Yeah that could be it, especially if you did re use the one form the default rifle, never actually had that problem myself though.
As for the grain, what I meant was it isn't that noticable from a distance, and by darkening or lightening the grain, it becomes more noticable, I just don't want that kind of detail to be wasted because it's blends to well with the rest of the wood.
I don't mean the wear on the top.
Also the grain running horizontally down the stock is way too thin, and only appears to go down about half way, make that grain section chunkier and running all along the stock and you're good.
This is the almost-final texture; modified the display pattern. The team variations are accomplished through different hues of yellow, wire color, and the color of the LED in front. C&C always welcome!
You should try with some brighter tones of grey for the cannon edge orange piece and the piece surrounding the screen so it looks new and neat. The main body and the orange piece of the sceen bright as well. Orange wires. That's what I recommend without testing anything though.
Anyway, one thing you should really consider is using different colors for the body and the cannons. Oh, and try to put some screws too.
@Seba
actually there square shovels like that that are used for digging soil, I know I've used them, not as good for breaking the surface of the soil, but still good for digging
thanks for the comments guys
i really like that idea for boots, Piesandbombs, i think i'll have a go at it once i'm done with the flamer
i did consider making a spade but figured the soldier has 2 spade-shaped shovels already. plus i thought it would make more sense to have a square shovel to dig a square grave
love that shovel and the shotgun but I think the yellow is too in your face, I think you should either pick another colour for those parts or tone it down *though I'd suggest a different darker colour*
EDIT: that pyro set is AMAZING, I would def use it just to look at the models!
The sniper rifle came out awesome, I didn't think I was going to like it but yummy
The solly set looks great too!
also that spy watch is amazing, I have 1 little request though.. would you be willing to make a non Halloween version? just minus the bones or something? I would love to use a normal version, it just looks amazing but I don't like special models all year round
I've started working again on my Whack-o-Lantern, trying to texture it. I'm only trying base colors for now, but I have a problem... Up close the model look fine, but the further away it is from the camera... the more those "bright lines" appear...
They're not random lines, they're basically the seam edges from my UV... But I have no idea why the hell they're visible. Especially since they're invisble up close, but start appearing as I move away from the model (they also appear in game, though it's less noticeable).
Any idea what that might be ?
Edit : And by the way, my phong mask is the alpha channel of my psd, and I've made sure it's full black for now, so it's not a case of "oh silly me I left the seams in the phong mask".
I know thats im not very original but..
Van-hellsing hat for all classes
Thinking about thematic misc for each class
I was wondering a while back, about all-class items, did you do a different mdl for each class, or a single mdl with some added magic that makes it position properly for each class ?
I'd like to make all-class versions of my fangs and batwings miscs, but when looking through the game files there seems to be two different ways to do all-class, and I don't know which one is best, if any.
@Contrebasse: I've had that issue before; Are you using VTFEdit to export textures? For some reason (may be only me) i get that when i use VTFedit to save VTF's. If you convert the textures (TGA to VTF) using the command line tool that comes with Source SDK you shouldn't get those seams. You basically just drag/drop the source TGA onto "vtex.exe" in your Source SDK bin folder which should be: "Steam\steamapps\-username here-\sourcesdk\bin\orangebox\bin"
They're not random lines, they're basically the seam edges from my UV... But I have no idea why the hell they're visible. Especially since they're invisble up close, but start appearing as I move away from the model (they also appear in game, though it's less noticeable).
Any idea what that might be ?
If Macgta's suggestion doesn't work maybe it's something to do with the margin on the ao bake? I had a similar problem.
So, I'm just getting into the compiling sides of things and I've got a question if anyone would be so kind to answer: When you have a team coloured item, and it's not straight forward Red or Blue (It's still from the colour swatch, if that matters).
Do you make two separate textures, or is it all relying upon a single texture and some sort of .vmt function?
The shininess is a bit off, but I think that's just because you haven't checked "normal map" in Model Viewer. Most TF2 models don't use an actual normal maps (just a flat one that has no effect), but if no normal map (ie, not even the flat one) is applied, models don't shade properly, for some reason.
Hey guys, quick question. I'm trying to model a hat for the spy, and I was wondering how I could remove the mask (He comes with the disguise mask on) so that I can clearly see where his head is. Oh, I was also wondering, would a "Mann Co." in black lettering look better on this knife? (to this effect..http://cn1.kaboodle.com/hi/img/2/0/0/ce/5/AAAAAlOkc7IAAAAAAM5aXg.jpg?v=1203030054000 )
@Contrebasse: I've had that issue before; Are you using VTFEdit to export textures? For some reason (may be only me) i get that when i use VTFedit to save VTF's. If you convert the textures (TGA to VTF) using the command line tool that comes with Source SDK you shouldn't get those seams. You basically just drag/drop the source TGA onto "vtex.exe" in your Source SDK bin folder which should be: "Steam\steamapps\-username here-\sourcesdk\bin\orangebox\bin"
@Contrebasse - it could be mipmapping issue, are you exporting from photoshop? are you selecting "No mipmap" from the exporting options?
I was using VTFedit to convert from TGA yes, and indeed it was a mipmap issue (makes sense after all).
The thing is, when you open your TGA with VTFedit, a bunch of settings appear in a window, and "mipmaps" is checked by default. I usually disregard those settings, but disabling mipmaps when opening the TGA solves the problem.
This is propably why you don't have the problem when using the command line tool Macgta, it probably doesn't make mipmaps by default like VTFedit does.
@bestlame I think you should make a bit more sharp edges. And the set is making Demo a bit off... The Rebel set looks good, but the God of Death (as much as i understood) hat is somehow making all this look wrong... Everything else is good. Make the swords more snake-themed, add more gold, and make phong masks, and everything should be ok. My opinion. If something hurts, sorry, didn't mean it.
EDIT:
If you're keeping the dogface, add some stripes on the sides, it might look better. More gold, those times never ran short on this shiny crap. Oh, and the first sword reminds me of Pac-Man. More snakes. Oh, and also... Your work has much symmetry. That's the problem - your "faces" have both eyes, and Demo is half-blind.
Replies
There is some nice grain on the other side.
As for the scope colour, what colour would you suggest. The one used at the moment is the default scope colour.
Shots.
As for the grain, what I meant was it isn't that noticable from a distance, and by darkening or lightening the grain, it becomes more noticable, I just don't want that kind of detail to be wasted because it's blends to well with the rest of the wood.
I don't mean the wear on the top.
Also the grain running horizontally down the stock is way too thin, and only appears to go down about half way, make that grain section chunkier and running all along the stock and you're good.
Better wood?
What does it actually do? Does you get shotgun ammo when your dispenser heals people?
Anyway, one thing you should really consider is using different colors for the body and the cannons. Oh, and try to put some screws too.
also, i need a few more days since i only started last week
not exactly abject horror-inducing, but i think there is an understated creepiness
Or hell, if you'd rather not, I could make a pair.
actually there square shovels like that that are used for digging soil, I know I've used them, not as good for breaking the surface of the soil, but still good for digging
Nevertheless, wonderful pack crazy-g.
Yeah, I'm sorry to be the idea guy here, but since we're on the topic of cemetery items: It'd be cool if someone would make a cemetery bust replacement for the Solemn Vow.
Kinda like these
http://static.guim.co.uk/sys-images/Guardian/Pix/pictures/2006/12/15/bizet256.jpg
http://farm5.static.flickr.com/4063/4675402443_284ff9074d_m.jpg
Zephaniah Mann seems like a suitable choice.
Or maybe some sort of gargoyle while we're on the topic of architecture.
i really like that idea for boots, Piesandbombs, i think i'll have a go at it once i'm done with the flamer
i did consider making a spade but figured the soldier has 2 spade-shaped shovels already. plus i thought it would make more sense to have a square shovel to dig a square grave
EDIT: that pyro set is AMAZING, I would def use it just to look at the models!
The sniper rifle came out awesome, I didn't think I was going to like it but yummy
The solly set looks great too!
also that spy watch is amazing, I have 1 little request though.. would you be willing to make a non Halloween version? just minus the bones or something? I would love to use a normal version, it just looks amazing but I don't like special models all year round
Van-hellsing hat for all classes
Thinking about thematic misc for each class
They're not random lines, they're basically the seam edges from my UV... But I have no idea why the hell they're visible. Especially since they're invisble up close, but start appearing as I move away from the model (they also appear in game, though it's less noticeable).
Any idea what that might be ?
Edit : And by the way, my phong mask is the alpha channel of my psd, and I've made sure it's full black for now, so it's not a case of "oh silly me I left the seams in the phong mask".
I was wondering a while back, about all-class items, did you do a different mdl for each class, or a single mdl with some added magic that makes it position properly for each class ?
I'd like to make all-class versions of my fangs and batwings miscs, but when looking through the game files there seems to be two different ways to do all-class, and I don't know which one is best, if any.
Working on this as it stands; hope to get it UVM'd soon. Until then, I suppose I'm going to throw it in-game.
Eeyup, it's for the Sniper.
Civil war scout.
@Sexy Robot Now make a Civil War drum misc on his back!
Base color test.
Prelim texture preview.
If Macgta's suggestion doesn't work maybe it's something to do with the margin on the ao bake? I had a similar problem.
Quick test.
Man, this is so clean and elegant. I like how it looks almost completely different to most hats, yet keeping TF2's look. Awesome job.
Do you make two separate textures, or is it all relying upon a single texture and some sort of .vmt function?
Why has no one thought of this before?
I remember seeing one where it went in Demo's eyepatch.
The shininess is a bit off, but I think that's just because you haven't checked "normal map" in Model Viewer. Most TF2 models don't use an actual normal maps (just a flat one that has no effect), but if no normal map (ie, not even the flat one) is applied, models don't shade properly, for some reason.
888 tris, can I use more, and how many polys are too many for a hat?
Someone was. Also, nope.
2 Sets but the shield and demo's boots are using the same.
Introducing Protector
And Rebel
The hat's cloth clipping is because I added jiggle bones*
Would like to have some suggestion if things need to change. Thanks!
I was using VTFedit to convert from TGA yes, and indeed it was a mipmap issue (makes sense after all).
The thing is, when you open your TGA with VTFedit, a bunch of settings appear in a window, and "mipmaps" is checked by default. I usually disregard those settings, but disabling mipmaps when opening the TGA solves the problem.
This is propably why you don't have the problem when using the command line tool Macgta, it probably doesn't make mipmaps by default like VTFedit does.
Thanks everyone who answered
EDIT:
If you're keeping the dogface, add some stripes on the sides, it might look better. More gold, those times never ran short on this shiny crap. Oh, and the first sword reminds me of Pac-Man. More snakes. Oh, and also... Your work has much symmetry. That's the problem - your "faces" have both eyes, and Demo is half-blind.