yeah, i tried that, it brings up a big red ERROR model when I open the HLMV, and when i try to manually open it from with the viewer the folder it's supposed to be in is empty. just tried with a different model and it worked fine so there's probably something wrong with that particular model. Thanks though
Hey guys, I'm having a little trouble testing a weapon through the itemtest feature. it seems like my weapon is not attaching to the correct bone on the character model. The weapon just keeps coming out of the crotch . I was wondering if there is a way to attach the model to the correct bone before compiling through the fancy new steam workshop. any help would be appreciated.
yeah I stuck my pipe in there, I've never used item test before so I just used model viewer, it seemed to be working though when I stuck a LOD on, it disappeared and reloading has done nothing.. I'll just delete the model and re do it but for future reference.. what'd I do wrong? the LOD had an invisible model but reloading it to stock should have brought it back
Well GUIstudiomdl gave me the infamous "the handle is invalid" error, and while I got some progress by setting up an smd with the bone, the hat ended up way behind and rotated behind the character. So I guess I'm stuck waiting for an update to fix the compiler before I can put anything in game, might as well use the time to refine my work.
Heh, couple hundred thousand actually. But it was just for seeing if the hat would look better with the fur poking out as geometry, at a manageable level. Or just keeping it like the rest. But my main question is if the fur itself looks good.
2 "similar" items. Saw the Grill in here before, but haven't seen the other before this...
THose are legitimately different items though. There is actually a duplicate of the orange candle uploaded by someone else. And about 4 different iterations of the vampire stake. They're really going to get some moderation going on this thing.
Hey, some great stuff going on. I want to submit my wrench I made but I now am feeling self-conscious due to the crappyness of it compared to the rest of your stuff.
Anyone have c&c for my wrench? or should i just submit it. Also I've been woundering if there's a good way to add the edge ware and scratches since I've been having some issues with it.
Thanks,
Wrench:
Also my most recent project texture progress:
and yes I know that the smoothing group on the trigger is not working.
I got the last thing I finished up on there after a lot of fighting with the new tools, I ended up writing a description of the bugs I'd seen in it and putting that in there. At the moment it seems totally unsuitable for anything even mildly complicated, and one bug was just outright odd.
Also since they went ahead with making the Reserve Shooter multi-class, I'm now working on a Pyro version:
I've seen plenty of suggestions to do something like this, though I'd already decided to do it before I saw any of them...
sparkwire
What the heck
that is so entirely weird as can possibly be (+ I don't know how well that would work with silhouettes as it certainly pokes out a bit[Oh god this just became worse!!!])
But as far as name suggestions go:
The Milkman (Oh wait, we already have that name but that's supposed to be a reference to The Milkman Joke more than anything else
For your eyes only
SOme random bond reference
Congratulations to all who got items in game! I got lucky and crafted a #1 Buccaneer's and #100 One-Man Army
Edit: @re.wind: With those pants the set reminds me of the comic Asterix.
I can totally imagine the Medic refusing heals and ubercharges to the Soldier now
Also, now that there is this new thing it'll be interesting to view all the submissions there, rather than just the few awesome ones that have heard of Polycount.
But it's going to suck as bad as the avatars with duplicate posting, unrelated or impossible(infringement) submissions. Hope that there is proper regulation.
I'm going to retry modelling again once I have the time to do so (and this time I'm not going to suck at texturing)
anybody else have this happen with the item test where hats are upsidedown? I made this a while ago, oriented/fitted to the Soldiers head, it shows up fine in the HLMV but in the test room its updsidedown and backwards
Ok, after trolling the millions of posts in this thread... you all have inspired me to make my own TF2 hat!
I have no idea what to call it but I likes it :poly142:
The textures are nowhere near final, but this should give you the Idea for what it may look like when I am finished
But I too am having some problems with the hat when I try it out in the test map...
it seems to be parented to the neck/basehead joint... I can't seem to get it on the engies head correctly any suggestions to this hat noob?
I got the last thing I finished up on there after a lot of fighting with the new tools, I ended up writing a description of the bugs I'd seen in it and putting that in there. At the moment it seems totally unsuitable for anything even mildly complicated, and one bug was just outright odd.
Also since they went ahead with making the Reserve Shooter multi-class, I'm now working on a Pyro version:
I've seen plenty of suggestions to do something like this, though I'd already decided to do it before I saw any of them...
I'll probably tone the blue down a little more.
I think it looks great in terms of coloring. I think the paint needs to be worn a little more and have possible burnt marks and whatnot on the weapon itself so it seems like the Pyro killed the Soldier and then modified the weapon.
@Bopoe Yes it has jigglebones (video coming)
I don't mean to be an ass but I'm seriously looking for some crits on my wench cause I know it's not very good. Also I'm looking for help with texturing worn edges, because I have no good way of adding them.
Thanks,
I've heard many times that there are not enough smg contributions, so I made a concept:
I wanted that ivory/bone look on it. The way it is designed it would fit the animations perfectly, but it's one of those designs that look dull if not in 3D. The lower part doesn't need almost any detail, the important zones are those that you can see after all. I'm trying to get some coop pieces done for christmas so if anybody wants to give this a shot, just contact me (I know it's a bit lame to ask for this).
@APesquera, don't know if i actually have time to work on it but i really do like the concept, and i could give it a try in a week or 2 when work settles down for me, if i ever get to it i will keep you updated via pm's
The Full Metal Jacket jokes in the new Portal 2 levels got me in the mood to make something inspired by FMJ.:)
Decided to work on making the helmet from the famous movie poster, for the soldier.
I've heard many times that there are not enough smg contributions, so I made a concept:
I wanted that ivory/bone look on it. The way it is designed it would fit the animations perfectly, but it's one of those designs that look dull if not in 3D. The lower part doesn't need almost any detail, the important zones are those that you can see after all. I'm trying to get some coop pieces done for christmas so if anybody wants to give this a shot, just contact me (I know it's a bit lame to ask for this).
I've just gotten into this game, and I thought I might as well brush up on my 3D and make some models!
...However, even after reading the links in the OP I can't get this to work correctly. If I align my models with the meshes provided by the OP or the ones provided by Valve, the compiled model ends up completely wrong. I made a quick beard and I ended up having to flip it around and even then it was misaligned (I put it's pivot point in the same place as the head mesh from Valve). Basically, I had to move it a few units, recompile, see if it's better, back to 3ds Max, move some more, etc. etc.
Does anyone have properly aligned heads? It would also be great if they had UVWs since the ones from Valve apparently doesn't.
Thanks!
e: if I manually mirror the model across zy it ends up in the right orientation. It's still off, though.
Picture to explain better:
Top: How I need to work on it in 3ds Max for the orientation to be correct.
Bottom left: How I WANT to work on it (and how it should look when finished)
Bottom right: How it looks when exported. Right orientation, but slightly off placement even though the head and beard are both rooted at (0,0,0).
Replies
I made one with my polypack entry,
they just didn't think it was cool enough
working on lod's for re-submitions now though the new item test doesn't seem to be creating mdls, just thye other stuffs:shifty:
Grenade in HLMV. Any crits?
I put a fur texture I created on it. I'm testing how much it should be scaled and how it would look if they actually popped out.
Which one looks the best?
Narcissus
http://steamcommunity.com/sharedfiles/filedetails/?id=209
Djinn
http://steamcommunity.com/sharedfiles/filedetails/?id=335
True Biker
http://steamcommunity.com/sharedfiles/filedetails/?id=354
Leader of flock
http://steamcommunity.com/sharedfiles/filedetails/?id=463
http://steamcommunity.com/sharedfiles/filedetails/?id=392
http://steamcommunity.com/sharedfiles/filedetails/?id=110
http://steamcommunity.com/sharedfiles/filedetails/?id=180
2 "similar" items. Saw the Grill in here before, but haven't seen the other before this...
http://steamcommunity.com/sharedfiles/filedetails/?id=915
http://steamcommunity.com/sharedfiles/filedetails/?id=933
http://steamcommunity.com/sharedfiles/filedetails/?id=948
I love how people are abusing it though. Would be funny to see all accounts that uploaded stupid stuff to get banned.
http://steamcommunity.com/sharedfiles/filedetails/?id=1257
http://steamcommunity.com/sharedfiles/filedetails/?id=1253
Anyone have c&c for my wrench? or should i just submit it. Also I've been woundering if there's a good way to add the edge ware and scratches since I've been having some issues with it.
Thanks,
Wrench:
Also my most recent project texture progress:
and yes I know that the smoothing group on the trigger is not working.
This one's my favorite.
Also since they went ahead with making the Reserve Shooter multi-class, I'm now working on a Pyro version:
I've seen plenty of suggestions to do something like this, though I'd already decided to do it before I saw any of them...
I'll probably tone the blue down a little more.
is the chain wrench jiggleboned par chance?
Model by me, texture by Svdl.
Do anyone know what to do? Can't find any info about it...
EDIT
Had to restart Steam.
What the heck
that is so entirely weird as can possibly be (+ I don't know how well that would work with silhouettes as it certainly pokes out a bit[Oh god this just became worse!!!])
But as far as name suggestions go:
The Milkman (Oh wait, we already have that name but that's supposed to be a reference to The Milkman Joke more than anything else
For your eyes only
SOme random bond reference
I can totally imagine the Medic refusing heals and ubercharges to the Soldier now
Also, now that there is this new thing it'll be interesting to view all the submissions there, rather than just the few awesome ones that have heard of Polycount.
But it's going to suck as bad as the avatars with duplicate posting, unrelated or impossible(infringement) submissions. Hope that there is proper regulation.
I'm going to retry modelling again once I have the time to do so (and this time I'm not going to suck at texturing)
Submitted as "The Motherly Father"
anybody else have this happen with the item test where hats are upsidedown? I made this a while ago, oriented/fitted to the Soldiers head, it shows up fine in the HLMV but in the test room its updsidedown and backwards
I have no idea what to call it but I likes it :poly142:
The textures are nowhere near final, but this should give you the Idea for what it may look like when I am finished
But I too am having some problems with the hat when I try it out in the test map...
it seems to be parented to the neck/basehead joint... I can't seem to get it on the engies head correctly any suggestions to this hat noob?
"I am the Milkman, my milk is delicious."
Ported the aviator cap for the Demoman by popular demand. Looked surprisingly well.
If you liked it too, rate it here:
http://steamcommunity.com/sharedfiles/filedetails/?id=1461
Thanks for your support.
I think it looks great in terms of coloring. I think the paint needs to be worn a little more and have possible burnt marks and whatnot on the weapon itself so it seems like the Pyro killed the Soldier and then modified the weapon.
now it floats... (I know what's wrong with the textures..)
I don't mean to be an ass but I'm seriously looking for some crits on my wench cause I know it's not very good. Also I'm looking for help with texturing worn edges, because I have no good way of adding them.
Thanks,
Great, that needs to be in the night of the living update. Speaking of which when is that coming out anyways?
I wanted that ivory/bone look on it. The way it is designed it would fit the animations perfectly, but it's one of those designs that look dull if not in 3D. The lower part doesn't need almost any detail, the important zones are those that you can see after all. I'm trying to get some coop pieces done for christmas so if anybody wants to give this a shot, just contact me (I know it's a bit lame to ask for this).
Decided to work on making the helmet from the famous movie poster, for the soldier.
I so want to model that.
...However, even after reading the links in the OP I can't get this to work correctly. If I align my models with the meshes provided by the OP or the ones provided by Valve, the compiled model ends up completely wrong. I made a quick beard and I ended up having to flip it around and even then it was misaligned (I put it's pivot point in the same place as the head mesh from Valve). Basically, I had to move it a few units, recompile, see if it's better, back to 3ds Max, move some more, etc. etc.
Does anyone have properly aligned heads? It would also be great if they had UVWs since the ones from Valve apparently doesn't.
Thanks!
e: if I manually mirror the model across zy it ends up in the right orientation. It's still off, though.
Picture to explain better:
Top: How I need to work on it in 3ds Max for the orientation to be correct.
Bottom left: How I WANT to work on it (and how it should look when finished)
Bottom right: How it looks when exported. Right orientation, but slightly off placement even though the head and beard are both rooted at (0,0,0).
Behold, the Cyclops Tarantula. Rests on medic head for now but this will be all class.
I wanted to do something again after almost a year of doing nothing.
This is a HAlloween themed head for the Pyro.
BEHOLD:
The INVISIBLE MAN
I'm wondering if I should do a hat and glasses:
But I like the simplicity of the loose bandages.