So a question. I'm sure I'm a huge noob for asking but how would I get the game to recognize my model as being a weapon? As of now, I can only test my ingame models as hats. And while the end result is enjoyable, I would like to be able to see my test model in some form.
And would some kind soul please upload decompiled source files of the stock weapons? And file would be fine, but .obj would be preferred. I cannot apparently decompile or import .smd's, and I cannot scale my items without a reference to scale them too.
@Ronin: I'm not sure the coloring of the rims are obvious enough, and I don't think the "backing" is going to help it. Have you thought about having the bands be painted as well? I guess someone else is coloring the shields for their goggles, which is why you aren't doing so.
@Jake: I feel like the sock should be jiggleboned, to make it feel like it really is hanging there.
As for the trophy, it turned out nicely. Well done you two.
@Watcher: Did you check the bone your weapon has? It needs to have a name that matches the name of the bone that it is attached to to connect them. As for getting the original objects, is it a hardware problem, or do you not have the software for import? If it is a software problem, there are tutorials for getting items from Source to your respective 3D modeling program (Maya, 3DSMax, Blender, ect.), you might want to at least start here: https://developer.valvesoftware.com/wiki/Category:Modeling
Also the blade of your axe doesn't look very sharp, which makes me think you should harden your normals at the edges (both directly on the blade as well as around the head).
@Sexy Robot: Damn, brony. You you keep churning out these holiday items. As I said before, dig the soldier boots, although you may have overemphasized the trim's texture on that one, and it looks somewhat shiny. As for the sniper, I think only the "tag" should be peeking out of the top, but that's just personal opinion. Nice job otherwise.
In the meantime, I have this WIP I'm calling the "Festive Flap:"
I probably need to play with the jigglebones on the Mistletoe, so that it slouches better. I'm also going to fix up my textures on the reef and bow; The reef is already prepared for pine needle foliage to be sticking out, so hopefully I can get that done soonish. I'm debating if I should put tails on either of my ribbons (reef and mistletoe), or if it is just going to add to my polycount, which is already higher than I like (1180 total, 786 without the Mistletoe). Should I add tails?
@Watcher: Did you check the bone your weapon has? It needs to have a name that matches the name of the bone that it is attached to to connect them. As for getting the original objects, is it a hardware problem, or do you not have the software for import? If it is a software problem, there are tutorials for getting items from Source to your respective 3D modeling program (Maya, 3DSMax, Blender, ect.), you might want to at least start here: https://developer.valvesoftware.com/wiki/Category:Modeling
Also the blade of your axe doesn't look very sharp, which makes me think you should harden your normals at the edges).
Alright thanks for that link, I actually checked all over the dev wiki and didn't find that for some reason. Heh. As for the issue, it was more software, thanks to some permissions issues I was unable to actually use the importer. And as for the axe blade, the high poly didn't translate a sharp edge very well, especially in that render. I've tweaked the blade since and looks better, even on the low poly. I'm not completely satisfied with it and I intend to continue tweaking it tomorrow.
The bones issue is interesting, however. I'll be sure to look into that. Thanks for the help; noobs have to start somewhere.
As long as you reduce the spec on the cake part so it looks less like a hockey puck it should be good. Maybe make it a little lighter coloured with some darker spots of "fruit"
Agreed. I love the concept but you need some more to the model. Simply adding a ribbon or bells would do it. Also, the color is way off. I understand that reindeer antlers are darker, but it just looks like wood at the mo. Maybe fade the antlers to a lighter shade at the ends and make the stock bone-colored as well.
This will not be a christmas submission item. Can't finish any of mine in time. This, however, will be a pyro item. Unfortunately, due to the way I mapped the low poly, won't have the wear and tear I wanted, outside of the textures (which I have started on, slightly. You can make out some metal fading on the blade). Regardless, I like how it has turned out.
I think I fixed the "sharpness" issue on the blade. Ignore the shading issue on the top piece, thats an issue I had with a light in my scene. The "pommels", however, is a normals issue I'm looking to amend as fast as I can.
Watcher: That's looking cool and all but most TF2 items don't have normal maps, the only ones I can think of are the Ambassador and the Demo's dreadlocks. Plus it doesn't really fit with the Pyro, why would he have an axe with a Nordic design on it?
Watcher: That's looking cool and all but most TF2 items don't have normal maps, the only ones I can think of are the Ambassador and the Demo's dreadlocks. Plus it doesn't really fit with the Pyro, why would he have an axe with a Nordic design on it?
Why would the demoman has Persian items? Or Soldier have items fit for a general when he never officially served in a real war? Not every class stays within a guideline, and that fact gives me the room to work with Pyro, because we don't know what it is!
The reason I have Normal Maps is because it has the extras that would've added unnecessary triangles to my count. And I'm all about optimization for game models. And this axe is actually part of a nordic set for the Pyro I'm working on. I just have to find a way to incorporate nordic designs for a flamethrower and it shouldn't be hard to find an ancient hat.
Main reason I chose that design is because 1) its a cool, appealing design, b) I personally feel Pyro Axes need some more love, and tres) that means 3 in spanish
@Psyke
that Team Captain Medic looks like he's gonna go shoot Magneto's mother...
love it, just because it makes the Medic look like a Bond/Indiana Jones villain with the proper headwear
I'm getting some pretty nasty artifacting in my textures. What VTF settings do people usually use?
Valve ALWAYS uses DXT1/5 on default settings. The only way to get around whatever compression issue you're having is to use less gradients, brighter colours, colours further away from green, etc.
edit: Unless of course you just want to release it as a mod, then you're free to use BGR888/BGRA8888. Much bigger files, much more lossless compression.
Replies
And would some kind soul please upload decompiled source files of the stock weapons? And file would be fine, but .obj would be preferred. I cannot apparently decompile or import .smd's, and I cannot scale my items without a reference to scale them too.
@Jake: I feel like the sock should be jiggleboned, to make it feel like it really is hanging there.
As for the trophy, it turned out nicely. Well done you two.
@Watcher: Did you check the bone your weapon has? It needs to have a name that matches the name of the bone that it is attached to to connect them. As for getting the original objects, is it a hardware problem, or do you not have the software for import? If it is a software problem, there are tutorials for getting items from Source to your respective 3D modeling program (Maya, 3DSMax, Blender, ect.), you might want to at least start here: https://developer.valvesoftware.com/wiki/Category:Modeling
Also the blade of your axe doesn't look very sharp, which makes me think you should harden your normals at the edges (both directly on the blade as well as around the head).
@Sexy Robot: Damn, brony. You you keep churning out these holiday items. As I said before, dig the soldier boots, although you may have overemphasized the trim's texture on that one, and it looks somewhat shiny. As for the sniper, I think only the "tag" should be peeking out of the top, but that's just personal opinion. Nice job otherwise.
In the meantime, I have this WIP I'm calling the "Festive Flap:"
I probably need to play with the jigglebones on the Mistletoe, so that it slouches better. I'm also going to fix up my textures on the reef and bow; The reef is already prepared for pine needle foliage to be sticking out, so hopefully I can get that done soonish. I'm debating if I should put tails on either of my ribbons (reef and mistletoe), or if it is just going to add to my polycount, which is already higher than I like (1180 total, 786 without the Mistletoe). Should I add tails?
As always, C+C appretiated.
New sights, ammo counter, wrap around the grip.
I decided to not use these.
The bones issue is interesting, however. I'll be sure to look into that. Thanks for the help; noobs have to start somewhere.
Heheh. Clever
Awesome design.
But I see a problem:
Christmas colors are red and green. Most payload maps are using just BLU PL carts.
Put nice big blue lights on the christmas tree that glow. Simple solution.
Collegian's Ivycap
Thoughts?
Any c&c?
All-class goggles. Click to vote. Thanks.
http://steamcommunity.com/sharedfiles/filedetails/?id=4756
Love it, throw some bells on it, and work on the skinning just a tad more.
[ame="http://www.youtube.com/watch?v=NVpaKymp874"]Steam Workshop: Festive Scout Pack - YouTube[/ame]
http://steamcommunity.com/sharedfiles/filedetails/?id=4705
http://steamcommunity.com/sharedfiles/filedetails/?id=4761
Tomorrow will add special festival arrows and quiver
Vote guys
http://steamcommunity.com/sharedfiles/filedetails/?id=4777
Your idea is awesome, your current texture is letting it down. Give it some interest!
I think I fixed the "sharpness" issue on the blade. Ignore the shading issue on the top piece, thats an issue I had with a light in my scene. The "pommels", however, is a normals issue I'm looking to amend as fast as I can.
Why would the demoman has Persian items? Or Soldier have items fit for a general when he never officially served in a real war? Not every class stays within a guideline, and that fact gives me the room to work with Pyro, because we don't know what it is!
The reason I have Normal Maps is because it has the extras that would've added unnecessary triangles to my count. And I'm all about optimization for game models. And this axe is actually part of a nordic set for the Pyro I'm working on. I just have to find a way to incorporate nordic designs for a flamethrower and it shouldn't be hard to find an ancient hat.
Main reason I chose that design is because 1) its a cool, appealing design, b) I personally feel Pyro Axes need some more love, and tres) that means 3 in spanish
Well damn, it looks like you beat me to it! It looks great, either way.
The Swing Shot
The Merry Misstep is the name I have for it right now. Any suggestions?
that Team Captain Medic looks like he's gonna go shoot Magneto's mother...
love it, just because it makes the Medic look like a Bond/Indiana Jones villain with the proper headwear
Working on an all-class set of earmuffs that I can hopefully submit tomorrow. Crits? Name suggestions?
if you like it give it a vote
http://steamcommunity.com/sharedfiles/filedetails/?id=4789
Valve ALWAYS uses DXT1/5 on default settings. The only way to get around whatever compression issue you're having is to use less gradients, brighter colours, colours further away from green, etc.
edit: Unless of course you just want to release it as a mod, then you're free to use BGR888/BGRA8888. Much bigger files, much more lossless compression.
Click the image to vote!
http://steamcommunity.com/sharedfiles/filedetails/?id=4809
Absolutely love it!
Go vote on the workshop.
Rock on, fellow lobsters.
Please help with the votes! Thanks, folks.
http://steamcommunity.com/sharedfiles/filedetails/?id=4832
textured this thing today
for use in the engineer's pocket
The Clown Car
100 Contributors!!!
The Culturally Indifferent hat of Winter Joy
Here's how it looks when painted:
http://i279.photobucket.com/albums/kk144/jacen91/painted-1.jpg
Here's the gamebanana link:
http://www.gamebanana.com/skins/113586