Heinz, I hope you're planning to redo that in a different modeling program, because as it is, it's going to have an outrageous polycount. What class is it for?
I ran through the 261 pages twice and i didnt find it. Not saying the page is in hungarian for some reason
It's creepled by random garbage. Give people liberty, and they do nothing but shit with it.
Too bad intersting stuff are gettin lost in the middle.
Welcom Dr.Heinz. I do think Sketchup is interesting for concepting, but yeah, at some point you'll need to switch on a "real" modeler. Dno what's your plan with it tho.
Heinz, I hope you're planning to redo that in a different modeling program, because as it is, it's going to have an outrageous polycount. What class is it for?
Yes, plan to do it in blender (last time i downloaded 3DS max it gave me a hella virus, had to reformat) and actually that right there is 7500 tri's :P. This was originally done for the first polycount contribute contest, but.....I don't know how to unwrap for the life of me and everyone I asked politely (hell, I even offered to pay a few 20 bucks to do it) and kept getting no's. I have tons of models I've done in sketchup I need to convert to obj files so i can put them in blender/3ds max and work on them. Yeah, I feel bad for not getting this done sooner, but god, I cannot wrap my head around the more "professional" 3d programs, lol. I can whip out 20 models a day in sketchup, but I have a hell of a time just drawing a box in anything else. I can texture, that's easy for me, since I've been working to be a comic book colorist for the last....decade? Yeah, not getting far on that front either, reason I need to get some things into TF2 so I can pay bills, lol.
I wouldn't talk about warez on the forum my man. because we all TOTALLY BOUGHT our programs.
if you need help LEGALLY OBTAINING a program then I suggestion asking how to LEGALLY OBTAIN said program. I've LEGALLY OBTAINED my program multiple times and if you need help, I can help you LEGALLY OBTAIN yours
That flamethrower is amazing my man but I'd suggest adding some sort of... thing? :P to accelerate the flames coming from the can? Otherwise the only viable option I can see for it in game would be a weapon that has very little flame damage but due to the paint, has a very long afterburn.
I wouldn't talk about warez on the forum my man. because we all TOTALLY BOUGHT our programs.
if you need help LEGALLY OBTAINING a program then I suggestion asking how to LEGALLY OBTAIN said program. I've LEGALLY OBTAINED my program multiple times and if you need help, I can help you LEGALLY OBTAIN yours
That flamethrower is amazing my man but I'd suggest adding some sort of... thing? :P to accelerate the flames coming from the can? Otherwise the only viable option I can see for it in game would be a weapon that has very little flame damage but due to the paint, has a very long afterburn.
Though sadly we don't have a say in stats
Sure man, how do I LEGALLY obtain those vunderful programs? >.>
If I make a large change to the submission, do I have to re-upload a NEW file or do I just do a REVISION? I've seen some people re-upload and say this is the new version.
I'm finding this submission process to be very annoying. If you zip stuff up like the new compiler would organize it then you have to redo your vmt's so the path is correct for the extra folders under user name.
The manifest makes no sense other than telling Valve where you like to keep your files.
It just uses the base model for the collision, so you can't even optimize that.
If you have a z up program, then you can't use the auto skin without major hassles. If you don't use the auto skin it doesn't compile correctly. If you do use it you can only use head bone, no jiggle bones, etc...
Using it doesn't compile vmt's with color swap info.
It's just a very raw, un thought out process imo.
Why can't we just compile it under a name, test it, zip what it needs and call it good? If we give them a good vtf, why do they need a tga, it's the same exact thing.
The atuo compile doesn't zip up PSD's and TGA's don't have layers...
ARGHHHHHHHHHHHHHHHHHHHHH
lol, then on top of that..
my 2 new submissions don't show anywhere right now. One of my submissions from last week is on the 'new submissions' page with 0 stars, but on my page it still has 5 stars and 40 some votes.
Here's what i do. I use the itemtest without auto skinning for the head. Then i close it. I go to the model folder and tweak the QC to use my original .smd files and original materials. I put my materials where itemtest wants them to be and recompile using GUIstudio. All done in less than 5 mins. Ship everything in the zip and submit.
It takes getting used to but at least i have full freedom of my model and rigging. Valve has said that IT WILL AFFECT your chances of getting the item in game if their scripts couldn't open your files for testing. You don't have to use the itemtest but at least try to follow it's structure.
If I make a large change to the submission, do I have to re-upload a NEW file or do I just do a REVISION? I've seen some people re-upload and say this is the new version.
You need just to launch TF2. Go to the workshop. Edit the item you want to update. Upload a new zip file and update your preview pic. done.
I'm probably going to have to redo/resubmit ALL my stuff
What are you doing about the diffuse tex? I noticed compiling with the new tool renames it mytexture_color. In which case you have to rename it, reapply in 3d, re-export...
Or areyou just deleting the _color part and keeping the original name?
I'm probably going to have to redo/resubmit ALL my stuff
What are you doing about the diffuse tex? I noticed compiling with the new tool renames it mytexture_color. In which case you have to rename it, reapply in 3d, re-export...
Or areyou just deleting the _color part and keeping the original name?
The most efficient way to do it is to simply edit the qc to include your original texture names. Recompile and you should be good to go. That's what i did. Believe me, resubmitting 30 items is not a fun endeavor.
Sure man, how do I LEGALLY obtain those vunderful programs? >.>
Hello Dr. Heinz and anybody that would like to legally obtain licenses for any Autodesk product like 3ds Max, Maya, Mudbox, Softimage or any of the architectural and engineering software that they make.
First you will need to decide if you are a "student" OR "unemployed".
You may be both but pick one for now.
Then you must decide which application you would like to try first.
I used to work for Autodesk and the whole point of getting these tools in your hands is to get you up to speed on the latest versions of their software.
(you will notice that earlier versions are NOT available)
Once you register and share your data with Autodesk you will be rewarded with licenses of your software(s) of choice.
I am not sure if the licenses are for 13 months or 3 years at this point, but it does not matter too much because you can just go back next year and get the latest versions.
Then once you have mastered your 3d application world and you are rolling in fresh piles of $100 bills you can pony up and buy the software of your choice.
Even though 3D software looks expensive on the surface it is actually one of the least expensive components in the whole 3d pipeline; the most expensive one being your time.
(unless you only pay yourself minimum wage)
There are plenty of other non-Autodesk solutions as well so don't be afraid to seek those out either.
The important thing in choosing a 3d tool is finding one that you feel comfortable with and has a workflow that mostly makes sense to you. If you try and force yourself to use 3ds Max, Maya or Softimage and you find yourself hating the app try another one. Get comfortable before you invest a huge chunk of your life into learning your chosen 3d software.
It would also be good career-wise to know your way around both 3ds Max and Maya regardless of which application you decide upon, since 3ds Max and Maya tend to be the standards (like it or not) in 3d jobs.
Hello Dr. Heinz and anybody that would like to legally obtain licenses for any Autodesk product like 3ds Max, Maya, Mudbox, Softimage or any of the architectural and engineering software that they make.
First you will need to decide if you are a "student" OR "unemployed".
You may be both but pick one for now.
Then you must decide which application you would like to try first.
I used to work for Autodesk and the whole point of getting these tools in your hands is to get you up to speed on the latest versions of their software.
(you will notice that earlier versions are NOT available)
Once you register and share your data with Autodesk you will be rewarded with licenses of your software(s) of choice.
I am not sure if the licenses are for 13 months or 3 years at this point, but it does not matter too much because you can just go back next year and get the latest versions.
Then once you have mastered your 3d application world and you are rolling in fresh piles of $100 bills you can pony up and buy the software of your choice.
Even though 3D software looks expensive on the surface it is actually one of the least expensive components in the whole 3d pipeline; the most expensive one being your time.
(unless you only pay yourself minimum wage)
There are plenty of other non-Autodesk solutions as well so don't be afraid to seek those out either.
The important thing in choosing a 3d tool is finding one that you feel comfortable with and has a workflow that mostly makes sense to you. If you try and force yourself to use 3ds Max, Maya or Softimage and you find yourself hating the app try another one. Get comfortable before you invest a huge chunk of your life into learning your chosen 3d software.
It would also be good career-wise to know your way around both 3ds Max and Maya regardless of which application you decide upon, since 3ds Max and Maya tend to be the standards (like it or not) in 3d jobs.
I hope this helps.
Best
Mark
Thank you very much^_^. 3DS Max was less of a headache than Blender. I can't even figure out how to turn the camera in Blender (and no, I haven't watched the tutorials yet:P. The camera should be easy to find-.-.
Hey all. Thought I would try my hand at some TF2 stuff as well. Been having fun with it so far. What do you guys think? Its gonna be a steampunk Engineer set. For textures think dark woods and bronze/steel filigree all over it. Hope you like! =]
Hey all. Thought I would try my hand at some TF2 stuff as well. Been having fun with it so far. What do you guys think? Its gonna be a steampunk Engineer set. For textures think dark woods and bronze/steel filigree all over it. Hope you like! =]
I love how you are going completely overboard with the gears. Looks really nice.
Is anyone having trouble with itemtest? It decided 3 days ago to stop working. I launch it, but nothing happens.
The processes shuts down immediately. I already tried uninstalling and installing it again. No luck, though :C
It recently updated for me. It now shows Source Engine MP instead of 2009. Maybe you're just out dated?
That said, I've had fuck all luck skinning my meshes with 3DS Max to work inside TF2. I've downloaded the character meshes, so my scale is fine, but the orientation of my item is always backwards and off by a good distance in-game, so I have to play this game of guessing where to put it inside 3DS Max. It's like a shitty game of trial and error to thread a needle with a 50ft pole. I can't get any of the skin weighting to reach in-game. My only option is to assign everything to the fucking head through itemtest, and my items aren't meant for the head.
I've been importing the SMDs and exporting SMDs, but that's not done jack shit to fix my problem. (Yes, this is annoying me.)
@re.wind
I like the idea of a viking shield for the Soldier... but I'd go with a different pattern... the "4 sections, 2 colors" style just feels too much like the Charge n Targe... I know, it's a totally different color, it's for the Soldier, and it's not EXACTLY the same, but I remember you posted a picture with a ton of Viking shields.
I think it'd looks awesome with a team colored base, then a symmetrical design (check the picture to see what I mean), and maybe some gold detailing.
just my 2 cents though.
decompile the character mesh and import into max (the reference model without LOD#) (use mdl decompiler - the downloadable meshes don't have the rigs skinned to the meshes)
Be sure to check 'change from Left hand coord space' so he'll be rightside up (in Max at least). Blender i guess you don't need to do that.
Also make sure when you import 'skin weights' is checked.
Then you should be able to click skin modifier (Max here but Blender should be similar) and you can select verts and see what weights they are. Use the same weights for verts in same areas on your model.
Only add and export the bones your model uses. No need for any others to be involved. The bones don't need to be attached to each other. They don't need cenetered on grid or anything. They just need to stay relative to each other and the base mesh.
Seems Valve is pretty keen on even weights too.
Like the foot bone will have 1 row of verts 1.0, weight, the next row is .75, the next is .25 and the next is 1.0 on the toe.
decompile the character mesh and import into max (the reference model without LOD#) (use mdl decompiler - the downloadable meshes don't have the rigs skinned to the meshes)
Be sure to check 'change from Left hand coord space' so he'll be rightside up (in Max at least). Blender i guess you don't need to do that.
Also make sure when you import 'skin weights' is checked.
Then you should be able to click skin modifier (Max here but Blender should be similar) and you can select verts and see what weights they are. Use the same weights for verts in same areas on your model.
Only add and export the bones your model uses. No need for any others to be involved. The bones don't need to be attached to each other. They don't need cenetered on grid or anything. They just need to stay relative to each other and the base mesh.
Seems Valve is pretty keen on even weights too.
Like the foot bone will have 1 row of verts 1.0, weight, the next row is .75, the next is .25 and the next is 1.0 on the toe.
Can't speak for Patrick, but I don't have 3ds Max.
Setting weights for the verts is extremely troublesome. It looks like they're set well, but I get results like I posted at the top of the page. Buttons on the shirt move out of place, colliding with the shirt, the shirt itself collapses in on itself...
The targe actually used to have team colours, but that got removed for readability issues.
From Tf2 wiki
Prior to the April 28, 2010 Patch, the Targe featured team-colored paint on its front and a team-colored pad on its back. The current Orange paint aids easy visual identification at a distance.
Like this.
On one side, the viking shield is reasonably larger than the targe, more visible from distance, and the large team-coloured area should make identifying and categorising the threat easier. On the other side, the fact that the shield is team-coloured makes it blend more easily with the team-coloured players around it, leading to a possible readability issue at distance.
Hence, I'm probably going to stick with the black and yellow colours for readability purposes (at all ranges) and will need to look for a fitting colour pattern.
@eedobaba7726: I can only agree with your problems of getting a skinned model to work with the bones. I've tried it myself several times only to get catastrophically unpredictable results.
Can't speak for Patrick, but I don't have 3ds Max.
Setting weights for the verts is extremely troublesome. It looks like they're set well, but I get results like I posted at the top of the page. Buttons on the shirt move out of place, colliding with the shirt, the shirt itself collapses in on itself...
You have Blender right? That's why i tried to make a point which points were for each program. Either way i think they have the same functions, you just have different names in blender for stuff.
The next question would be, do your edge loops align with the spys edge loops? If yours don't line up exactly then they just aren't going to deform the same. You can either add loops to align exactly or remodel to align better.
Really the best way to be sure is to clone the spy shirt, push it out and then modify as needed, basically leaving that outside the originals.
When I made my pyro clown boots (since they are part of an accessory figuring they couldn't be swapped like a weapon) I did a new model, but i matched the faces face for face but just a bit outside the original geometry. Then I used the same exact vert weights and they dont clip at all. For a while i was using my own weights and always had a little clip here and there.
Thanks to baddcog's post which piqued my interest, i went on a quest to find out how to save/load vertex weights (so i could work with a simple edit poly, re-apply the weights as often as i want to, and not have a messy modifier stack) and can now continue working on my previously-shelved viking trousers (and boots).
Doesn't the student 3dsmax have a non-commercial clause on its usage rights? It could conflict heavily with the TF2 Contribute legal agreement, which is strictly commercial use...
It recently updated for me. It now shows Source Engine MP instead of 2009. Maybe you're just out dated?
Strange... I had to re-install the SDK twice. Then I tried to launch TF2 and it started verifying files, after that I was able to launch itemtest again.
By the way, has anyone figured out how to make items paintable? Itemtest does nothing but add a "To Do: Make Paintable" comment to the vmt file. lol.
Oh! And I was finally able to submit the new Pyro misc item, the LeVar's LaMent:
(Thanks to reddit user "brooklynbrett" for the great name)
"AWESOME! HALLOWEEN UPDATE! let's see what's in the store..."
*checks store*
"YES! the Pyro ghost head got in! I may just have to pick that and the Skull up..."
*sees costume bundles*
"heh, they named the Fly one "The Brundle Bundle"... wait... what's that..."
*sees the Sniper one*
"Camper... Van... Helsing... VALVE. USED. MY. NAME. OH. MY. GOD."
I absolutely love how your set is coming together! Reminds me a lot of this song video! http://www.youtube.com/watch?v=djV11Xbc914 Perhaps you should make the glasses frames white to match the helmet?
Decided to stick with the handle bar eh? If you think the textures are too dull perhaps put some accidental 'spray paint' on the texture itself? I can see some few faint ones, perhaps darker ones to make it more noticeable? Looks awesome regardless!
Really bummed they included a Scout flip-flop replacement that's so similar to mine. Oh well.
Anyway, just threw a new medic hat together since I haven't seen a similar one out there. I'm sure it's been done before, though. WIP:
Kinda simple as it stands. Though I suppose a lot of hats are. Crits/suggestions? Think I'll call it the "Sterile Scrubcap". It's paintable with settings that are identical to the mask.
*EDIT* As for the flamethrower, yeah I decided to try a whole new chassis to give the model a more unique shape. I think if I could get the texture down the final model would look better than the original. I'll probably end up submitting them both to the workshop. I really need some more color on the new one, though. Everything looks so washed out.
I have to say I'm not really liking these backpack things. They're well made, as always for you, but they don't really add anything to the style of the character. They have no flavor, no strange identifying trait, no humor. No one's going to really want to get this item.
Watched helljumper's tutorial this april. Been using blender for 3 hours on average a day. (more or less) Visiting forums. Adding and asking great contributors. Special thanks to Rob Laro for mentoring (kinda).
Replies
It's creepled by random garbage. Give people liberty, and they do nothing but shit with it.
Too bad intersting stuff are gettin lost in the middle.
Welcom Dr.Heinz. I do think Sketchup is interesting for concepting, but yeah, at some point you'll need to switch on a "real" modeler. Dno what's your plan with it tho.
edit: noors, your chainsaw is on the first spot when sorting by heavy.
either or both of these should help you, but you probably already know that.
$phongexponenttexture [texture]
$envmapmask <texture>
Yes, plan to do it in blender (last time i downloaded 3DS max it gave me a hella virus, had to reformat) and actually that right there is 7500 tri's :P. This was originally done for the first polycount contribute contest, but.....I don't know how to unwrap for the life of me and everyone I asked politely (hell, I even offered to pay a few 20 bucks to do it) and kept getting no's. I have tons of models I've done in sketchup I need to convert to obj files so i can put them in blender/3ds max and work on them. Yeah, I feel bad for not getting this done sooner, but god, I cannot wrap my head around the more "professional" 3d programs, lol. I can whip out 20 models a day in sketchup, but I have a hell of a time just drawing a box in anything else. I can texture, that's easy for me, since I've been working to be a comic book colorist for the last....decade? Yeah, not getting far on that front either, reason I need to get some things into TF2 so I can pay bills, lol.
if you need help LEGALLY OBTAINING a program then I suggestion asking how to LEGALLY OBTAIN said program. I've LEGALLY OBTAINED my program multiple times and if you need help, I can help you LEGALLY OBTAIN yours
That flamethrower is amazing my man but I'd suggest adding some sort of... thing? :P to accelerate the flames coming from the can? Otherwise the only viable option I can see for it in game would be a weapon that has very little flame damage but due to the paint, has a very long afterburn.
Though sadly we don't have a say in stats
Sure man, how do I LEGALLY obtain those vunderful programs? >.>
http://steamcommunity.com/sharedfiles/filedetails/?id=3089
<_<
Stop it. while its amazing how much work you pump out its also discouraging. >:[
If I make a large change to the submission, do I have to re-upload a NEW file or do I just do a REVISION? I've seen some people re-upload and say this is the new version.
Alright Ronin. Cheers.
Here's what i do. I use the itemtest without auto skinning for the head. Then i close it. I go to the model folder and tweak the QC to use my original .smd files and original materials. I put my materials where itemtest wants them to be and recompile using GUIstudio. All done in less than 5 mins. Ship everything in the zip and submit.
It takes getting used to but at least i have full freedom of my model and rigging. Valve has said that IT WILL AFFECT your chances of getting the item in game if their scripts couldn't open your files for testing. You don't have to use the itemtest but at least try to follow it's structure.
You need just to launch TF2. Go to the workshop. Edit the item you want to update. Upload a new zip file and update your preview pic. done.
http://steamcommunity.com/sharedfiles/filedetails/?id=3093
Third item stolen by same guy.
edit: Not that I expect anything but I emailed the overlords so that they can hopefully be removed. If it were up to me I'd VAC ban the lot of them.
Haha, now he's stolen 2 of my things.
edit: Indeed.
Update.
I'm probably going to have to redo/resubmit ALL my stuff
What are you doing about the diffuse tex? I noticed compiling with the new tool renames it mytexture_color. In which case you have to rename it, reapply in 3d, re-export...
Or areyou just deleting the _color part and keeping the original name?
The most efficient way to do it is to simply edit the qc to include your original texture names. Recompile and you should be good to go. That's what i did. Believe me, resubmitting 30 items is not a fun endeavor.
Update.
5 down, 4 to go.
how though is he getting your files.
should'nt olny you and valve have the compiled and the source files?
also very wippy hacked, slashed, and incomplete textures. axe is almost done, but that shield... >_>
EDIT:
Nearing the finish line. Well, i'm more than halfway, so yes, nearing the finish. ^_^
Hello Dr. Heinz and anybody that would like to legally obtain licenses for any Autodesk product like 3ds Max, Maya, Mudbox, Softimage or any of the architectural and engineering software that they make.
First you will need to decide if you are a "student" OR "unemployed".
You may be both but pick one for now.
Then you must decide which application you would like to try first.
If you picked "Student" go here:
http://students.autodesk.com/
If you are "Unemployed" go here:
http://students.autodesk.com/?nd=assistance_landing
I used to work for Autodesk and the whole point of getting these tools in your hands is to get you up to speed on the latest versions of their software.
(you will notice that earlier versions are NOT available)
Once you register and share your data with Autodesk you will be rewarded with licenses of your software(s) of choice.
I am not sure if the licenses are for 13 months or 3 years at this point, but it does not matter too much because you can just go back next year and get the latest versions.
Then once you have mastered your 3d application world and you are rolling in fresh piles of $100 bills you can pony up and buy the software of your choice.
Even though 3D software looks expensive on the surface it is actually one of the least expensive components in the whole 3d pipeline; the most expensive one being your time.
(unless you only pay yourself minimum wage)
There are plenty of other non-Autodesk solutions as well so don't be afraid to seek those out either.
The important thing in choosing a 3d tool is finding one that you feel comfortable with and has a workflow that mostly makes sense to you. If you try and force yourself to use 3ds Max, Maya or Softimage and you find yourself hating the app try another one. Get comfortable before you invest a huge chunk of your life into learning your chosen 3d software.
It would also be good career-wise to know your way around both 3ds Max and Maya regardless of which application you decide upon, since 3ds Max and Maya tend to be the standards (like it or not) in 3d jobs.
I hope this helps.
Best
Mark
Thank you very much^_^. 3DS Max was less of a headache than Blender. I can't even figure out how to turn the camera in Blender (and no, I haven't watched the tutorials yet:P. The camera should be easy to find-.-.
The processes shuts down immediately. I already tried uninstalling and installing it again. No luck, though :C
That said, I've had fuck all luck skinning my meshes with 3DS Max to work inside TF2. I've downloaded the character meshes, so my scale is fine, but the orientation of my item is always backwards and off by a good distance in-game, so I have to play this game of guessing where to put it inside 3DS Max. It's like a shitty game of trial and error to thread a needle with a 50ft pole. I can't get any of the skin weighting to reach in-game. My only option is to assign everything to the fucking head through itemtest, and my items aren't meant for the head.
I've been importing the SMDs and exporting SMDs, but that's not done jack shit to fix my problem. (Yes, this is annoying me.)
I like the idea of a viking shield for the Soldier... but I'd go with a different pattern... the "4 sections, 2 colors" style just feels too much like the Charge n Targe... I know, it's a totally different color, it's for the Soldier, and it's not EXACTLY the same, but I remember you posted a picture with a ton of Viking shields.
I think it'd looks awesome with a team colored base, then a symmetrical design (check the picture to see what I mean), and maybe some gold detailing.
just my 2 cents though.
one response as answer is kind of the same...
decompile the character mesh and import into max (the reference model without LOD#) (use mdl decompiler - the downloadable meshes don't have the rigs skinned to the meshes)
Be sure to check 'change from Left hand coord space' so he'll be rightside up (in Max at least). Blender i guess you don't need to do that.
Also make sure when you import 'skin weights' is checked.
Then you should be able to click skin modifier (Max here but Blender should be similar) and you can select verts and see what weights they are. Use the same weights for verts in same areas on your model.
Only add and export the bones your model uses. No need for any others to be involved. The bones don't need to be attached to each other. They don't need cenetered on grid or anything. They just need to stay relative to each other and the base mesh.
Seems Valve is pretty keen on even weights too.
Like the foot bone will have 1 row of verts 1.0, weight, the next row is .75, the next is .25 and the next is 1.0 on the toe.
Can't speak for Patrick, but I don't have 3ds Max.
Setting weights for the verts is extremely troublesome. It looks like they're set well, but I get results like I posted at the top of the page. Buttons on the shirt move out of place, colliding with the shirt, the shirt itself collapses in on itself...
The targe actually used to have team colours, but that got removed for readability issues.
From Tf2 wiki
Like this.
On one side, the viking shield is reasonably larger than the targe, more visible from distance, and the large team-coloured area should make identifying and categorising the threat easier. On the other side, the fact that the shield is team-coloured makes it blend more easily with the team-coloured players around it, leading to a possible readability issue at distance.
Hence, I'm probably going to stick with the black and yellow colours for readability purposes (at all ranges) and will need to look for a fitting colour pattern.
@eedobaba7726: I can only agree with your problems of getting a skinned model to work with the bones. I've tried it myself several times only to get catastrophically unpredictable results.
You have Blender right? That's why i tried to make a point which points were for each program. Either way i think they have the same functions, you just have different names in blender for stuff.
The next question would be, do your edge loops align with the spys edge loops? If yours don't line up exactly then they just aren't going to deform the same. You can either add loops to align exactly or remodel to align better.
Really the best way to be sure is to clone the spy shirt, push it out and then modify as needed, basically leaving that outside the originals.
When I made my pyro clown boots (since they are part of an accessory figuring they couldn't be swapped like a weapon) I did a new model, but i matched the faces face for face but just a bit outside the original geometry. Then I used the same exact vert weights and they dont clip at all. For a while i was using my own weights and always had a little clip here and there.
(Tiny picture, very WIP. Just started an hour ago)
Strange... I had to re-install the SDK twice. Then I tried to launch TF2 and it started verifying files, after that I was able to launch itemtest again.
By the way, has anyone figured out how to make items paintable? Itemtest does nothing but add a "To Do: Make Paintable" comment to the vmt file. lol.
Oh! And I was finally able to submit the new Pyro misc item, the LeVar's LaMent:
(Thanks to reddit user "brooklynbrett" for the great name)
http://steamcommunity.com/sharedfiles/filedetails/?id=3133
*checks store*
"YES! the Pyro ghost head got in! I may just have to pick that and the Skull up..."
*sees costume bundles*
"heh, they named the Fly one "The Brundle Bundle"... wait... what's that..."
*sees the Sniper one*
"Camper... Van... Helsing... VALVE. USED. MY. NAME. OH. MY. GOD."
just... OH MY GOD...
I absolutely love how your set is coming together! Reminds me a lot of this song video! http://www.youtube.com/watch?v=djV11Xbc914 Perhaps you should make the glasses frames white to match the helmet?
@SgtR007
Decided to stick with the handle bar eh? If you think the textures are too dull perhaps put some accidental 'spray paint' on the texture itself? I can see some few faint ones, perhaps darker ones to make it more noticeable? Looks awesome regardless!
Anyway, just threw a new medic hat together since I haven't seen a similar one out there. I'm sure it's been done before, though. WIP:
Kinda simple as it stands. Though I suppose a lot of hats are. Crits/suggestions? Think I'll call it the "Sterile Scrubcap". It's paintable with settings that are identical to the mask.
*EDIT* As for the flamethrower, yeah I decided to try a whole new chassis to give the model a more unique shape. I think if I could get the texture down the final model would look better than the original. I'll probably end up submitting them both to the workshop. I really need some more color on the new one, though. Everything looks so washed out.
Demo and medic version.
I have to say I'm not really liking these backpack things. They're well made, as always for you, but they don't really add anything to the style of the character. They have no flavor, no strange identifying trait, no humor. No one's going to really want to get this item.
Watched helljumper's tutorial this april. Been using blender for 3 hours on average a day. (more or less) Visiting forums. Adding and asking great contributors. Special thanks to Rob Laro for mentoring (kinda).