@Svdl, I like your stuff, and who knows what Valve would choose so might as well submit. But the stripes under the arms bug me, they should wrap around his body, not go straight down it.
)
That was kind of an annoying problem I couldn't get fixed to my liking.
I tried some other shirt styles.
Plain
Lumberjack
I'm currently liking them both far more than the striped one which I never managed to make subtle enough. Plain is probably too plain, though, and lumberjack would need a collar.
That was kind of an annoying problem I couldn't get fixed to my liking.
I tried some other shirt styles.
Plain
Lumberjack
I'm currently liking them both far more than the striped one which I never managed to make subtle enough. Plain is probably too plain, though, and lumberjack would need a collar.
Hey Svdl, I'm really loving what your doing with the clothes thing here. Keep at it!
Edible pony sandvich that puts heavy on an acid trip for 30 seconds?
That's true, sorry. I react pretty quickly without thinking when it comes to TF2 submissions, just because of what valve's stuck in, in the last 6 months or so
started adding some more color variation(still trying to figure out the best look for the handle so dont mind the fact that its very bland atm), dont mind the skull that was just me messing around c&c welcome
Ok so I guess i finished the rest of the modeling. Thing is i just realized theres two sets of goggles. Should I remove the one on the hat then? Or leav it as is?
Ok so I guess i finished the rest of the modeling. Thing is i just realized theres two sets of goggles. Should I remove the one on the hat then? Or leav it as is?
steampunk can never havtoo many goggles,, altho the hat seems to be sitting up too high, i would thing the brim would be touching the tops of the ears, or close to it.
also the floppy top hat does not seem all that steam punky to me.
You guys do know that he just quoted Swizzle from about 200 pages back, right?
Umm, NO. With all the boxes in that post I guess I missed that it was boxes within boxes.
Guess the poster went one quote box too deep and broke the forum/post continum.
I believe I was around back then too. But does it really matter?
You guys do know that he just quoted Swizzle from about 200 pages back, right?
That's what I was going to say. I have no idea what swizzle has done/is going to do with it. You guys will have to ask him, I just had the link written down, that's all.
YAY crappy first texture. Need to do the whole strokey thing. I'm just testing out the colors right now. Donno if i actually wanna try to pin stripe it.
Thats blender in the first panel and maya in the second. pretty.
it looks fantastic now, please don't add things like a texas star like I saw on another gun recently, they're out of place and look like a last minute attept to give the gun character but end up ruining it. for me anyway :P
I'd suggest making that butt cloth a little less perfect though
We need moar engi weapons
Working on Overload emitter
Adds "Overload panel",which is filled by standing near dispenser.When it full alt-fire release 1 crit shot.No random critical hits,reload time +20%.
lol i was gonna say that wouldve been the weirdest ammo belt ive ever seen >.<
bit of an update:
added in some screws, still clueless on what color to make the handle(circled in red) so any suggestions are appreciated. also as before please ignore any skull based paintings that may occure on the ammo box
I've been doing silhouettes for a Remington 870-based Engineer shotgun; these are very small varations (stock shape, iron sight size, etc.) - so I'm primarily wondering if it looks different enough from the Frontier Justice and the regular shotty (included in the chart), and whether I'm making the barrel too long on some (compare B & E with the standard shotgun).
Edit: Also decided to paint a quick color study (C&C welcome):
Anyways, I got some more work done on my shotgun for the engineer. (Oh the irony :poly136:)
For those of you wondering what a disfigured shotgun hand grip is attached to my hand grip, it's because I realized that my grip was too small and the engy's hand would sort for float under it, and I didn't change it since I didn't want to deviate too much from the original design of a Winchester Rifle and I didn't want it to look a lot like the Frontier Justice. To fix that, and to add on to the whole busted rifle idea, I added a broken hand grip from the normal shotgun nailed onto this rifle's hand grip, so the gun will fit into the engineer's hands.
I made this a few weeks back. Upgradable robot arm as primary and dispenser backpack as secondary. Needs a hat and an interesting melee that's not a wrench. Feel free to suggest.
I made this a few weeks back. Upgradable robot arm as primary and dispenser backpack as secondary. Needs a hat and an interesting melee that's not a wrench. Feel free to suggest.
Hi,
Just posting some updates for my upcoming pyro pack.
Also if anyone could tell me why my textures are broken, I've tried every combination of things it could be but it just doesn't show up, naming everything c_axtinguisher, etc.
You need to have your vmt and vtf in the correct folder (materials/models/weapons/c_models most likely). Then you vmt has to point to your tex in that folder.
Your qc file has to have the right folder in it to compile the model with the correct path...
Replies
Edible pony sandvich that puts heavy on an acid trip for 30 seconds?
@Slider: really digging the knife.
That was kind of an annoying problem I couldn't get fixed to my liking.
I tried some other shirt styles.
Plain
Lumberjack
I'm currently liking them both far more than the striped one which I never managed to make subtle enough. Plain is probably too plain, though, and lumberjack would need a collar.
Hey Svdl, I'm really loving what your doing with the clothes thing here. Keep at it!
For the stripes I just wouldn't worry about a seam between the arm and body parts. That would naturally be expected.
http://www.gamebanana.com/skins/110640
http://tf2mods.net/mod.php?id=194&do=display
[ame]http://www.youtube.com/watch?v=U8X1ULPY8Qo&feature=player_embedded[/ame]
Pretty happy with how it turned out .
I made a goat, you don't have to eat the ponies now.
@re.wind - yeah, I think I'll do that, the whole hat is like an experiment anyway :P
ColonelBD longshot looks good
Slider knife is pimpin'
was all ways one of my fave guns to shoot when i was a kid.
i think you should do:
phong exponent 1
phong boost 5
I like the first one. Not that it'll probably be noticeable in game but it has a little more depth, some reflected colors.
Then I like the 25/5 one. Not too shiny, but it gives a good highlight on the middle of the blade...
I think the 1/5 is just almost too much glare/glow.
That's true, sorry. I react pretty quickly without thinking when it comes to TF2 submissions, just because of what valve's stuck in, in the last 6 months or so
You guys do know that he just quoted Swizzle from about 200 pages back, right?
What a bunch of dang nuts. I guess not everyone was around then though.
started adding some more color variation(still trying to figure out the best look for the handle so dont mind the fact that its very bland atm), dont mind the skull that was just me messing around c&c welcome
steampunk can never havtoo many goggles,, altho the hat seems to be sitting up too high, i would thing the brim would be touching the tops of the ears, or close to it.
also the floppy top hat does not seem all that steam punky to me.
Umm, NO. With all the boxes in that post I guess I missed that it was boxes within boxes.
Guess the poster went one quote box too deep and broke the forum/post continum.
I believe I was around back then too. But does it really matter?
Either way it's a great reference pic for phong settings to get you in a general area pretty quickly.
Thats blender in the first panel and maya in the second. pretty.
I'd suggest making that butt cloth a little less perfect though
Working on Overload emitter
Adds "Overload panel",which is filled by standing near dispenser.When it full alt-fire release 1 crit shot.No random critical hits,reload time +20%.
bit of an update:
added in some screws, still clueless on what color to make the handle(circled in red) so any suggestions are appreciated. also as before please ignore any skull based paintings that may occure on the ammo box
IKR...... -.-
I've been doing silhouettes for a Remington 870-based Engineer shotgun; these are very small varations (stock shape, iron sight size, etc.) - so I'm primarily wondering if it looks different enough from the Frontier Justice and the regular shotty (included in the chart), and whether I'm making the barrel too long on some (compare B & E with the standard shotgun).
Edit: Also decided to paint a quick color study (C&C welcome):
Ok, I'm done. :poly142:
Anyways, I got some more work done on my shotgun for the engineer. (Oh the irony :poly136:)
For those of you wondering what a disfigured shotgun hand grip is attached to my hand grip, it's because I realized that my grip was too small and the engy's hand would sort for float under it, and I didn't change it since I didn't want to deviate too much from the original design of a Winchester Rifle and I didn't want it to look a lot like the Frontier Justice. To fix that, and to add on to the whole busted rifle idea, I added a broken hand grip from the normal shotgun nailed onto this rifle's hand grip, so the gun will fit into the engineer's hands.
Just an update on this stuff.
I made this a few weeks back. Upgradable robot arm as primary and dispenser backpack as secondary. Needs a hat and an interesting melee that's not a wrench. Feel free to suggest.
Arc Welder and Eye Black/War Paint on face
Circular Saw/chainsaw attachment for gunslinger so we can have Evil Dead quotes from the engi.
one hour work. 1099 tris already. Thoughts?
Note:
Based on these
http://www.cyber-hobby.com/shop/images/modelkits/L3515.jpg
http://operatorchan.org/g/arch/src/g20171_US%20WW2%20M1%20Carbine%20Korean%20War%20infrared%20sniper%20scope.jpg
Just posting some updates for my upcoming pyro pack.
Also if anyone could tell me why my textures are broken, I've tried every combination of things it could be but it just doesn't show up, naming everything c_axtinguisher, etc.
Pics!
Your qc file has to have the right folder in it to compile the model with the correct path...
Usually it's just a spelling error or worng path.