I've been thinking of using another program for modeling and I'm wondering if anyone has any input.
I've been using blender for modeling for the most part, though I also own a copy of Lightwave 10 and 3Ds Max 2011 that I got as presents and that I never used.
I'm pretty much in love with my workflow in blender but I'm not too far into it that I can't work it out on a different program.
Lightwave 10 vs 3Ds max 2011 vs blender
I personally use Autodesk Maya 2012, but I have been told to use 3DSMax by multiple people. Max, IMO, is fairly hard to learn after learning another program... But I have never used Lightwave......
And if you can't find a tutorial, use Google
Let me know if you have any more questions.
Thanks for the greeting Ben.
I also noticed you created the Mobster Pack, which is one of my favorite packs in-game (since I'm usually into 1930's mobster stuff, mostly the outfits). I wonder if it counts if I said I actually bought some hats.
Other questions:
-Where and how do I get skins/textures? (I was told about looking into the tf2 folder)
-Any specific tutorials for detailed texturing or texturing that would fit well into the TF2 universe (still looking on Google, isn't as easy as I would've imagined).
-Would you recommend starting with Wings3D as recommended on the tf2/workshop page (free and seems to be easier), as compared to Blender (which isn't so easy). I'm relatively new to said modelling.
A silly idea that was easy to throw together pretty quickly. A reference of course to the Degroot tradition of losing both eyes in combat, from the comic of course.
@ Silver Spade - This is a good reference for TF2-style texturing; to find models/textures for existing game items, you'll need GCFSCape - it can browse and extract from the .GCF files that hold all the game content. The GCFs themselves are located in your Steam/steamapps/ directory.
To view Valve's textures, you'll need to convert them from native .VTF files into one your computer can read with VTFEdit.
To view Valve's models, you'll need to decompile them from .MDL to .SMD, which you can learn how to do here. However, the resulting .SMD files can only be imported into certain 3d-modeling programs - which brings us to the next point:
Wings3D will do just fine if you stick with outputting .OBJ files and using them with Valve's new itemtest compiler - but otherwise I strongly suggest learning a more wide-spread program like Blender/3ds Max/Maya as they're better supported and have the plugins that can import and read the .SMD format.
Well, here's the first thing I've ever done for TF2. It's a pistol based on a Mauser C96 pistol. It's a new pistol for the engineer (it's a German pistol, so I would really have preferred it go to the medic, but since they don't use pistols, engineer was my second pick). This is my first hand-painted texture, so comments and crits would be awesome.
Still looking for some feedback guys... This is my first hat, and I was kinda looking for some critiques..... (textures not complete as of this posting)
Well, here's the first thing I've ever done for TF2. It's a pistol based on a Mauser C96 pistol. It's a new pistol for the engineer (it's a German pistol, so I would really have preferred it go to the medic, but since they don't use pistols, engineer was my second pick). This is my first hand-painted texture, so comments and crits would be awesome.
There's too much details. It doesn't fit the TF2-style.
Simplifiy and make it blockier + thicker (barrel).
Does anyone know why this is happening. I have everything set "correctly" inside 3ds max and the helmet fits well on Heavy's head. You can see some grey parts popping from his back. It is flipped upsidedown and facing backwards.
I used Valve's itemtest to get it in the game. Simple .obj and .tga file formats exported from max. Couldn't find any info about this. So does anyone know what's going on?
I "fix" that by rotating the model 180 degrees before exporting. Hopefully they will release a better version of itemtest and some more useful tools for making content. Like full player models, weapons and skeletons.
Still looking for some feedback guys... This is my first hat, and I was kinda looking for some critiques..... (textures not complete as of this posting)
That is the answer to your problems my friend I do indeed like the hat as a mod *not what I would like to be put in game, personal preference* but I'd suggest making the sentry a little higher poly around the back and using smoothing groups xD
That tutorial should help you out, if not then lemme know and I'll help you *I just google 3ds max smoothing groups and that's what came up*
Carl: Thanks, it's facing the right way now, but I still have problem with the positioning. As you can see here.
I haven't compiled a model under the new system and I'm wondering. Are people still rigging to the head bone? Are are they just positioning on the head model and calling it good?
I'm sure it still needs skinned.
Also, try reskinning it. But first reset the pivot so the pivot is centered on the model and aligned to world.
Looks pretty finished at this point. Let me know if there's anything else that i need to add. I will take a snapshot with the dex and shades later when i submit this. Now working on the soldier version.
in case it still doesn't work... check if texture name is exactly the same as model name...or was it vmt/vtf names. made same mistake last time :poly142:
A knife I'm working on. I liked the look of the Damascus steel and noticed Evil tried it on his razor during TF2 compo. I think it can be done in a way that suits the TF2 style. Should be interesting.
Aigik, the texture wasn't the problem - in fact, it was really good. You still need to cut down on the detailing model-wise - it's still too busy with small details, don't be afraid to scale things up and remove excessively small details.
If I'm unsure when modeling something in TF2, I at the very least scale it 2x its normal 'real-world' size, as a rule of thumb. Only once you got the big broad shapes down, can you very sparsely add small details here or there.
As I learned, block-outs are a must to get the slightly exaggerated shapes looking good in TF2. Make sure to really study the weapon viewmodels that Valve shipped with the game initially.
Hey everyone!
This is a very wip model of some high heels for pyro that my friend and I are working on, so any suggestions are greatly appreciated. The texture is not final, just a blocking out of the general color.
QUESTION!!!: do misc items have to be counted in polys or tris for the limit?
For the soldier this time. The second to the kabuto on the top row is the default color that almost matches the kabuto's metal. (i may need help there from Ayesdef so to get the real color sample)It still clips some glasses and looking to fix that in a way that i can compromise with.
Starting design work for a Demoman set. I think he's been much neglected in the launcher department.
Working with the Sticky Launcher files at the moment. I don't know what Valve was smoking when they made these. The W and V models are completely different, with certain parts on different sides and some parts missing. It's just weird.
A knife I'm working on. I liked the look of the Damascus steel and noticed Evil tried it on his razor during TF2 compo. I think it can be done in a way that suits the TF2 style. Should be interesting.
Damascus steel is awesome, can't wait to see your take on it.
btw, your keeping the knife positioned like that? I would have turned it around
That is the answer to your problems my friend I do indeed like the hat as a mod *not what I would like to be put in game, personal preference* but I'd suggest making the sentry a little higher poly around the back and using smoothing groups xD
That tutorial should help you out, if not then lemme know and I'll help you *I just google 3ds max smoothing groups and that's what came up*
Ah, something I can learn.... But I use Maya2012, not Max.... Thank's for the tutorial though :P
New sticky launcher for Demo. Haven't yet made the projectile, but the idea is that the bombs act as laser trip mines that point away from the surface they're stuck to.
@Cid:
I guess I can modify it to fit all the classes, however, the pyro is the only one with a "hideable" head, Other classes will look like mummies, which could be awesome for a halloween update....
Hmmmmm might adapt it for everyone tomorrow
@ SVDL:
you get that nice looking pictures tweaking the VMT. don't you?
It's a supersecret recipe or you wouldn't mind to post it here for us?.
One last thing. I saw several.. "galleries of painted hats" in the thread. how do you guys do it? there is a tool or do you just crop screenshots? can the Model Viewer show painted hats?
Ok, Figuring out which "group" of normals to smooth...... still not working on the textures...... Any clue on how to get Jiggle Bones to only go up and down like this, and not bobble all around?
The following parameters can be used within either is_rigid (rigid) or is_flexible (flexible) parameter groups. Note that none or all of these constraints can be used, and that each constraint incurs nontrivial computations.
angle_constraint
Specify the maximum angular deflection allowed, creating a conical boundary the jiggle bone cannot penetrate.
yaw_constraint (min max)
Specify the minimum and maximum angular deflection allowed along the local yaw rotational axis. Angular values should not exceed +/- 90 degrees.
yaw_friction
Nonzero values create frictional forces when the jiggle bone is sliding against the plane defined by the yaw limit. Friction should not exceed 20 units.
pitch_constraint
Specify the minimum and maximum angular deflection allowed along the local pitch rotational axis. Angular values should not exceed +/- 90 degrees.
pitch_friction
Nonzero values create frictional forces when the jiggle bone is sliding against the plane defined by the pitch limit. Friction should not exceed 20 units.
hey i was wondering, is it possible to modify the original textures of the characters? i want to make something dripping on the side of the head, but i was wondering how i could do this
i thought, maybe i can make a flat surface very close to the face? i dont really know
hey i was wondering, is it possible to modify the original textures of the characters? i want to make something dripping on the side of the head, but i was wondering how i could do this
i thought, maybe i can make a flat surface very close to the face? i dont really know
Valve has released the .tga image files for the Character Color maps. You should be able to find it here :
Then just choose whichever character you wish to edit the textures for, select the Parts folder, then the Maya folder. In the maya folder, is a .tga for the varrious parts of each character.
Hope this helps.
Arcaltarion: I'm beginning to love this community. Thanks for the info!
with halloween coming, i was wondering, if i make one or two halloween themed items and send it within the week, and if valve accepts the items, will they be in before halloween or is it too late?
The problem is they aren't skinned, they use morph target. So it's really hard to not get clipping anywhere except the head. They move all the muscles in their faces all the time. However the heads DO use a seperate texture than the bodies. So it's possible you could just have a face texture override.
It would be up to valve to make the regular head have a skin if they liked your enough, or just ahead replace with your skin.
On mine I just made the nose, cheeks and chin big enough that polys didn't clip through. (The edges between eyes and ears aren't perfect though.
Replies
I personally use Autodesk Maya 2012, but I have been told to use 3DSMax by multiple people. Max, IMO, is fairly hard to learn after learning another program... But I have never used Lightwave......
http://steamcommunity.com/sharedfiles/filedetails/?id=1489
http://steamcommunity.com/sharedfiles/filedetails/?id=1504
http://steamcommunity.com/sharedfiles/filedetails/?id=1509
http://steamcommunity.com/sharedfiles/filedetails/?id=1507
http://steamcommunity.com/sharedfiles/filedetails/?id=1506
Thanks for the greeting Ben.
I also noticed you created the Mobster Pack, which is one of my favorite packs in-game (since I'm usually into 1930's mobster stuff, mostly the outfits). I wonder if it counts if I said I actually bought some hats.
Other questions:
-Where and how do I get skins/textures? (I was told about looking into the tf2 folder)
-Any specific tutorials for detailed texturing or texturing that would fit well into the TF2 universe (still looking on Google, isn't as easy as I would've imagined).
-Would you recommend starting with Wings3D as recommended on the tf2/workshop page (free and seems to be easier), as compared to Blender (which isn't so easy). I'm relatively new to said modelling.
Once again, thank you for welcoming me.
Makin yeh' proud, pa!
http://steamcommunity.com/sharedfiles/filedetails/?id=1930
A silly idea that was easy to throw together pretty quickly. A reference of course to the Degroot tradition of losing both eyes in combat, from the comic of course.
To view Valve's textures, you'll need to convert them from native .VTF files into one your computer can read with VTFEdit.
To view Valve's models, you'll need to decompile them from .MDL to .SMD, which you can learn how to do here. However, the resulting .SMD files can only be imported into certain 3d-modeling programs - which brings us to the next point:
Wings3D will do just fine if you stick with outputting .OBJ files and using them with Valve's new itemtest compiler - but otherwise I strongly suggest learning a more wide-spread program like Blender/3ds Max/Maya as they're better supported and have the plugins that can import and read the .SMD format.
Ohhhhh! Nice i'd like to see what this turns into
Still looking for some feedback guys... This is my first hat, and I was kinda looking for some critiques..... (textures not complete as of this posting)
**edit** reduced to 924 tris
There's too much details. It doesn't fit the TF2-style.
Simplifiy and make it blockier + thicker (barrel).
Life after death:
Even the dead tree is capable to generate life.
http://steamcommunity.com/sharedfiles/filedetails/?id=1949
Does anyone know why this is happening. I have everything set "correctly" inside 3ds max and the helmet fits well on Heavy's head. You can see some grey parts popping from his back. It is flipped upsidedown and facing backwards.
I used Valve's itemtest to get it in the game. Simple .obj and .tga file formats exported from max. Couldn't find any info about this. So does anyone know what's going on?
[ame="http://www.youtube.com/watch?v=-Iswm1xKtGs"]3D Studio's Max Smoothing Groups Tutorial - YouTube[/ame]
That is the answer to your problems my friend I do indeed like the hat as a mod *not what I would like to be put in game, personal preference* but I'd suggest making the sentry a little higher poly around the back and using smoothing groups xD
That tutorial should help you out, if not then lemme know and I'll help you *I just google 3ds max smoothing groups and that's what came up*
Try downloading their sample heads on their website, then bring them into your 3D package, line up the head, and re-export
That is quite an interesting hat, what exactly is it made in reference to?
I haven't compiled a model under the new system and I'm wondering. Are people still rigging to the head bone? Are are they just positioning on the head model and calling it good?
I'm sure it still needs skinned.
Also, try reskinning it. But first reset the pivot so the pivot is centered on the model and aligned to world.
http://steamcommunity.com/sharedfiles/filedetails/?id=1722
Looks pretty finished at this point. Let me know if there's anything else that i need to add. I will take a snapshot with the dex and shades later when i submit this. Now working on the soldier version.
in case it still doesn't work... check if texture name is exactly the same as model name...or was it vmt/vtf names. made same mistake last time :poly142:
A knife I'm working on. I liked the look of the Damascus steel and noticed Evil tried it on his razor during TF2 compo. I think it can be done in a way that suits the TF2 style. Should be interesting.
If I'm unsure when modeling something in TF2, I at the very least scale it 2x its normal 'real-world' size, as a rule of thumb. Only once you got the big broad shapes down, can you very sparsely add small details here or there.
As I learned, block-outs are a must to get the slightly exaggerated shapes looking good in TF2. Make sure to really study the weapon viewmodels that Valve shipped with the game initially.
This is a very wip model of some high heels for pyro that my friend and I are working on, so any suggestions are greatly appreciated. The texture is not final, just a blocking out of the general color.
QUESTION!!!:
do misc items have to be counted in polys or tris for the limit?
Thanks! :poly136:
I don't really know what I did. but I deleted all the files (QC, VMT, SMD...) and created them from scratch.
this is the result:
the texture is the same pattern as the Scout's worldmodel bandages. so I guess it's "ok".
I like how simple it is, what do you guys think? should I add something?
Made a japanese thief mask:
http://steamcommunity.com/sharedfiles/filedetails/?id=2054
For the soldier this time. The second to the kabuto on the top row is the default color that almost matches the kabuto's metal. (i may need help there from Ayesdef so to get the real color sample)It still clips some glasses and looking to fix that in a way that i can compromise with.
Working with the Sticky Launcher files at the moment. I don't know what Valve was smoking when they made these. The W and V models are completely different, with certain parts on different sides and some parts missing. It's just weird.
Damascus steel is awesome, can't wait to see your take on it.
btw, your keeping the knife positioned like that? I would have turned it around
@allebasi: It's tris for anything in-game.
Arcaltarion: Oh man, I love that. It would be nice to have some subtle jiggle on the looser folds. Good work, man.
Already flipped it round. My stupid brain thought that was the right way around till I saw the attack animations slash to the left. Thanks.
Ah, something I can learn.... But I use Maya2012, not Max.... Thank's for the tutorial though :P
*edit* Founded this: http://www.3dtotal.com/team/Tutorials_2/smoothing_groups/smoothing_01.php
**edit**
looks much better now, thanks Flat Face.
You need to have the top circle in one group, and the polys around the back in another.
Same with glasses, some edges just need to be hard.
give me some time lol, When I earned my Associates, I majored in Rigging, not modeling. I just have to re-learn some stuff
I don't suppose it's possible to replace spy's head with that is it?
I guess I can modify it to fit all the classes, however, the pyro is the only one with a "hideable" head, Other classes will look like mummies, which could be awesome for a halloween update....
Hmmmmm might adapt it for everyone tomorrow
@ SVDL:
you get that nice looking pictures tweaking the VMT. don't you?
It's a supersecret recipe or you wouldn't mind to post it here for us?.
One last thing. I saw several.. "galleries of painted hats" in the thread. how do you guys do it? there is a tool or do you just crop screenshots? can the Model Viewer show painted hats?
Ok, Figuring out which "group" of normals to smooth...... still not working on the textures...... Any clue on how to get Jiggle Bones to only go up and down like this, and not bobble all around?
I ask for alot don't I?
http://developer.valvesoftware.com/wiki/$jigglebone
i thought, maybe i can make a flat surface very close to the face? i dont really know
Valve has released the .tga image files for the Character Color maps. You should be able to find it here :
C: \Program Files (x86)\Steam\steamapps\STEAMUSERNAME\sourcesdk_content\tf\modelsrc\player\
Then just choose whichever character you wish to edit the textures for, select the Parts folder, then the Maya folder. In the maya folder, is a .tga for the varrious parts of each character.
Hope this helps.
Arcaltarion: I'm beginning to love this community. Thanks for the info!
with halloween coming, i was wondering, if i make one or two halloween themed items and send it within the week, and if valve accepts the items, will they be in before halloween or is it too late?
You can get pretty close to the face..http://steamcommunity.com/sharedfiles/filedetails/?id=1894
The problem is they aren't skinned, they use morph target. So it's really hard to not get clipping anywhere except the head. They move all the muscles in their faces all the time. However the heads DO use a seperate texture than the bodies. So it's possible you could just have a face texture override.
It would be up to valve to make the regular head have a skin if they liked your enough, or just ahead replace with your skin.
On mine I just made the nose, cheeks and chin big enough that polys didn't clip through. (The edges between eyes and ears aren't perfect though.
Support and rate it here: