The model is as amazing as always Sparkwire, although I would say that the name is a little too similar to the Boston Basher (although having said that Valve rename items that get put in for whatever reason all the time, so It's not exactly an issue ^_^)
@EArkham
That's really great! Do you have any first person shots?
@Detweiler
Try making the straps wider and thicker, as they are now they're roughly the same size (or thinner, if you look at the one going behind his ear) as his dogtag chain.
@Detweiler
Try making the straps wider and thicker, as they are now they're roughly the same size (or thinner, if you look at the one going behind his ear) as his dogtag chain.
The idea was to make them jiggleboned, and I wasn't sure if big, thick jiggle straps would be too obnoxious to look at.
As of now, though, I'm still trying to get them moving.
@Jackablade i'm doing this because when the flow of teamcolor rant comments were over after it got in, the "should be for sniper" rant comments started rushing in instead.
@Ducksink// Agree with CidTheNinja, looks awesome on sniper too.
Often sniper is the most defenseless class for spy's attack, so wear such a thing would be very reasonable, who knows, maybe it might help
This is what I'm currently working on, unfortunately I need some help with the Specular/Phong, I'm using the item tester, it tells me its something to do with the Alpha of the texture, but idk im lost, can someone help?
Can anyone please help me? I just can't make jiggle bones work on any model in source sdk. I even tried reseting the game configurations but nothing worked! Any ideas?
@Flying_Furry//
Describe your pipeline and post qc file, then it will be easier to determine what's wrong, and help you.
Here is mine:
1. Create bone, place it correctly and skin your model.
2. Export reference model and idle files (and lod's if you have).
3. Copy code for the bone of the required type in qc file. >>> https://developer.valvesoftware.com/wiki/$jigglebone
4. Change the name of the bone and values and compile your model (You may need to try several different values before you find the right ones).
@Flying_Fury, one of the biggest problems when making jigglebones, is that you have to link up that new bone to the rig. Could you describe the item you are making, and what bones you have so far?
The gas basher has been completed and submitted, now with specular and texture fixes (and also strap latches, though they're on the otherside of the model, heh):
Not so sure about that one, Ronin. The concept is solid enough, but the tassels aren't reading all that well and could almost be mistaken for not being UVed correctly from a distance.
Not so sure about that one, Ronin. The concept is solid enough, but the tassels aren't reading all that well and could almost be mistaken for not being UVed correctly from a distance.
Yeah i wish i could do something more about that. It's be ridiculed as paper-like in facepunch and i tried long and hard to make it look better but there is just no way i know of right now to fix it without remodeling the whole thing. Maybe i'll get back to it when i have some time in the future.
Elbagast... my God man... that is one of the coolest sets I have ever seen...
that Scattergun looks spectacular.
this just HAS to get in.
it DESERVES to get in.
but then again, I said the same exact thing about the Goldfinger, so I will close by saying; best of luck to you sir. here's hoping it gets in, because that pack sure as hell deserves it.
Ok I got the modeling down, and I got the texturing mostly down. But I have no clue as to attaching a gun model to a character model in Team Fortress 2. I don't know if this is the right place to be asking but I got nothing. Anyway here is where I stand.
By the way I'm using Maya, and I can't seem to find weapon models in SDK, just the player models.
Ya I don't know.
please say I don't have to animate these things when I submit them to valve?
14:58 - Seba: I like the pistol name
14:58 - Seba: Pick-Pocket's Pocket Pistol
14:58 - Seba: and that scattergun is sexy as fuck
14:58 - Seba: I mean UGH ITS SO GOOD
Replies
The model is as amazing as always Sparkwire, although I would say that the name is a little too similar to the Boston Basher (although having said that Valve rename items that get put in for whatever reason all the time, so It's not exactly an issue ^_^)
Can you show wireframe of around those cracks?
@EArkham
That's really great! Do you have any first person shots?
@Detweiler
Try making the straps wider and thicker, as they are now they're roughly the same size (or thinner, if you look at the one going behind his ear) as his dogtag chain.
The idea was to make them jiggleboned, and I wasn't sure if big, thick jiggle straps would be too obnoxious to look at.
As of now, though, I'm still trying to get them moving.
what do you think about this?
Looks amazing! But ain't there too many pocket *** already?
Is there a pocket pyro yet? A pyro is usually my best friend when I snipe to keep spies off me.
Also, working on a pyro hat called "Pyro's Meanie"
Wish me luck, as this is my first hat that isn't ugly/wierd.
Not a modeler but if anyone needed some ideas here is a list:
Scout:
-Baseball shirt
Engi:
-Jumpsuit, zipped up or down only wearing pants
-Reflective vest
-Headlamp
Medic:
-Ghost busters ghost catcher
Demo:
fitted cap / backwards or fowards
-warpaint like braveheart
[IMG]http://3.bp.blogspot.com/-Alu50MOy_54/Tqf- 6VMYF6I/AAAAAAAABRo/kdUacU4S0wY/s1600/braveheart-3.jpg[/IMG]
-hightop shoes for the scout too
Heay:
-biker vest
i hope someone can use this!
I don't know what the deal is, I think it looks just as good on Sniper as it does on Engie. It looks great.
EDIT: And decompile? My computer is fucked up ._.
Send me a PM if you can... Please!
Often sniper is the most defenseless class for spy's attack, so wear such a thing would be very reasonable, who knows, maybe it might help
started some base colors, still undecided about the arrow
Oops, I almost didn't see this. Thanks, and here ya go:
Still need to fix a couple of seams and do the specular.
@EArkham those look awesome, especially the texture work.
Uploaded with ImageShack.us
This is what I'm currently working on, unfortunately I need some help with the Specular/Phong, I'm using the item tester, it tells me its something to do with the Alpha of the texture, but idk im lost, can someone help?
http://steamcommunity.com/sharedfiles/filedetails/?id=6215
Describe your pipeline and post qc file, then it will be easier to determine what's wrong, and help you.
Here is mine:
1. Create bone, place it correctly and skin your model.
2. Export reference model and idle files (and lod's if you have).
3. Copy code for the bone of the required type in qc file. >>>
https://developer.valvesoftware.com/wiki/$jigglebone
4. Change the name of the bone and values and compile your model (You may need to try several different values before you find the right ones).
If you like it, click the image to vote up. Thanks for your support guys.
http://steamcommunity.com/sharedfiles/filedetails/?id=6245
Absolutely gorgeous.
Yeah i wish i could do something more about that. It's be ridiculed as paper-like in facepunch and i tried long and hard to make it look better but there is just no way i know of right now to fix it without remodeling the whole thing. Maybe i'll get back to it when i have some time in the future.
@earkham: Lovely idea and well executed.
@svdl: God-like as always man. Sweet, sweet textures.
Links Galore:
The Brawler's Blaster
Steam Workshop
Mod (updated)
Pick Pocket's Pocket Pistol
Steam Workshop
Mod
Ill Gotten Gains
Steam Workshop
Mod
Artful Dodger
Steam Workshop
Mod
For the love of [insert deity here] don't go quoting the whole thing...
The original idea for last seasons UGC highlander trophies
that Scattergun looks spectacular.
this just HAS to get in.
it DESERVES to get in.
but then again, I said the same exact thing about the Goldfinger, so I will close by saying; best of luck to you sir. here's hoping it gets in, because that pack sure as hell deserves it.
By the way I'm using Maya, and I can't seem to find weapon models in SDK, just the player models.
Ya I don't know.
please say I don't have to animate these things when I submit them to valve?
I want that.
Ripping weapons from the vtf files and decompiling them to use as position/scale reference is the way to go here.
http://steamcommunity.com/sharedfiles/filedetails/?id=6165
A quick engie pistol concept:
Texture courtesy of thatrandomuser.
I need a name for this thing. Textured by the ever-sexy Daimao.