I want to say something with Colonel in it for some reason. Colonel's Cutaway perhaps? Agent's Anorak might work too.
Well i modeled this after reading about the 2nd misc. slot. Cuz of that, i modeled everything on top of the rouge as you can see in the picture. No other misc. items clip it at the moment EXCEPT the made man and cubes. The medals though are placed right under the wide collar.
Along with the recent "Clothing" phase, I want to model something for the Engineer. Basically, a replacement for his work clothes, based off of the outfit of a stereotypical car mechanic.
Could someone give me some tips on how to start it?
Pretty much everything can be team colored if done properly. In this case it's clearly not a problem with the qc, however. You're sure you pointed to the correct blue texture in your VMT?
Also, Valve doesn't use v_models anymore anyway so I wouldn't submit it as a v_model to begin with. They probably won't even bother to accept it if you did. Better to submit the model itself and let them implement it as a c_model.
I am positive it is pointing to the correct texture. The exact same vmt's are being used for the world model (which works).
That is my plan for submission, but this is mainly for testing purposes. I also intend to release it as a skin.
I am positive it is pointing to the correct texture. The exact same vmt's are being used for the world model (which works).
That is my plan for submission, but this is mainly for testing purposes. I also intend to release it as a skin.
Just make sure it wasn't the problem I'll ask you again. Did you go to File, Unload Weapon? You can't view skins when it's loaded as the weapon and a lot of the time when you view it as the loaded model it'll have itself loaded as the weapon on top of itself making it appear as if the skins aren't working.
Just make sure it wasn't the problem I'll ask you again. Did you go to File, Unload Weapon? You can't view skins when it's loaded as the weapon and a lot of the time when you view it as the loaded model it'll have itself loaded as the weapon on top of itself making it appear as if the skins aren't working.
Right, I forgot to respond to that.
I have been testing them in-game, so that is not the issue.
@Xenu I think it's more complicated than that. I tried assigning paint splotches to a variety of head and neck bones previously and none of them remained on the character model upon death. When I get more time I might try again.
@Xenu I think it's more complicated than that. I tried assigning paint splotches to a variety of head and neck bones previously and none of them remained on the character model upon death. When I get more time I might try again.
Speaking about team colours, for some reason my new fan replacement for the Fan O War appears red in both team's first person view.
BUT it appears correctly blue on a BLU Scout's third person view.
What can cause a weapon to use skin2 on 3rd person and skin1 on 1st person??
@ronin "Perplexing Peacoat", "Enwrapped Espionage", "Commander's/Colonel's Cover-Up", "Rouges Raincoat", "Dastardly Duster", "Frenchman's Facade", and "Maniacal Mourning Coat" are the best I've got, but I can think of a few more if necessary. Hope it helps
Alright here is the grenade launcher, now painted with 2 variations of the foregrip. Tbh, it's one of my first attemps at painting anything and I'm pretty satisfied with how it turned out. Originally I intended this to have more of a mediavel feel with some ornamental elements, a touch of gold/brass, though for some reason when painting it I pretty much stayed within the original GL color scheme. When modeliing, I'll add some iron reinforcements (didn't feel like painting them, it took a bit too long anyway) to a few things like the stock, mostly to give that bit of medieval feel.
Hey Bing, welcome to Polycount You're off to a good start, but a couple of crits:
The detail above the sword guard connecting to the blade, I'd make that pop a little more, it's quite subtle at the moment and would look nice with a more defined edge.
The sundial reads medieval, but the wrist strap does not. It is actually quite boring. Look up ref's for leather straps, I found this to be interesting, maybe a variant of this:
As for the cowl, think about the fabric/cloth and the types of folds it would create. It sort of just looks like a big fluffed up pillow. You should look up reference on this. I did a quick search and found this:
It's longer than yours, but the folds around the head is what I'm talking about. Look up more refs for this piece. With it going on the head of the character, that is going to be a pretty important focal point of the player. Also, a nice detail would be to include some stitching on the trim and where seams connect.
Keep pushing! Can't wait to see more from you
Thanks eY3lEs5, I appreciate the feedback. And even the reference to Assassin's Creed
Dirk
So add more detail to make the notches pop out a bit more. Gotcha.
Sundial
This is a hard one because the watches are not visible to other players and is barely visible to yourself in 1st person view. I like your ideas for straps, but they just won't be seen. You are 100% right though about my current strap.
Hood
You're right, it does seem a little pillowy, but I hoped to add the folds in via normal map. A little more geometry wouldn't hurt either.
Again thanks for the feedback. It's much appreciated.
#2 but with a slight change.
Move the front-most Metal band (and the wood it is attached to) forward so that the band is in the same location to the corresponding metal band on design #1.
I've been working on a boyscout set for the Scout with a neckerchief and merit badge sash. The neckerchief turned out pretty well, I think. I have two versions, one of which goes down the back and one that's rolled up around his neck so it can use the dogtag animations.
I'm having issues with the sash, though. I wanted to actually have badges textured on it, but that area stretches really badly in several of his animations. Any ideas on how I might make it look better? I tried modeling them rather than texturing, but dealing with weights ended up being even more of a headache and just looked worse.
I've been working on a boyscout set for the Scout with a neckerchief and merit badge sash...
I actually have been working on a boy scout set for a little while.
I am almost finished with my neckerchief, and I have already made a sash (which I scrapped due to some problems), a primary, melee, and a boy scout hat.
Here are some WIP pics:
I guess now would be a good time to ask for critiques.
I was planning on finishing the necker today.
I am aware that you were, but I have not been using the model viewer at all. I have been using itemtest inside of TF2.
Yeah sorry, I read that as NOT testing it in-game. You should try it out in Model Viewer just to be sure that it's not the item test system fucking up. Maybe you're right and it's just not set up to switch skins though.
I'd look into having all the badges low enough that they can be weighted to only the backbone maybe (not 100% on which bones are in the structure).
But it seems like you have them on verts that are weighted to the shoulder, which are always going to stretch a lot. Even his arm looks deformed in that pick.
So have the sash weighted to shoulder where it goes over the top, then below be fully weighted to back. You'll get massive stretching right above the pins, but f it's a solid color it won't be noticable.
I'd look into having all the badges low enough that they can be weighted to only the backbone maybe (not 100% on which bones are in the structure).
But it seems like you have them on verts that are weighted to the shoulder, which are always going to stretch a lot. Even his arm looks deformed in that pick.
So have the sash weighted to shoulder where it goes over the top, then below be fully weighted to back. You'll get massive stretching right above the pins, but f it's a solid color it won't be noticable.
The sash weights work really well right now, and I'm honestly scared to touch them. I wanted to avoid moving the badges if possible (having them lower just doesn't look quite right) but it does seems to fix the problem. A bit of "rightness" seems worth sacrificing for having them nonstretched.
bunch of badges, example of one. thought it was intertesting idk if there are any tf2 tournaments going on sorry if this is common knowledge that these exist :poly142:
RedSheep: I like the hat and the gun, they really make the scout look like a young camper. I especially dig the style of the gun. I think your marshmallow on a stick could use a bit more work, especially on the texture of the stick... It seems sort of out of place. Looks great overall though!
Looks like your Garrison Cap wont be making it in Ronin.
Oh, there's always hope. Especially considering there are currently 5 different kinds of tricorne, 3 different pith helmets, 5 different top hats (not including hats stacked on top of each other), 2 bowler hats, 2 hard hats (not including engie's default hat), 3 peaked caps, 2 headbands, 2 nearly identical fedoras, 2 native American headdresses and 3 baseball caps.
Oh, but this...
First a Slavic hat for Engie, now this. They had better make this wearable for Medic. :poly118:
bunch of badges, example of one. thought it was intertesting idk if there are any tf2 tournaments going on sorry if this is common knowledge that these exist :poly142:
They added these a week or two ago in an update. If you read the wiki updates they list hidden stuff like this when they find it although I'm not even sure if these were hidden.
Yeah sorry, I read that as NOT testing it in-game. You should try it out in Model Viewer just to be sure that it's not the item test system fucking up. Maybe you're right and it's just not set up to switch skins though.
I thought that that might be the case, but, since it replaces the scattergun (and therefore not needing the itemtest function), I tested it both with and without itemtest. Still no blue texture.
RedSheep: I like the hat and the gun, they really make the scout look like a young camper. I especially dig the style of the gun. I think your marshmallow on a stick could use a bit more work, especially on the texture of the stick... It seems sort of out of place. Looks great overall though!
Thanks. The textures are mostly still works in progress. I'll take that and the comments for the marshmallow into consideration.
Here is the neckerchief so far
Both it and the hat are paintable. Also the base color of the neckers are an air of debonair currently.
I didn't take a shot of it, but the current base colors are an air of debonair.
edit: as you can see, the hat and neckerchief are paintable
quick question im starting on a hotrod inspired flamethrower(pics soon ) and for chrome areas on the weapon should i use am intense phong mask or should i use a cubemaap
redsheep if you make the marshmallow tip glow and give off smoke you would be my hero
Security Shades fix.
Smoother frame, now comes with a proper ear brace, envmapped, does not clip most of the heavy hats anymore and comes with 2 styles (regular shades and frameless version. )
Will submit tomorrow.
Replies
Could someone give me some tips on how to start it?
I am positive it is pointing to the correct texture. The exact same vmt's are being used for the world model (which works).
That is my plan for submission, but this is mainly for testing purposes. I also intend to release it as a skin.
Just make sure it wasn't the problem I'll ask you again. Did you go to File, Unload Weapon? You can't view skins when it's loaded as the weapon and a lot of the time when you view it as the loaded model it'll have itself loaded as the weapon on top of itself making it appear as if the skins aren't working.
Right, I forgot to respond to that.
I have been testing them in-game, so that is not the issue.
I'm talking about model viewer.
EDIT: Damn it, I read that as not...
@ronin Operative's Overcoat? Turncoat's Trench?
Right now the best name i like is from a facepunch suggestion; "Underhanded Overcoat" Still open to suggestions.
BUT it appears correctly blue on a BLU Scout's third person view.
What can cause a weapon to use skin2 on 3rd person and skin1 on 1st person??
They are cool but wrong thread? Or is this a TF2 character replacement?
I think it would be great as a new rifle respond any who is capable of making it.
respond if u are able to make it
I am aware that you were, but I have not been using the model viewer at all. I have been using itemtest inside of TF2.
Thanks eY3lEs5, I appreciate the feedback. And even the reference to Assassin's Creed
Dirk
So add more detail to make the notches pop out a bit more. Gotcha.
Sundial
This is a hard one because the watches are not visible to other players and is barely visible to yourself in 1st person view. I like your ideas for straps, but they just won't be seen. You are 100% right though about my current strap.
Hood
You're right, it does seem a little pillowy, but I hoped to add the folds in via normal map. A little more geometry wouldn't hurt either.
Again thanks for the feedback. It's much appreciated.
-Bing
Fixing my security glasses.
Now will be paintable and have Frameless alt-style.
Move the front-most Metal band (and the wood it is attached to) forward so that the band is in the same location to the corresponding metal band on design #1.
Hopefully, I worded that well enough.
edit: @Madmike
I'm having issues with the sash, though. I wanted to actually have badges textured on it, but that area stretches really badly in several of his animations. Any ideas on how I might make it look better? I tried modeling them rather than texturing, but dealing with weights ended up being even more of a headache and just looked worse.
I actually have been working on a boy scout set for a little while.
I am almost finished with my neckerchief, and I have already made a sash (which I scrapped due to some problems), a primary, melee, and a boy scout hat.
Here are some WIP pics:
I guess now would be a good time to ask for critiques.
I was planning on finishing the necker today.
c_model only. Should I have made another?
Looks like your Garrison Cap wont be making it in Ronin.
There's some clipping on the back at the moment, but nothing too serious.
*sigh* This always happens. =(
Yeah sorry, I read that as NOT testing it in-game. You should try it out in Model Viewer just to be sure that it's not the item test system fucking up. Maybe you're right and it's just not set up to switch skins though.
I'd look into having all the badges low enough that they can be weighted to only the backbone maybe (not 100% on which bones are in the structure).
But it seems like you have them on verts that are weighted to the shoulder, which are always going to stretch a lot. Even his arm looks deformed in that pick.
So have the sash weighted to shoulder where it goes over the top, then below be fully weighted to back. You'll get massive stretching right above the pins, but f it's a solid color it won't be noticable.
And Stahlhelm: http://wiki.teamfortress.com/wiki/Stahlhelm
Though don't count Ronin's hats out of the running just yet. I thought the Big Chief wouldn't get in when the Cheiftain's Challenge came out.
The sash weights work really well right now, and I'm honestly scared to touch them. I wanted to avoid moving the badges if possible (having them lower just doesn't look quite right) but it does seems to fix the problem. A bit of "rightness" seems worth sacrificing for having them nonstretched.
Thanks for the input.
bunch of badges, example of one. thought it was intertesting idk if there are any tf2 tournaments going on sorry if this is common knowledge that these exist :poly142:
Oh, but this...
First a Slavic hat for Engie, now this. They had better make this wearable for Medic. :poly118:
They added these a week or two ago in an update. If you read the wiki updates they list hidden stuff like this when they find it although I'm not even sure if these were hidden.
Calling it done for now. Moving on to shotgun design by APesquera.
I thought that that might be the case, but, since it replaces the scattergun (and therefore not needing the itemtest function), I tested it both with and without itemtest. Still no blue texture.
Thanks. The textures are mostly still works in progress. I'll take that and the comments for the marshmallow into consideration.
Here is the neckerchief so far
Both it and the hat are paintable. Also the base color of the neckers are an air of debonair currently.
I didn't take a shot of it, but the current base colors are an air of debonair.
edit: as you can see, the hat and neckerchief are paintable
It'd add a little extra detail to the one you've got going there.
It's taking quite a bit of trial and error to get it to look right and have a seamless transition on seams.
redsheep if you make the marshmallow tip glow and give off smoke you would be my hero
Security Shades fix.
Smoother frame, now comes with a proper ear brace, envmapped, does not clip most of the heavy hats anymore and comes with 2 styles (regular shades and frameless version. )
Will submit tomorrow.