I have a question.. I've never dealt with jigglebones before and I'm wondering if you can use them to make an entire part of a hat/item jiggle up and down without the part actually being jiggly itself. Is this possible? I'd like a part of my item to move around as the character moves without it actually being jiggly in form.
I have a question.. I've never dealt with jigglebones before and I'm wondering if you can use them to make an entire part of a hat/item jiggle up and down without the part actually being jiggly itself. Is this possible? I'd like a part of my item to move around as the character moves without it actually being jiggly in form.
The jiggle bones have settings in the qc file. Quite a few properties can be adjusted.
Stiffness, damping, etc...
So they can move just a little, or bounce all over the place.
Why don't you start by describing what it is you're trying to make.
I apologize, I should have made it more clear by explaining what I'm trying to do. I want to model marionette handles as a misc item for the Halloween items. I made a diagram to explain how I want to use jiggle effects.
I'd like the wooden boards that comprise the handles to keep their rigid form but bounce up and down(and back/forth) as the character moves/jumps around as if they are levitating above the character. The strings would just jiggle/move around depending on how the boards bounce.
that would be one jiggle bone for the wood, and one jiggle bone per string if you want to be accurate, but could probably be condensed into one bone. however, you'd need to skin the strings to the various skeletal bones of the pyro. but yes, that should be doable.
I apologize, I should have made it more clear by explaining what I'm trying to do. I want to model marionette handles as a misc item for the Halloween items. I made a diagram to explain how I want to use jiggle effects.
I'd like the wooden boards that comprise the handles to keep their rigid form but bounce up and down(and back/forth) as the character moves/jumps around as if they are levitating above the character. The strings would just jiggle/move around depending on how the boards bounce.
I'll look into each of these properties when I get to this step, thanks.
On the wiki jigglebone page badcogg has linked, look for "has base spring". This is what you want. My 2 cents on how it might work : one bone for the wood, this is the one that "has base spring". Then, if each string is attached to the wood model, then rig just the end of them to the pyro's bones, and they will deform according to the bouncing of the wood, with no other jiggling needed.
The upper most screw, if long enough to actually hold anything together, would stop the hammer from moving... Maybe move it to the top back of where the handle meets the body. Also second that the indents on the chamber need to be polygons and not textures.
Thanks a lot for the tips guys! Once I'm done with my current TF2 project I'll see what I can do on the marionette idea with the advice you guys gave. Like anything with this stuff it is probably a lot of trial and error to get things right. Thanks again
The upper most screw, if long enough to actually hold anything together, would stop the hammer from moving... Maybe move it to the top back of where the handle meets the body. Also second that the indents on the chamber need to be polygons and not textures.
To be honest, I find the barrel to be the most offputting part, it looks like the barrel of an M15
Finally submitting my pipe for the demo but I have no idea about names for it??
Also I'm just uploading a zip with an obj and a zip with the .psd of the texture and the .psd of a bump map, is that what I should be doing?
basic colours. don't like the orange cable --as that's engy territory-- i'll probably make it black instead.
Name: "life-o-suction": its a wordplay on liposuction.
The double syringes look like vampire's fangs, which actually wasn't intentional or planned in any way, but fits the general concept of sucking life out of people.
It's basically the vampyric syringe gun but for melee, who's name escapes me at the moment...
4812 triangles. I think it's fine. Now to uvmapping.
Phew, there really are some fantastic items in the making right now! :poly101:
i especially enjoy the Demo gill-man suit! Really, very well done!
i resumed working on some TF2 items recently and thought i give you an update.
i started with a Engi Flatcap i planned to do for quite a whyle now.
The FORGERS FLATCAP
Model @ 730 Tris
Normalmap @ 256 Pix
Color Textures 256 Pix
Paint Alphas @ 256 Pix
i also updated my TECHWIZARD
i removed the dazzling stars and added a paint style to either paint the hat or the band.
Sure have my fingers crossed for this years Halloween update.
Some more paint examples:
Furthermore, ive been working on some styles for my Reggaelator.
(Been mostly concerned about the paints workin properly)
The *Swatch' style aproch i took was somewhat interesting and i wanted to share it with you.
i found this image while googlein for references and wanted to create a style evry much like this:
But i still wanted the style to be paintable.
Since there is a paint in tf2 which is very close to the brightest color in the reference (Australium Gold ) i went in PS, filled a layer wiht that color and reduced its opacity it in different strength.
i then created color layers below it and tweaked the underlying colors until the combination approximately matched the colors of the original referennce.
So i was able to see that purple + 50% gold overlay gave me the orange i was goin for ect.
Heres the style with 'Australium Gold' applyed:
Admittedly, the base color sheme looks a bit odd but you now get a different color mix effect from it with every applyed paint.
(Only black and white does not work very well ... so, just dont use it!)
This method certainly could be taken further and i hope you can use this to create some interesting new paintmasks.
And finally, a Halloween mask i finished this weekend:
The GIMP
Supposed to be applyed in the 'Misk' slot and woren with hat.
Some paint smaples:
(Top-left is the unpainted mask)
Hope you guys like some is the things.
Keep up the great work!
@genic : WOW, you're an awesome texture artist, that's for sure. Really love the engie cap and I'm impressed by all the styles you could come up with for the demo.
the black lines on the money would be problematic in game, they should probably be spaced out more or just changed to be 1 shade of grey instead of black lines
I saw this on the web and I thought because of the insanely massive scope it would work pretty well for the sniper as a semi-automatic weapon.
I don't have anything to use to make a 3D model so it's just a concept for now.
Looks like a cool gun! You might want to exaggerate it a little bit, just to make it a little more in-style. You could lessen the amount of cords and cables to make less detailed areas, maybe make the cable 1x thicker and the magazine about 2x bigger. And the scope could be squished in a bit to seem a little more stylized. Hope that helps.
Looks like a cool gun! You might want to exaggerate it a little bit, just to make it a little more in-style. You could lessen the amount of cords and cables to make less detailed areas, maybe make the cable 1x thicker and the magazine about 2x bigger. And the scope could be squished in a bit to seem a little more stylized. Hope that helps.
@Sexy Robot: Looks great. It will be interesting to see what it looks like during consumption.
With Halloween around the corner, I'd thought I would try to model something.
There are some things I need to fix on it (i.e. The bat wings should be curved by default, even though they will be jiggleboned), but I am torn about making a head (so it looks like it's biting into the Scout's head). Should I have a bat head? If so, should it be Wide or narrow?
@genic
I have to say that is some excellent work. I still love the Techwizard, and the gimp... wonderful. @SaltyMcShivers
♪ Won't they be impressed, I am a genius
See how I transformed this old rat
Into a most delightful hat. ♪
♫ Hmm, my compliments from me to you
On this your most intriguing hat
Consider though this substitute
A bat in place of this old rat. ♫
@genic
♪ Won't they be impressed, I am a genius
See how I transformed this old rat
Into a most delightful hat. ♪
♫ Hmm, my compliments from me to you
On this your most intriguing hat
Consider though this substitute
A bat in place of this old rat. ♫
Has anyone done any tramp/hobo stuff? Just thought of a set idea for demo.
Bindle or a bottle in a paper bag melee
Wornout shoes with toes sticking out
Trashcan cover shield
Wornout hat (gibus would have fit right in, but it's already made)
Beard and moustache misc?
@eedobaba7726 - Hey man. I could be talking out of my ass, but I think it you simplify the gun's shapes and maybe shift a few hues it might read and fit better. Here's a painty:
@HandSandwich
I'll take a look at how I can change the hues, but I'm skeptical about removing so many of my precious details. I mean, the other revolvers are similarly detailed.
Anyone mind helping me understand what happened to my map? Everything I unwrap gets stretched or extremely sheared. I know I pressed/did something, but I don't know what...
Anyone mind helping me understand what happened to my map? Everything I unwrap gets stretched or extremely sheared. I know I pressed/did something, but I don't know what...
From the few times this happened to me when I used blender, the fix is simple;
You just have to export it as whatever format you feel like, ( obj. for example), and then re import into a clean blend file.
lol, no. The correct fix is much simpler than that. Go into object mode and select your object. Press Alt+S to reset the object's scale. It'll be off, so go into edit mode and match the scaling back up again.
lol, no. The correct fix is much simpler than that. Go into object mode and select your object. Press Alt+S to reset the object's scale. It'll be off, so go into edit mode and match the scaling back up again.
Ah, never knew that. Too bad it's too late to be useful to me, since I use max now.
Hi guys,I have finish with the low poly,is 7571 triangles(but it can go dawn a bit,cause I delete some simmetry lines during unwrap),because there are a lot of cylenders,tubes,even a spring & the damn chamfered edges lol
now i have to adjust the smoothing groups & starting unwraping this thing
Replies
Also, the front view of the chambers should show the bullets, no?
Why don't you start by describing what it is you're trying to make.
that sandvich is excellent
@Gryoss
Interesting pack, what inspired it anyways?
I've been awfully busy these past 2 days and just now been able to update this melee.
The jiggle bones have settings in the qc file. Quite a few properties can be adjusted.
Stiffness, damping, etc...
So they can move just a little, or bounce all over the place.
http://developer.valvesoftware.com/wiki/$jigglebone
I'd like the wooden boards that comprise the handles to keep their rigid form but bounce up and down(and back/forth) as the character moves/jumps around as if they are levitating above the character. The strings would just jiggle/move around depending on how the boards bounce.
I'll look into each of these properties when I get to this step, thanks.
On the wiki jigglebone page badcogg has linked, look for "has base spring". This is what you want. My 2 cents on how it might work : one bone for the wood, this is the one that "has base spring". Then, if each string is attached to the wood model, then rig just the end of them to the pyro's bones, and they will deform according to the bouncing of the wood, with no other jiggling needed.
The upper most screw, if long enough to actually hold anything together, would stop the hammer from moving... Maybe move it to the top back of where the handle meets the body. Also second that the indents on the chamber need to be polygons and not textures.
I can model a new grenade for it or it have to use the standard grenade?
To be honest, I find the barrel to be the most offputting part, it looks like the barrel of an M15
Finally submitting my pipe for the demo but I have no idea about names for it??
Also I'm just uploading a zip with an obj and a zip with the .psd of the texture and the .psd of a bump map, is that what I should be doing?
2692 triangles.
Name: "life-o-suction": its a wordplay on liposuction.
The double syringes look like vampire's fangs, which actually wasn't intentional or planned in any way, but fits the general concept of sucking life out of people.
It's basically the vampyric syringe gun but for melee, who's name escapes me at the moment...
4812 triangles. I think it's fine. Now to uvmapping.
*EDIT* ON closer inspection, it does look like you modeled the handle from scratch. Still, it's way too similar.
i especially enjoy the Demo gill-man suit! Really, very well done!
i resumed working on some TF2 items recently and thought i give you an update.
i started with a Engi Flatcap i planned to do for quite a whyle now.
The FORGERS FLATCAP
Model @ 730 Tris
Normalmap @ 256 Pix
Color Textures 256 Pix
Paint Alphas @ 256 Pix
i also updated my TECHWIZARD
i removed the dazzling stars and added a paint style to either paint the hat or the band.
Sure have my fingers crossed for this years Halloween update.
Some more paint examples:
Furthermore, ive been working on some styles for my Reggaelator.
(Been mostly concerned about the paints workin properly)
The *Swatch' style aproch i took was somewhat interesting and i wanted to share it with you.
i found this image while googlein for references and wanted to create a style evry much like this:
But i still wanted the style to be paintable.
Since there is a paint in tf2 which is very close to the brightest color in the reference (Australium Gold ) i went in PS, filled a layer wiht that color and reduced its opacity it in different strength.
i then created color layers below it and tweaked the underlying colors until the combination approximately matched the colors of the original referennce.
So i was able to see that purple + 50% gold overlay gave me the orange i was goin for ect.
Heres the style with 'Australium Gold' applyed:
Admittedly, the base color sheme looks a bit odd but you now get a different color mix effect from it with every applyed paint.
(Only black and white does not work very well ... so, just dont use it!)
This method certainly could be taken further and i hope you can use this to create some interesting new paintmasks.
And finally, a Halloween mask i finished this weekend:
The GIMP
Supposed to be applyed in the 'Misk' slot and woren with hat.
Some paint smaples:
(Top-left is the unpainted mask)
Hope you guys like some is the things.
Keep up the great work!
Science.
I don't have anything to use to make a 3D model so it's just a concept for now.
and I still need help naming this guize
Looks like a cool gun! You might want to exaggerate it a little bit, just to make it a little more in-style. You could lessen the amount of cords and cables to make less detailed areas, maybe make the cable 1x thicker and the magazine about 2x bigger. And the scope could be squished in a bit to seem a little more stylized. Hope that helps.
Bubble and squeak???
Sure dose, I'll try and get around to that.
Done with this.
With Halloween around the corner, I'd thought I would try to model something.
There are some things I need to fix on it (i.e. The bat wings should be curved by default, even though they will be jiggleboned), but I am torn about making a head (so it looks like it's biting into the Scout's head). Should I have a bat head? If so, should it be Wide or narrow?
note: model & uvmap are mirrored for double the pixel density \o/
I have to say that is some excellent work. I still love the Techwizard, and the gimp... wonderful.
@SaltyMcShivers
♪ Won't they be impressed, I am a genius
See how I transformed this old rat
Into a most delightful hat. ♪
♫ Hmm, my compliments from me to you
On this your most intriguing hat
Consider though this substitute
A bat in place of this old rat. ♫
Please make a head ! I wanted to do this but I just couldn't make it cool enough myself :P
And make it all-class too, please
EXACTLY !
I love the artwork here.
I've been lurking around this website for awhile now and have finally decided to post something...
Hats!
@genic: That flatcap fits the engie so well.
@roninsmastermix: Landing gear as a melee weapon, so freaking creative!
Bindle or a bottle in a paper bag melee
Wornout shoes with toes sticking out
Trashcan cover shield
Wornout hat (gibus would have fit right in, but it's already made)
Beard and moustache misc?
Really have to start to learn modeling...
So far heavy have style choices of Just a Broad (Sasha) and Sailor Jerry. 'Been Abroad' is planned for japanese sleeves.
Scout's gonna have a 'Mom' heart tattoo of course.
Sniper I think will be a 'LucksMan', probably lady luck style with a huntsman. And 'Death From afar', skull and cross rifles.
Engies got a little skin too... No ideas yet.
@HandSandwich
I'll take a look at how I can change the hues, but I'm skeptical about removing so many of my precious details. I mean, the other revolvers are similarly detailed.
That model looks fine but... How do you expect it to work with the default animations ?
Ellis' cap replaced with Tetsuro Hoshino's hat.
Summer Shades replaced with hi hair.
and the Righteous Bison replaced with the Cosmo Dragoon.
This is also my first use of Ambient Occlusions. I think the hair is great, it suits the Soldier even with other hats.
An untitled and rather obscure reference to The Beatles.
Anyone mind helping me understand what happened to my map? Everything I unwrap gets stretched or extremely sheared. I know I pressed/did something, but I don't know what...
-EDIT, thanks to below! :thumbup:
From the few times this happened to me when I used blender, the fix is simple;
You just have to export it as whatever format you feel like, ( obj. for example), and then re import into a clean blend file.
The UV'ing should work fine after this.
That's how I solved it.
Ah, never knew that. Too bad it's too late to be useful to me, since I use max now.
Heavy is The Walrus
now i have to adjust the smoothing groups & starting unwraping this thing
The name is: "The Badass Behavior"