sorry about the lack of updates and actual work done been pretty busy with other stuff and have bee struggling to even get a few mins to work on tf2 stuff.
still havent done the eagle yet but i have UV'ed the rest and started playing around with base colours
here it is just with diffuse, havent done spec or the environment mask yet.
sharc what kind of material did you want the red strips to be wasn't sure from the concept, and i also assume you wanted the yellow bits to be brass?
edit:
i really got to stop useing jpeg for posting screens, got some nice artifacts in there
The red stripes are just painted wood, the yellow bits are actually made out of gold and the star is made out of silver, although I'm not sure if it would just look better in gold. It's looking great though.
The red stripes are just painted wood, the yellow bits are actually made out of gold and the star is made out of silver, although I'm not sure if it would just look better in gold. It's looking great though.
k when i get more time i will make 2 versions a silver and a gold star one so you can see, and im also thinking of putting the red strips on the pump too.
kinda lacking material definition right now but i think that is mostly due to no specular map, and i like how the dark metal looks sofar but the light metal and wood need lots of work, and i haven't done much with the gold yet since im kinda going to re relying on a good cube-map to sell that one.
edit: been trying to make a shader similar to tf2 using the xoliu hlsl shader in maya and am wondering if anyone know where i can get some cubemaps from tf2 that work with it, or how i would extract a cubemap from a tf2 map.
So here is the first try to texture it. Any suggestions ?
P.S. Im going to edit the legs (in texture), so don't point that out
Could we get a look at it front on and away from the shoulder. It's a little difficult to get a sense of how it's structured at the moment. At the very least it looks like there are some edges that need to be turned, but I think you'll probably need some significant reworking. Have a look at Roninsmastermix's koala toy. While it's cartoonish, it's immediately recognisable as a Koala
Got 2 hours to spare so i made the hat for the pack to make it more presentable. No textures yet on the hat. The backpack should be pretty much done now. Reviewing it for mistakes and missed spots. The straps are also rigged to the appropriate bones already though i have not seen it in HLMV yet. Looked fine in pose mode though. After the hat it's off to the commando knife...
Could we get a look at it front on and away from the shoulder. It's a little difficult to get a sense of how it's structured at the moment. At the very least it looks like there are some edges that need to be turned, but I think you'll probably need some significant reworking. Have a look at Roninsmastermix's koala toy. While it's cartoonish, it's immediately recognisable as a Koala
Ya, i will redo some parts of it, i see what you mean. I can see the "bad" edges too. I will upload some more photos of it, so that you would get a better look of it.
This is what my jigglebone question a few days ago was about. I had to give each individual pom pom its own jigglebone. I made a simpler version with less just in case it's too much.
Something I've been working on the past couple of days. I can't decide whether to go with the original style of having the shirt tucked under that flap or to have it go all the way down. Any thoughts as to which looks better?
Update on the launcher. I'm pretty happy with it now.
Zip, while this looks awesome, I feel it lacks just a little mechanical complexity, or any for that matter. maybe 1 of those wheels they use to close doors in subs on the back and a little periscope sight on the head side of the launcher to add a little visual interest?
It's looking good, but yeah I think the star might look better Silver than Gold, it stands out a bit too much. The stripes on the stock also look a little odd, maybe they might look a little better bulging out of the stock than carved into it?
The neck of the Balacava needs to be extended, and the chesthair needs to be thinner (he's french afterall, not a lumberjack) see artist's rendition below:
In speaking of which, is it possible within Blender to adjust proportions of all animation sequences at once?
for say... giving leilei SMALL HANDS, HIPPY HIPS and NARROW SHOULDERS for instance. making demoman look like a woman
i'd imagine an extra armature modifier with a second skeleton that only has scaled bones in its one-frame Action
im sure it is possible but would it actually work well and not look distorted and fucked up and be easy to implement.
and i couldn't really say much that is blender specific, i olny use it for exporting source stuff since the script for maya 2012 is a bit glitchy especially when trying to import stuff.
The neck of the Balacava needs to be extended, and the chesthair needs to be thinner (he's french afterall, not a lumberjack) see artist's rendition below:
@Dashtoronto
Well, I could, but not as part of the intended contribution. it's a model worn on top of his suit, misc item style. Similar to the summer crate turtleneck I made.
Sweet, looks much better now. Add an alternate Style selection where the chesthair is paintable, for those who want it to match their Magistrate's Mullet
Sweet, looks much better now. Add an alternate Style selection where the chesthair is paintable, for those who want it to match their Magistrate's Mullet
Hello, I'm in the process of learning 3d modeling, so I decided to try making a team fortress 2 hat to improve my skills. After seeing all the amazing work of the people on these forums, I figured this would be the perfect place to get some feedback. Here's what I have so far:
I love the turtle neck but that thing is hideous and just so out of character..
There's worse stuff in game now... As long as it looks good I'm usually fine with it, and Svdl's stuff sure does look good.
Also Svdl, do these cosmetic clothing items use bodygroups to remove the clothing underneath or does it just cover it up neatly? I'm thinking of doing some of my own and it'd be great to know.
There's worse stuff in game now... As long as it looks good I'm usually fine with it, and Svdl's stuff sure does look good.
Also Svdl, do these cosmetic clothing items use bodygroups to remove the clothing underneath or does it just cover it up neatly? I'm thinking of doing some of my own and it'd be great to know.
Pretty sure they just cover up the original suit. I think the turtleneck that's in game right now has some clipping issues with the original spy suit.
Replies
still havent done the eagle yet but i have UV'ed the rest and started playing around with base colours
here it is just with diffuse, havent done spec or the environment mask yet.
sharc what kind of material did you want the red strips to be wasn't sure from the concept, and i also assume you wanted the yellow bits to be brass?
edit:
i really got to stop useing jpeg for posting screens, got some nice artifacts in there
k when i get more time i will make 2 versions a silver and a gold star one so you can see, and im also thinking of putting the red strips on the pump too.
kinda lacking material definition right now but i think that is mostly due to no specular map, and i like how the dark metal looks sofar but the light metal and wood need lots of work, and i haven't done much with the gold yet since im kinda going to re relying on a good cube-map to sell that one.
edit: been trying to make a shader similar to tf2 using the xoliu hlsl shader in maya and am wondering if anyone know where i can get some cubemaps from tf2 that work with it, or how i would extract a cubemap from a tf2 map.
Could we get a look at it front on and away from the shoulder. It's a little difficult to get a sense of how it's structured at the moment. At the very least it looks like there are some edges that need to be turned, but I think you'll probably need some significant reworking. Have a look at Roninsmastermix's koala toy. While it's cartoonish, it's immediately recognisable as a Koala
Got 2 hours to spare so i made the hat for the pack to make it more presentable. No textures yet on the hat. The backpack should be pretty much done now. Reviewing it for mistakes and missed spots. The straps are also rigged to the appropriate bones already though i have not seen it in HLMV yet. Looked fine in pose mode though. After the hat it's off to the commando knife...
Ya, i will redo some parts of it, i see what you mean. I can see the "bad" edges too. I will upload some more photos of it, so that you would get a better look of it.
This is what my jigglebone question a few days ago was about. I had to give each individual pom pom its own jigglebone. I made a simpler version with less just in case it's too much.
Something I've been working on the past couple of days. I can't decide whether to go with the original style of having the shirt tucked under that flap or to have it go all the way down. Any thoughts as to which looks better?
is that this?
Zip, while this looks awesome, I feel it lacks just a little mechanical complexity, or any for that matter. maybe 1 of those wheels they use to close doors in subs on the back and a little periscope sight on the head side of the launcher to add a little visual interest?
the wood still needs a lot of work, and i still haven't remodeled the eagle.
will compile and and toss it in game after work tonight, to see it with the tf2 shader's.
Anyway, more spy shirts.
very nice. can you change the suit too??
Needs chest hair.
I don't think this picture is quoted enough
also, needs some blingy rings. Since you're doing a suit you can probably get away with hand additions like that
You know, air tubes and stuff they use to keep the rig afloat.
Here's some experiments. I'm leaning towards the one without any transparency gimmicks.
I'll be remaking the necklace so they're not included here.
I tried my hand at making a knife for the Spy and I'm looking for some feedback.
This is my first time making a model for a game, so I'm a bit nervous that this is going to get shot down.
I also want to add that I've read almost every single page of this thread and I've come to the conclusion that you guys are absolutely amazing.
and a little cornish gamehen to make the mandatory 'say hello' one-liner...
This gold chain?
So many people are going to hate me for this.
Im thinking of doing one of these for the spy, but I cant decide which.
lol its a WEREWOLF! lol. c'mon dude. that's not sexy at all!
VERY NICE. I for one, LOVE IT. GOOD JOB! KEEP IT UP!
Any kind of help would be appreciated.
you cant really do custom animations unless you do a whole new animation for the character and replace a old one.
the C_models use bones from the character there attached to to animate.
The neck of the Balacava needs to be extended, and the chesthair needs to be thinner (he's french afterall, not a lumberjack) see artist's rendition below:
In speaking of which, is it possible within Blender to adjust proportions of all animation sequences at once?
for say... giving leilei SMALL HANDS, HIPPY HIPS and NARROW SHOULDERS for instance. making demoman look like a woman
i'd imagine an extra armature modifier with a second skeleton that only has scaled bones in its one-frame Action
im sure it is possible but would it actually work well and not look distorted and fucked up and be easy to implement.
and i couldn't really say much that is blender specific, i olny use it for exporting source stuff since the script for maya 2012 is a bit glitchy especially when trying to import stuff.
that's more like it!!!
can you change his entire suit?
Yeah, those are doable.
@Dashtoronto
Well, I could, but not as part of the intended contribution. it's a model worn on top of his suit, misc item style. Similar to the summer crate turtleneck I made.
Sweet, looks much better now. Add an alternate Style selection where the chesthair is paintable, for those who want it to match their Magistrate's Mullet
What.
There's worse stuff in game now... As long as it looks good I'm usually fine with it, and Svdl's stuff sure does look good.
Also Svdl, do these cosmetic clothing items use bodygroups to remove the clothing underneath or does it just cover it up neatly? I'm thinking of doing some of my own and it'd be great to know.
Pretty sure they just cover up the original suit. I think the turtleneck that's in game right now has some clipping issues with the original spy suit.
You can download it here (replaces all flamethrowers): http://dl.dropbox.com/u/7522717/TheWrathofWanHu.rar
Well damnit.. So unless I can get someone to re-animate the demoman, there's no way to fix my EX41? Damn you Valve for changing to c_models! :poly127:
it's not mandtory that you use a c_model, it still is possible to use the V + W model combo if you want.