Looking awesome Hooch. The only thing I don't like is that pilot flame is so huge. It looks pretty awkward to me. Maybe with proper sounds it'd be alright though.
Looking awesome Hooch. The only thing I don't like is that pilot flame is so huge. It looks pretty awkward to me. Maybe with proper sounds it'd be alright though.
Wait, what? My first post is gone... anyways. I need help. And this is my FIRST wep.
Any help with these floating ammo rounds? And could you help me with animating in Blender? Exporting, actually, because somehow i can't save all of the 31 frames, instead of that it saves only one...
Hi guys, I've been lrking on this thread for the longest time and i think the work you all do is absolutley amazing and I wish it coud all get in the game!
I tried my hand at modeling something:
Its not very good, but it's based off of the Thinking helmet for Hitchiker's guide to the galaxy:
I found out that I can't really go any further with this because the source SDK is not available for Macs so If anyone else would like to work with it then feel free!
hmmm general consensus seems to be that the chrome isnt good, should i bother keeping as a style or just forget about it completely
I'd say definitely keep it as a style. The whole point of chrome is that it never looks right in still shots - you have to see the reflections changing with movement to 'get it'.
Dizz3h: Sorry that everyone is ignoring you, it's just how some people are.
In response to your question, I'm not familiar with Blender but did you make sure to rig the shotgun to the right bones? I'm working on a Pyro shotgun and the ammo has to be rigged to a bone called bone03. Perhaps you rigged it to the wrong one. Also I'd suggest googling how to export source TF2 models in blender for a tutorial. Maybe YouTube has one.
In Blender, the Y-axis is along the length of the roll for this model. Which bone are you referring to? The weapon bone is along the Y-axis, and the jiggle bones are essentially perpendicularish to the weapon bone.
Posting yet again a similar update image but this has some minor changes that actually matters to my design.
I used an envmap on the tubes this time instead of the phong shade from my previous posts. I found it to be a nice touch but on certain areas (seen on the first 3 in-game shots) the envmap pulls the environment lighting which makes the WHOLE tube system look its illuminated. What are your thoughts? Should i keep the envmap or just use the phong shader or should i just paint it manually and almost matte? i also need suggestions on subtle paint decorations on the massive metal parts since they are air plane parts that were previously painted. Dog fight kill counts? Airforce Logos? German Cross? Red Baron Paint overs? Suggestions?
Also made this to show some viewmodel perspective. Added some more loops to smooth out the mock cockpit on the viewmodel. I also noticed that the envmap effect isnt that much visible in the viewmodel but it looks sweet when moving making it hard for me to ditch.
life is slowing down a bit for the time being so I can afford to work on more models again..
Never completed the nuetrona wand I did. Submitted the proton pack and ghost trap about a year ago, so hoping this could be a medigun replacement. Also have some ideas for the slimegun. Since spetch did the ecto goggles and I remember someone here doing egon hair, doing a hat is pointless for all of this. In fact I'm even curious if this stuff treads too far on copyrighted content.
now if someone here was good at making fx in hammer..
Hey, I too have been a lurker of the forums (and this thread in particular) so I decided to join. Anyway here's a (very) rough concept of a Halloween hat I had in mind:
Uploaded with ImageShack.us
Somesort of bone-through-nose misc. for the Heavy. Although I was considering removing one of the two strings (A or , or just keeping both, what do you think?
EDIT: Ugh, realised the image failed, fixed it now
@Hooch doesn't look like that hard a object to unwrap, olny bit htat looks tricky is the fuel lines which you could just remodel as a straight tessellated cylinders, and UV like that than apply a bend modifier or conform them to a spline.
@Hooch doesn't look like that hard a object to unwrap, olny bit htat looks tricky is the fuel lines which you could just remodel as a straight tessellated cylinders, and UV like that than apply a bend modifier or conform them to a spline.
It is not hard. It is even easy I can say.
But it takes fuc**** much time and it is something that I hate to do.
Those fuel lines are very easy because I made them using cylinder and path modifer, so the only thing I have to change is scale in one axis.
BTW.
I will have many overlapping UV's. Is there any good way to bake AO?
It is not hard. It is even easy I can say.
But it takes fuc**** much time and it is something that I hate to do.
Those fuel lines are very easy because I made them using cylinder and path modifer, so the only thing I have to change is scale in one axis.
BTW.
I will have many overlapping UV's. Is there any good way to bake AO?
ya best way to do a bake with overlapping UV's is to just move the overlaps out of the UV space than do the bake. than move the UV's back to there overlapping positions.
just be careful with what you do that with since it will look stupid if the AO between the bit of geometry is exactly the same when the geometry is positioned way different.
aside from that you got no other option since source dosnt support vertex colour, so AO cant be baked into the model it's self.
Replies
In game it looks smaller thaen in 3ds max.
Looks really good ! I like it !
Stuff.
I tried my hand at modeling something:
Its not very good, but it's based off of the Thinking helmet for Hitchiker's guide to the galaxy:
I found out that I can't really go any further with this because the source SDK is not available for Macs so If anyone else would like to work with it then feel free!
thanks.
That should definitely be for Spy.
A nice hand painted diffuse is always better
I'd say definitely keep it as a style. The whole point of chrome is that it never looks right in still shots - you have to see the reflections changing with movement to 'get it'.
In response to your question, I'm not familiar with Blender but did you make sure to rig the shotgun to the right bones? I'm working on a Pyro shotgun and the ammo has to be rigged to a bone called bone03. Perhaps you rigged it to the wrong one. Also I'd suggest googling how to export source TF2 models in blender for a tutorial. Maybe YouTube has one.
The start of a quick Halloween throwable. It will of course be jiggleboned.
Are you using maya or 3ds max?
Which axis is pointing up in Blender.
And which axis is along bone in blender?
In Blender, the Y-axis is along the length of the roll for this model. Which bone are you referring to? The weapon bone is along the Y-axis, and the jiggle bones are essentially perpendicularish to the weapon bone.
That screenshot is from HLMV, however.
Posting yet again a similar update image but this has some minor changes that actually matters to my design.
I used an envmap on the tubes this time instead of the phong shade from my previous posts. I found it to be a nice touch but on certain areas (seen on the first 3 in-game shots) the envmap pulls the environment lighting which makes the WHOLE tube system look its illuminated. What are your thoughts? Should i keep the envmap or just use the phong shader or should i just paint it manually and almost matte? i also need suggestions on subtle paint decorations on the massive metal parts since they are air plane parts that were previously painted. Dog fight kill counts? Airforce Logos? German Cross? Red Baron Paint overs? Suggestions?
Also made this to show some viewmodel perspective. Added some more loops to smooth out the mock cockpit on the viewmodel. I also noticed that the envmap effect isnt that much visible in the viewmodel but it looks sweet when moving making it hard for me to ditch.
Never completed the nuetrona wand I did. Submitted the proton pack and ghost trap about a year ago, so hoping this could be a medigun replacement. Also have some ideas for the slimegun. Since spetch did the ecto goggles and I remember someone here doing egon hair, doing a hat is pointless for all of this. In fact I'm even curious if this stuff treads too far on copyrighted content.
now if someone here was good at making fx in hammer..
Uploaded with ImageShack.us
Somesort of bone-through-nose misc. for the Heavy. Although I was considering removing one of the two strings (A or , or just keeping both, what do you think?
EDIT: Ugh, realised the image failed, fixed it now
Ref a Pile Driver to a miniature size handheld.
Not so sure about the weapon name yet. Thanks
And now to figure out how to bring concept to life...
Clever.
This would be so badass if you could modify the sweet zombie intestines effect from L4D2 to be a long, trailing piece of toilet paper.
It is not hard. It is even easy I can say.
But it takes fuc**** much time and it is something that I hate to do.
Those fuel lines are very easy because I made them using cylinder and path modifer, so the only thing I have to change is scale in one axis.
BTW.
I will have many overlapping UV's. Is there any good way to bake AO?
ya best way to do a bake with overlapping UV's is to just move the overlaps out of the UV space than do the bake. than move the UV's back to there overlapping positions.
just be careful with what you do that with since it will look stupid if the AO between the bit of geometry is exactly the same when the geometry is positioned way different.
aside from that you got no other option since source dosnt support vertex colour, so AO cant be baked into the model it's self.
Updated.
Wonderful, Spy's rapeface has made my day.
Alittle help here, my GUI Studio has gone wacky again, I've tested all the .qc's that have worked before, so i'm sure that it's not my .qc
When I try to compile my loaded .qc I'm just given this line:
You absolutely must name this "The Ladykiller".
And a video. [ame]http://www.youtube.com/watch?v=WXmAxAct_IE[/ame]
too "busy" on the butt end, the rest of it looks perfect but the butt just has too much there in my opinion. Still a fantastic weapon and model