Little more progress on the Demoknight Helm. Textured it a bit, adjusted his coif slightly.
Textures are a little strong at the moment and there's a seam I need to get rid of and I'm only at around 600 polys so I've got room for more detail, but it's progress.
So Sparkwire and I are working on an 1887 model for the Scout, and this is my start on the texture.
I am posting this here so as to get some insight that some FP'ers might not have.
My main question is about the base colors. Are they good choices? Is the difference between metal colors a smart decision? I wanted something more interesting on the metal instead of a flat gray throughout.
Any criticism (preferably constructive) is welcome.
Little more progress on the Demoknight Helm. Textured it a bit, adjusted his coif slightly.
Textures are a little strong at the moment and there's a seam I need to get rid of and I'm only at around 600 polys so I've got room for more detail, but it's progress.
The colors are a bit dark, try using the same color scheme as the chargin' targe has.
would anyone mind recommending a modeling program? I would really like to get into it after reading this thread and I'm unsure which one to pick... and yes I know there are varied ones which could achieve the same result, but which would you recommend.
You can't really recommend a program for someone to use. You just have to try them all and choose the one that you like the best. If you need something free though, Blender would be the best or you could get free 13 month student licenses of any Autodesk product.
ok i figured out the problem with the "$envmapcontrast" "1" command, for some reason its not compatible with "$phong" "1", if i dissable the phong highlighting, then adjusting the contrast of the cubemap works.
This is really great stuff guys. But, seeing as I'm still pretty much new to all this game modeling and schtuff, where the heck do you guys get the models for the tf2 characters? O.o I don't think any of you guys actually take the time to make 'em from scratch.
lookin pretty good there AAA, it looks like it jiggles around a bit too much after you stop moving it, probably looks better in game as he never holds it perfectly still but yeah lookin good =] interested to see it in game (y)
This is a sniper misc im working on.Im gonna make the texture more detailed and add jigglebones to the lens cap and the whole thing so it will swing around when he runs.
This is a sniper misc im working on.Im gonna make the texture more detailed and add jigglebones to the lens cap and the whole thing so it will swing around when he runs.
I have promising thoughts about this might making the official game!
The only thing I would suggest at the moment, is perhaps to make it have slightly less coffee inside it. It will make the coffee more interesting to look at, and it will imply that Sniper isn't throwing away all of his coffee.
The only thing I would suggest at the moment, is perhaps to make it have slightly less coffee inside it. It will make the coffee more interesting to look at, and it will imply that Sniper isn't throwing away all of his coffee.
thanks for the support, i will probably remove some coffee as suggested, as you said, because he probably already drank some, and because when he holds it his hand covers up a lot of the jiggled part, so if it was lower it would more visible\noticeable. also i don't think i can make him hold it by the handle, with the current animations it just wont look right.
edit: why in meet the sniper and in noors model is the handle orange? it doesn't make any sense why he would be drinking decaf...
Probably just a joke for the people who noticed it. Anyway you should do Red and Blu handles to match the teams. It'd be a good place to get some color on the item.
edit: why in meet the sniper and in noors model is the handle orange? it doesn't make any sense why he would be drinking decaf...
Maybe he doesn't want caffeine because it will possibly make him jittery and mess up his aim, but he still drinks decaf because he simply enjoy the taste of coffee and he doesn't need it to stay alert.
Also, if you keep the handle orange...
You can have the joke be about people finding decaf repulsive !!
It would work especially well with Spy, his snobby French personality would make it very humorous if he found decaf to be more repulsive than Jarate.
also i don't think i can make him hold it by the handle, with the current animations it just wont look right.
That's a shame, but maybe you could ask someone else to help animating it?
I would of course still like it if you didn't, but it would probably have bigger chances of being picked as a community contribution if it had fitting animations.
Can someone help me with making the jigglebones work correctly on here. I've tried everything to make the jigglebones for the lens cap and for the whole binocular jiggle back and forth like the way the arrows point, but ive tried everything and i cant get it to work right. It always jiggles side to side and rotates a little.
i removed some liquid, and adjusted the glass, and coffee materials a little bit.
and also increased the max angle for the jiggle bones, and made the coffee come back to a resting position faster.
i will probably need to find someone to do custom animations, because it clips with his fingers a lot in the view model, and you don't even want to see what the world model looks like.
That is looking really good AAA_BATTERY.
You may have already thought about it, but for when he throws the coffee pot you should make a different color splash effect than the jarate. I don't think coffee should turn yellow when it hits the ground :P
Looks kind of silly being so tiny... I think you should either scale it up and get custom animations so his hand grips the handle or make a coffee mug like in Meet the Sniper.
Looks kind of silly being so tiny... I think you should either scale it up and get custom animations so his hand grips the handle or make a coffee mug like in Meet the Sniper.
That is looking really good AAA_BATTERY.
You may have already thought about it, but for when he throws the coffee pot you should make a different color splash effect than the jarate. I don't think coffee should turn yellow when it hits the ground :P
Looks kind of silly being so tiny... I think you should either scale it up and get custom animations so his hand grips the handle or make a coffee mug like in Meet the Sniper.
probably going to do exactly that, make it bigger and try to get it to look normal while holding the handle, and if i cant, then custom animations
Yeah my biggest concern with that video was probably the scale.
I also still think you should remove a little of the coffee and allow there to be some free room between the exit and the coffee for some added visual interest.
You should just edit the model to make it thicker/longer. Real coffee pots don't have that tiny of handles. It should also be just a bit bigger again. Take a look at that picture someone posted of themselves holding one earlier in this thread.
Aside from the scale, it's looking good and I think if you nail down the scale and how he holds it it'll be a great item. You should definitely get custom animations though. No matter how you place it it's going to look like he's pinching the handle to hold it which looks awkward.
I think you need to bring the handle out more and maybe make the angle of the handle parallel to the jar in order to allow more space for the fingers to appear to be gripping the handle and add a little touch to it. To make it look a little more interesting and solve your handle problems I think adding some sort of cloth or something would help. Also think about either removing even more coffee to allow more space inbetween the lid and coffee, for more contrast; or change the handle to orange, which will provide a much better contrast and show the coffee more. Good job so far, but I do agree with everyone else on the part of it not being very interesting.
Maybe you could make the handle orang, but worn away and revealing a black coat underneath. It'd be a little joke for the people who can't figure out if it's decaffeinated or caffeinated coffee in the jar or not.
I'm currently working on a hat for the soldier.. Are there any good guides around for getting hats into the game? From what I've seen, It seems simple enough if you don't want to add jiggle bones.
Replies
lookin pretty rad there man, but yeah i agree you could probably just lose the normal map, over all it looks perfect :thumbup:
You can download it here.
OMG.
Contribute.
Now.
Textures are a little strong at the moment and there's a seam I need to get rid of and I'm only at around 600 polys so I've got room for more detail, but it's progress.
The part on metal should be extremely helpful. Are you going for a more grungy old looking helmet or a nice shiny one?
So Sparkwire and I are working on an 1887 model for the Scout, and this is my start on the texture.
I am posting this here so as to get some insight that some FP'ers might not have.
My main question is about the base colors. Are they good choices? Is the difference between metal colors a smart decision? I wanted something more interesting on the metal instead of a flat gray throughout.
Any criticism (preferably constructive) is welcome.
my item reflects the cube map, and i want to decrease the saturation, and increase the contrast of the reflected cube map.
but when i use the commands: they don't change anything, can anyone tell me why their not working?
this is the contents of my .vmt file
I'm not sure what the issue is, but it seems it's not just you.
The colors are a bit dark, try using the same color scheme as the chargin' targe has.
They look so good in-game.
Poacher's Pendant FTW.
[ame]http://www.youtube.com/watch?v=7MPojMf_WSQ[/ame]
view full screen please, the embedded version is tiny.
Decompile the existing mdl files, then import the smd into your 3D prog with a plugin/script.
Thanks alot. I knew that it was probably from existing files, just no idea which ones.
lookin pretty good there AAA, it looks like it jiggles around a bit too much after you stop moving it, probably looks better in game as he never holds it perfectly still but yeah lookin good =] interested to see it in game (y)
There's actually a link in the OP of this thread to download the decompiled files so you won't have to go through the trouble, (re)link
Thank you so much man. I don't really wanna end up screwing over my files.
http://www.polycount.com/forum/showpost.php?p=1134213&postcount=548
Sadly, I asked him over PM's a while ago and it seem he have dropped the project due to being too busy. He doesn't mind if someone else would want to do the same thing though, so don't worry about that
Oh and... for references :poly124:
http://www.polycount.com/forum/showpost.php?p=1134532&postcount=553
(My desk is slightly cleaner now)
The only thing I would suggest at the moment, is perhaps to make it have slightly less coffee inside it. It will make the coffee more interesting to look at, and it will imply that Sniper isn't throwing away all of his coffee.
thanks for the support, i will probably remove some coffee as suggested, as you said, because he probably already drank some, and because when he holds it his hand covers up a lot of the jiggled part, so if it was lower it would more visible\noticeable. also i don't think i can make him hold it by the handle, with the current animations it just wont look right.
edit: why in meet the sniper and in noors model is the handle orange? it doesn't make any sense why he would be drinking decaf...
The coffee is only there to maintain a jarate supply. Caffeine would make him too jittery. Ever try to aim a rifle while having caffeine shakes?
yeah but he waits in the tower all day long, and drinks the coffee to stay awake.
gerneraly an orange handle means decaf, and a black handle means caffeinated
Maybe he doesn't want caffeine because it will possibly make him jittery and mess up his aim, but he still drinks decaf because he simply enjoy the taste of coffee and he doesn't need it to stay alert.
Also, if you keep the handle orange...
You can have the joke be about people finding decaf repulsive !!
It would work especially well with Spy, his snobby French personality would make it very humorous if he found decaf to be more repulsive than Jarate.
That's a shame, but maybe you could ask someone else to help animating it?
I would of course still like it if you didn't, but it would probably have bigger chances of being picked as a community contribution if it had fitting animations.
http://developer.valvesoftware.com/wiki/$jigglebone
angular constraints
i'll do this for the soldier one day, after SCII campaign and stuff...maybe
with rocket sprites and battery as ammo.
i removed some liquid, and adjusted the glass, and coffee materials a little bit.
and also increased the max angle for the jiggle bones, and made the coffee come back to a resting position faster.
[ame]http://www.youtube.com/watch?v=Eaa4FrLz9Ao[/ame]
i will probably need to find someone to do custom animations, because it clips with his fingers a lot in the view model, and you don't even want to see what the world model looks like.
You may have already thought about it, but for when he throws the coffee pot you should make a different color splash effect than the jarate. I don't think coffee should turn yellow when it hits the ground :P
My thoughts exactly.
yeah, i was going to custom particle effects to.
probably going to do exactly that, make it bigger and try to get it to look normal while holding the handle, and if i cant, then custom animations
I also still think you should remove a little of the coffee and allow there to be some free room between the exit and the coffee for some added visual interest.
Edit: what if i wrapped some cloth around the handle or something like that to make it thicker?
Aside from the scale, it's looking good and I think if you nail down the scale and how he holds it it'll be a great item. You should definitely get custom animations though. No matter how you place it it's going to look like he's pinching the handle to hold it which looks awkward.
Maybe you could make the handle orang, but worn away and revealing a black coat underneath. It'd be a little joke for the people who can't figure out if it's decaffeinated or caffeinated coffee in the jar or not.
Still waiting on the animations though. :poly127:
I tried to model the same gun recently, and eventually gave up on it.