-hanging pipe is probably going to interfere with movement animations, might want to test that if you haven't. I like the coiled pipe, though again, contrast would help (and not having the background of the picture a similar colour to the items...).
@Hellmasterx: The chains seem a bit weedy for such a huge man, and while the collar placement avoids a lot of clipping with his jacket it looks oddly high. I'm with the others who've suggested testing alternative placements.
@Evil: Hey that looks familiar It might be worth having the silencer vary in diameter a little down it's length.
@Macgta: There have been a lot of different takes of the kind of thing you're going for so you're going to have to figure out something special to make it stand out. Seeing as you have more stuff planned for it though I'll wait and see how you pull it off.
@Ruskeydoo: At a glance it doesn't really feel like a Russian weapon so I'm not really seeing a strong Spetznaz link. Russian machine guns rarely seem to bother housing the barrel. The silencer is also nowhere near big enough to look like it could do the job, especially considering the time period means they would be less sophisticated (i.e. less efficient).
@comomomo: I remember pulling apart the Shortstop a while back to test something similar. The bone arrangement is a bit of a mess because they rigged it to use a lot of the pistol animations, so focus on getting the hinge working and worry about the bullets later.
@randomteddybear: I think it's a little weird that you've got that massive thing at the front and the part on the side, but the rear and lever section are unchanged. You could potentially do a lot with it to bring the components together. I've always found it strange that most medigun models ignore that section...
good day gentlemen,, i come with a problem. does anybody know a way to hide the geometry of the pyro head cus when i load my model it just looks like this
Finally finished with this rifle. Very happy with how it turned out. Let me know if you guys notice something off in this model so i can try to fix it. Otherwise it's ready to be unwrapped.
skin your model with the pelvic bone, then export the model and the pelvic bone. should work, but there may be some clipping issues wich will require multiple export attempts, etc.
We call it "Lucky beggar"
I was inspired by
Have we any chances,that Valve ll take our work)
You may have a point elbagast... the whole thing does look a bit modern... hmmm
On a side note massive thanks to treythepunkid for helping me get the gun compiled right. He is a legend.
orange box bin. you're also using a slightly dated version of the tools (probably...), or don't have .net or c++ installed. Try getting the latest decompiled from here instead.
edit:
@Ronin & ruskey: those indeed do look a bit too modern, but are otherwise quite good :thumbup:
It clips some parts still yes, but so does the default rifle. So i guess a little clipping wont hurt but if i can fix it i will.
In-game shots:
Also exploited the idea of making the drum magazine even more enormous but the general consensus is negative so i probably wont use that.
That is quite doable, although i think my current problem is that i'm uncertain what slot the drum goes into. it can be a misc item with drumsticks replacing the grenades, or it can be part of a new secondary item. A passive secondary item?
It actually looks quite good, has a good readable sillhouette and is different from all other misc/buff banners, with the main problem being clipping issues. A smaller drum will definitely help, but that decreases readability and sillhouette. readability can be increased again with an appropriate texture, and i don't think the sillhouette will suffer that much from a smaller drum size.
I was thinking about making a stick horse charge for the demoman, first time making a TF2 Item so it'll be fun.
PONIES! :")
well the problems never seem to end, ive been able to figure out all the others up until now. for some reason as you get further away from the character the model turns blue, as shown in the picture, i would think that it would have something to do with the vmt but i cant figure out what it is. i copied the vmt from the foster's facade. help would be much appreciated!
I was inspired by
What you can say about it?
I think the fosters facade hat removes the Pyros head bodygroup
If you do that you should be able to view the model without the Pyros head getting in the way.
Then you'll need to go to itemtest to try out the model if you don't have the hat (not entirely sure how that works)
Took a while to unwrap this thing. Quite a hassle really but i guess that goes with inexperience. Anyway, changed the muzzle and i think it made a big difference. Still some clipping left thumb and the biggest clipping issue is with the taunt although the fact that the drum obscures the clipping makes the illusion of his hand not actually clipping. Adding sentry metal colors (sans the themed paint) and wooden parts.
Misc item? buff drummer? Who knows. Original idea was for it to be a speed boost, possibly area affect, but the new whip seems to have filled that niche.
Little update, do you guys think the bauble eyes work?
Guess I just need to fiddle with it and then texture it :O
tell me what you think
Lovely lovely curves.
update on my own gun.
base colors. Trying to figure out the color combo. Suggestion's are welcome.
It's kind of hard for me to see it when it's that dark.
Incase you haven't heard, gamebananas doing a "Steampunk Pyro" skinning contest, and i'm entering. I'm doing a shotgun, and my goal is too make it Steampunky without it deviating away from the TF2 style too much
Heres what i've done so far, models about 90% complete, as I want to test it ingame first:
I'm at 7389 tris ATM, so I can't really add much else, but if its looking cluttered, or something doesn't fit, tell me and I'll remove it.
The tank on the side is a water cooler, simular to that of WW1 steam cooled machine guns.
i figured out that problem, i just renamed it pyro_tripwire_mask or whatever the foster's facade filename is and i plopped it in my items folder. now the new problem im having is that the model gets progressively blue-er as you walk away from it until it is completely blue, it only looks normal when you are looking like an inch away from it :shifty:
below 8k is the range most weapons are in, but also but you can actully get away with more if you LOD, and since your weapon is mostly rounded shapes it should be very easy to lod.
so you could make it all pretty in the reference model and do a really aggressive lod1 so you can get it all nice for the players view but have it drop off a bit when viewed by more than a few feet away.
the dark metal and light wood looks great together. I think you should run with that combo. Iron & beech wood maybe?
WOOHOO! fixed my problem, for someone reason just re-saving the tga file as the vtf fixed it no idea why though(also doing it cut the texture file size down from 1.2mb to like 356kb) now only one last problem, there seems to be a small gap between the head and the body(even though my replacer is modeled with the neckline exactly were the one for the foster's facade is) >_> wel anyways if you have the fix please tell me and also crits so far are welcome! still working on the texture.
Pyro Skin + Flamethrower + Shotgun + Axe
It might take some time but we have a whole month left.
Hey Ruskeydoo, I just take a look at your blog and wanted to tell you how much I like what i've seen ! Really good stuff ! And i like your banjo songs !
I'm working on a Redmond/Blutarch statue for a map project. I thought I'd show some WIP screens here. They're based off of the comics from tf2, and I created them to resemble, but not be exactly like the cartoon versions of them. Instead my goal was to create tf2 styled characters for the statue's poses. I hope you see the resemblance to Redmond and Blutarch, but I'm open to suggestions. This is also my first real character work, so please give me feedback for anything...Just looking to see where I can improve.
Also, I have a strange rogue vertex that is defying all logic (it's properly weighted and everything, go figure). If anyone knows a solution, let me know, it's a vertex on the shoe.
Each character is about 7000 tris.
Oh yeah! Almost forgot, here's a fully detailed picture of the environment I was working on, it's a fully playable stage: