~sigh~ Wish I was taught how to do this in college .....
Ok Cloud,
That hat does not need a normal map. Try beveling the edges to get that curve look, and use smoothing groups to create a combination.
I would overall recommend to go look up tutorials on how to model.
cgtuts.com is my favorite, and I learned from that quite a lot.
Try instead of jumping right into modeling, to learn about it first, and master the techniques. Then when you go to model something, it will be second nature.
That hat does not need a normal map. Try beveling the edges to get that curve look, and use smoothing groups to create a combination.
I would overall recommend to go look up tutorials on how to model.
cgtuts.com is my favorite, and I learned from that quite a lot.
Try instead of jumping right into modeling, to learn about it first, and master the techniques. Then when you go to model something, it will be second nature.
Actually, the model does need some sort of normal map to have it look more like the actual sentry gun. I have smoothed out the normals and am working on the textures to make it look less polygonal and more like a rounded form.
I have been trained to work in Autodesk Maya. However I prefer Rigging to Modeling. I was just so enticed by all of the TF2 stuff I saw on this thread, that I thought I would try my hand at making a hat for the Engie. I know I am not a great modeler, however I am looking at it like this, Game models, are usually low poly. There is no way I can over do it and bite off more than I can chew if I have a poly limit. The model is at 924 tris right now, and I don't really see a need to add any more. I can create the illusions I need with textures, but I thought that adding a normal map (even if I never use it for the submitted piece) would be good practice for me, and get me reacquainted with my arch nemesis Autodesk Maya.
Hm... can someone load HLMV and tell me if their Normal Mapping checkbox is working? Mine doesn't seem to be toggling at all anymore... for models where it wasn't already on, it wont turn on, and for those that already had it on, it wont turn off. The SDK was updated the other day so this might be a new bug?
Actually, the model does need some sort of normal map to have it look more like the actual sentry gun. I have smoothed out the normals and am working on the textures to make it look less polygonal and more like a rounded form.
I have been trained to work in Autodesk Maya. However I prefer Rigging to Modeling. I was just so enticed by all of the TF2 stuff I saw on this thread, that I thought I would try my hand at making a hat for the Engie. I know I am not a great modeler, however I am looking at it like this, Game models, are usually low poly. There is no way I can over do it and bite off more than I can chew if I have a poly limit. The model is at 924 tris right now, and I don't really see a need to add any more. I can create the illusions I need with textures, but I thought that adding a normal map (even if I never use it for the submitted piece) would be good practice for me, and get me reacquainted with my arch nemesis Autodesk Maya.
Yea, Agreed with sheep, could we see the wireframe?
That doesn't look like 924 tris, looks more like 200.
Like I said, don't make a normal map, you don't need it. Instead, reduce your tri count and try to split the areas that need it (like around the sentry itself, you can see very hard edges).
While waiting on Valve to fix the DX8 problem I experimented with the guard and bottom section and wondered what it'd look like with Australium gold. I quite like it but does anyone agree?
If you're going to use the Australium Gold material then in my opinion it's going to look very gaudy. Personally I think the hue used on the "Your Eternal Reward" would be more appropriate. In my mind when I think of Spy knives, I always think that he's been using or had them in his arsenal for quite some time, so they're pretty well worn.
Also this HLMV being in dx8 mode is annoying the crap out of me.
Alright. I see what you mean, thanks for ze insight.
Also does anyone know why I can comment in some entries and not others? I've looked all over and I don't see a button that disables or enables comments.
Alright. I see what you mean, thanks for ze insight.
Also does anyone know why I can comment in some entries and not others? I've looked all over and I don't see a button that disables or enables comments.
You know I've been wondering that too! It seems like only my friends can comment on my submission, but I'm not exactly sure how you change it.
How do you guys resubmit the items ? I try with their new item test thingy in the sdk but it asks for a second LOD, i mean lod for a hat, wtfbbq. The hat's already in the game anyway.
@Zalakzik: I was trying to test out a normal map last night as well but the latest SDK update seems to have broken the Normal Mapping toggle in HLMV, so I can't get it to turn on.
Also yeah, if that \ is there in the VMT, it shouldn't be.
So...
How are you submitting files with different Styles, skinned to several bones and all that?
Could I "fake" the Zip that ItemTest creates?
if I just rewite the files it creates with my custom CQ MDL SW.VTX..... would it work?
I've just been submitting all of the compiled model files, material files, as well as OBJs and TGAs. I also include a readme file to explain where all the files are and other things I think Valve should know about the submission.
I realized later on there were already a couple of similar ones uploaded. :shifty:
Whilst it's true that it's been done before, I think you've done a better job than the others. Have you considered making a few different styles? No arrow, bite taken out, just the core, etc.
Also, you might want to scale it down a little bit. Looks a touch too big to me.
I've just been submitting all of the compiled model files, material files, as well as OBJs and TGAs. I also include a readme file to explain where all the files are and other things I think Valve should know about the submission.
Shouldn't we submit the zip file that the "itemtest" tool outputs?
Whilst it's true that it's been done before, I think you've done a better job than the others. Have you considered making a few different styles? No arrow, bite taken out, just the core, etc.
Also, you might want to scale it down a little bit. Looks a touch too big to me.
Thanks! Yes the apple does look a tad too big. I read in the Steam Workshop introduction that we should keep in mind the character's hand's size. And they are quite big, so the apple fits nicely. It might still be a tad too big.
I was considering the styles as well! I have a couple of ideas, but I have no idea how to create these styles and how to submit them properly. Does anyone know?
Item test models doesn't support styles, rigging, jigglebones... and "advanced" stuff like that.
eedobaba7726 : do you add everithing in the root of the Zip, or with the folder three like the one itemTest does?
hmmm I see... does anyone know about any technical limitations of "styles". For example, do the different styles need to have the same textures? Can we only change geometry?
Item test models doesn't support styles, rigging, jigglebones... and "advanced" stuff like that.
eedobaba7726 : do you add everithing in the root of the Zip, or with the folder three like the one itemTest does?
I would do a folder tree, but I can't figure out how to make folders in the Zip software I use. :P
For the last several I submitted, I made a materials.zip and a models.zip, and zipped them together along with a readme.txt.
Yeah, I just hope they don't use an automatic extracting tool that ignores files with a "wrong" folder tree or with CQ not created by the SDK item tool
For anyone whose curious/interested i emailed Robin a day ago and got a response back from Valve (albeit not from Robin strangely) From some guy called Bay Rait, Asking about whether it is compulsory to use itemtest, And if we are able to change files in the zip:
The more your submission mimics the .zip that itemtest creates (directory/file structure), the faster we can check your item for issues and the better chance it has of being accepted.
you can always edit the .qc or .vmt files, but keep them inside the same directory location inside the .zip that itemtest creates.
For anyone whose curious/interested i emailed Robin a day ago and got a response back from Valve (albeit not from Robin strangely) From some guy called Bay Rait, Asking about whether it is compulsory to use itemtest, And if we are able to change files in the zip:
Cool! Now I just need to figure out how to implement multiple styles
I'm now searching the "MODEL" files in a "itemtest" zip and it creates a .DMX file for every LOD, which the older compiling method didn't create at all.
a .PHY file as well
How can I create them?? or would just rename and copypaste do the trick?
Is the "manifest".txt informative or does it have a purpose?
It seems to contain a list with my local folders
hmmm I see... does anyone know about any technical limitations of "styles". For example, do the different styles need to have the same textures? Can we only change geometry?
Styles can be textures or models. If textures, it's usually done by just adding more skinfamilies in the .qc. If you want the style to be a different model, just compiled two different .mdl's and Valve will make the item switch between them.
At least, this has been my understanding for a while now. I don't see why you couldn't use submodels, either, if it's just a matter of a part of the model being replaceable. The ones I've looked at that are currently in-game use multiple models, though.
We are very much aware of the plagiarism in the workshop. We are looking into the best solutions for mitigating the problem. As you suggest, it will probably involve some way for the community to police itself. We're still discussing what the best thing to do is. But we are definitely aware of the problem.
Replies
Ok Cloud,
That hat does not need a normal map. Try beveling the edges to get that curve look, and use smoothing groups to create a combination.
I would overall recommend to go look up tutorials on how to model.
cgtuts.com is my favorite, and I learned from that quite a lot.
Try instead of jumping right into modeling, to learn about it first, and master the techniques. Then when you go to model something, it will be second nature.
Actually, the model does need some sort of normal map to have it look more like the actual sentry gun. I have smoothed out the normals and am working on the textures to make it look less polygonal and more like a rounded form.
I have been trained to work in Autodesk Maya. However I prefer Rigging to Modeling. I was just so enticed by all of the TF2 stuff I saw on this thread, that I thought I would try my hand at making a hat for the Engie. I know I am not a great modeler, however I am looking at it like this, Game models, are usually low poly. There is no way I can over do it and bite off more than I can chew if I have a poly limit. The model is at 924 tris right now, and I don't really see a need to add any more. I can create the illusions I need with textures, but I thought that adding a normal map (even if I never use it for the submitted piece) would be good practice for me, and get me reacquainted with my arch nemesis Autodesk Maya.
also, I'm going to have to get used to being called cloud..... They usually call me Spike
http://www.wix.com/spikestarkey/michaelstarkey3d
I'll post a gif turn-around tomorrow.... need sleeeeep zzzzzzzzzzzzzzzzzzzzzzzzzz
but there should be some images a few pages back....
Yea, Agreed with sheep, could we see the wireframe?
That doesn't look like 924 tris, looks more like 200.
Like I said, don't make a normal map, you don't need it. Instead, reduce your tri count and try to split the areas that need it (like around the sentry itself, you can see very hard edges).
While waiting on Valve to fix the DX8 problem I experimented with the guard and bottom section and wondered what it'd look like with Australium gold. I quite like it but does anyone agree?
Also this HLMV being in dx8 mode is annoying the crap out of me.
Also does anyone know why I can comment in some entries and not others? I've looked all over and I don't see a button that disables or enables comments.
Texture is also rather blurry.
You know I've been wondering that too! It seems like only my friends can comment on my submission, but I'm not exactly sure how you change it.
http://www.pcgamer.com/2011/10/19/team-fortress-2-the-best-of-the-steam-workshop/
And congrats on the publicity guys.
resubmitting this by request of valve...
Helicopter Helmet:
http://steamcommunity.com/sharedfiles/filedetails/?id=2187
and this one:
http://steamcommunity.com/sharedfiles/filedetails/?id=2299
I realized later on there were already a couple of similar ones uploaded. :shifty:
512 symmetry/mirrored, with a highly obvious seam. Will bake it down to a 256 when i figure out what to do with them eyes.
The witcher's wolf medalion was some good inspiration along with actual refs this time.
This might help:
http://wiki.teamfortress.com/wiki/File:Backpack_Buff_Banner.png
http://wiki.teamfortress.com/wiki/Styles
Submitted this a minute ago:
http://steamcommunity.com/sharedfiles/filedetails/?id=2307
Alt Style for my Rex's Regalia:
http://steamcommunity.com/sharedfiles/filedetails/?id=247
C&C always appreciated!
\$bumpmap "models\weapons\c_items/normal_map" but it doesnt work.What i must to do
Also yeah, if that \ is there in the VMT, it shouldn't be.
How are you submitting files with different Styles, skinned to several bones and all that?
Could I "fake" the Zip that ItemTest creates?
if I just rewite the files it creates with my custom CQ MDL SW.VTX..... would it work?
Whilst it's true that it's been done before, I think you've done a better job than the others. Have you considered making a few different styles? No arrow, bite taken out, just the core, etc.
Also, you might want to scale it down a little bit. Looks a touch too big to me.
Shouldn't we submit the zip file that the "itemtest" tool outputs?
Thanks! Yes the apple does look a tad too big. I read in the Steam Workshop introduction that we should keep in mind the character's hand's size. And they are quite big, so the apple fits nicely. It might still be a tad too big.
I was considering the styles as well! I have a couple of ideas, but I have no idea how to create these styles and how to submit them properly. Does anyone know?
Item test models doesn't support styles, rigging, jigglebones... and "advanced" stuff like that.
eedobaba7726 : do you add everithing in the root of the Zip, or with the folder three like the one itemTest does?
hmmm I see... does anyone know about any technical limitations of "styles". For example, do the different styles need to have the same textures? Can we only change geometry?
I would do a folder tree, but I can't figure out how to make folders in the Zip software I use. :P
For the last several I submitted, I made a materials.zip and a models.zip, and zipped them together along with a readme.txt.
Cool! Now I just need to figure out how to implement multiple styles
soo..
I'm now searching the "MODEL" files in a "itemtest" zip and it creates a .DMX file for every LOD, which the older compiling method didn't create at all.
a .PHY file as well
How can I create them?? or would just rename and copypaste do the trick?
Is the "manifest".txt informative or does it have a purpose?
It seems to contain a list with my local folders
Rebuilt this weapon and it's better for it I think.
Winrar should allow you to create folders inside zip files.
Why have just a shotgun or a sandvich when you could have both at the same time?
I absolutely love it. Great job man.
Video Footage! [ame="http://www.youtube.com/watch?v=Fuzu6BKe8Qg"]siren_hat - In Game - YouTube[/ame]
Jiggle bones! Yea! [ame="http://www.youtube.com/watch?v=1e0AjR4zSfs"]siren_hat - Jiggle bones - YouTube[/ame]
This is my first model. A very big thank you to Helljumper for his Blender tutorial.
Criticism welcome
Cheers,
Steam Workshop Submission http://steamcommunity.com/sharedfiles/filedetails/?id=2252
At least, this has been my understanding for a while now. I don't see why you couldn't use submodels, either, if it's just a matter of a part of the model being replaceable. The ones I've looked at that are currently in-game use multiple models, though.
Just select all the folders you want to zip up > right click > Send To > zip folder.
Got that in an email from Valve.