I reckon if you ran a seam up the front and back of the chicken's head so it looked a bit more like it was fabric and added some stitching to the join between head and body (maybe not necessarily the same chunky hand sewn stitches seen on the patch), it'd look good.
@Jackablade - yeah I'm aware of that. But we started the work on this pack for the retro-futuristic competition at facepunch, which was a few weeks before they posted that on the workshop. And the image they showed initially was using the default quickfix backpack if I remember correctly . So my point is, I know it will be really tough to compete with them, but it's been a lot of work on those items and it would be a waste of time not to submit them.
@vlek - nice work on those. jigglebone on the teapot looks a bit strange to me, but I can't quite point out why.
Just a quick question anyone know how to get weapons to show up in the players hand? My items will show up in the itemtest map but not in the players hand. Do i have to add a bone to it then compile?
Just a quick question anyone know how to get weapons to show up in the players hand? My items will show up in the itemtest map but not in the players hand. Do i have to add a bone to it then compile?
Yup, if you want the weapons to be in their hand you have to manually compile it. Currently the itemtest tool doesn't work with weapons (and I told Valve, they are aware).
So I want to make my item paintable, have jigglebones and work with all the pyro masks, but I can't figure out how to make any of these things work. I followed several different tutorials for paintability, but I still don't get exactly what I'm supposed to do since all of the tutorials only covered part of the process apparently.
When I tried to jigglebone my item, the bones didn't seem to be using the correct parenting or something, because some were controlling more of the item than they should've, and I could never figure it out.
And for making the item work with different head replacements, I don't really know where to begin. Do I have to decompile the head replacements and import them into 3ds max onto the pyro's model? And after that would I just reposition my model on the new head and then export the new position relative to the same bone as a completely new .smd and name it something to the effect of name_lastbreath_ref if it were for the Last Breath? Also, is there something in the .qc that I'd need to include for it to reference that whenever the last breath is equipped, or is that something Valve does?
Bleh, thanks for any suggestions/help, I'm just really lost right now.
Jigglebones: just attach the required verts, make sure the jiggle bones are connected (in respective hiearchy) to the bip_head bone.
Your .qc file needs the info about them when compiling.
paintable, you need to have the alpha channel white where the paint goes. And only grey scale on the diffuse where the paint goes.
in the .qc you can put a section that describes what colors they start out as in rgb.
If your item has specular that goes in the diffuse alpha channel, so the color swap info goes in the alpha channel of a normal map (you can make a flat not texture normal map as most items don't have normal info anyway).
Sorry I can't post qc stuff now, at work.
We can't specify which items work together, that's Valve's choice. I don't think any items have an alternate item depending on other items. If it clips they won't let it be used. (then again, they let some stuff clip and not other stuff combine that doesn't clip, so who knows)
Might be worth adding some more grain subtly through the large areas wooden. Wouldn't need to be much, just a few brushstrokes of a slightly darker, warmer shade.
Think the mad hatter is a tad overbearing but on the model you may want to add some thickness to the rim of the hat.
That sniper rifle does look fantastic but while the light wood makes it stand out, it just looks wrong, I don't really think I've ever seen a gun with light coloured wood and while this is a game, the things are based somewhat on real life things
Endr: you have to skin the weapon to a weapon_bone. Decompile the default machete and look at how it's positioned etc.
Ive skinned the model to a bone but im not sure what to do after that. Do I export it as an obj or what? BTW thanks for the reply Seba, I'm going crazy trying to figure this out.
You need to assign a bone called "weapon_bone" where you want the hand to attach.
Next, you need to compile it to Source. The best way is to grab GCFScape, Mdledecompiler and the relevant SMD tools to your 3d modelling program. There are plenty of tutorials, PM me if you get stuck on it .
Okay, here's my latest bit of work. I'm working on a full kit for the Solider. Its loosely based on a Vietnam theme. Includes a rocket launcher, buff kit & flag and a hat .
Just some quick shots from Maya viewport:
Rocket launcher:
Mess Tin hat:
Buff Banner Kit:
--- Walkie Talkie Radio (replaces bugle)
--- Back Pack Radio:
Back pack with flag (Flag pole in same theme as rocket:
----
Texture time tomorrow - no better way to spend a Sunday
Of course! ^^ It'll probably be the most difficult to get in - animations shouldn't be too difficult in themselves, though. Any animators up to the task are welcome to get in touch!
Maty, I like the idea for the rocket launcher, but it's too detailed for TF2. Try removing the small bolts and messing with the sights - if you look at the nade and rocket launchers, the sights are misshapen, asymmetrical, etc.
Hi folks!
I'm a new guy here on Polycount.
and I'm working on my personal project of reanimating TF2 weapons.
Currently, I'm rigging TF2's first person rigs.
Rigs I have done :
-Soldier
-Pyro
-Scout
-Demo
-Spy
-Sniper
-Heavy
Rigs that arent finished :
-Medic (in progress)
-Engineer
and I got some problem with engineer's gunslinger
As you can see here,
It appears to have weird lightning after I have done smoothing the model out.
This also happens to other rigs.
Haven't got max on this PC at the moment so I haven't been able to re finish the pipe or the other things but I've been trying to learn to draw concepts
Here's a promo I'm going to make for Solly for CS:GO it would replace the shotgun and have 3 slow bullet bursts to keep it from being too OP or similar to "normal" FPS's
and here's a crappy concept I made for a revolver for the engy, I always thought he deserved a revolver :P
Do you guys think these could work? and what about my crappy concept art? any tips? :P
Maty, I like the idea for the rocket launcher, but it's too detailed for TF2. Try removing the small bolts and messing with the sights - if you look at the nade and rocket launchers, the sights are misshapen, asymmetrical, etc.
I guess the screenshots didn't bring it out, but they are misshapen. I'll make it a bit more pronounced and take the bolts out - thanks .
Haven't got max on this PC at the moment so I haven't been able to re finish the pipe or the other things but I've been trying to learn to draw concepts
Here's a promo I'm going to make for Solly for CS:GO it would replace the shotgun and have 3 slow bullet bursts to keep it from being too OP or similar to "normal" FPS's
and here's a crappy concept I made for a revolver for the engy, I always thought he deserved a revolver :P
Do you guys think these could work? and what about my crappy concept art? any tips? :P
Concepts seem to work fine as concepts, a little rough but they still work.
My only advice for the M16 weapon thing is to make sure it's suitably cartoony, taht concept just looks like.. well, an M16.
it looks a tad realistic, perhaps mess with the proportions?
Thanks Misach, I was going to mess with proportions of parts on it, I just wanted to go over the main features I was going to get on the models.
What I did was I started with an image of the weapon then started sketching over the top, changed the sizes of some parts but mostly just highlighted the most important sections
Maty: Something I've found really helpful is to put the other weapons of the same class next to it and see how much the silhouette is different from the others. Your current model may not be different enough from the other rocket launchers to stand out. Just a suggestion. Otherwise it looks good, whats the polycount at?
You should consider removing the trident thing from that shotgun, Maniac. The wave pattern is good and I don't think it'll give you any trouble matching the tf2 style, but the golden piece is just too much.
the guide is on the TF2 website, I can't remember exactly, also you can use a normal map but whether they use it or not is up to valve.
Just while it's still on my mind, is anyone here friends with Chemical Alia?
The Your Eternal Reward's blade comes to a perfect 1 vertex tip which looks weird in game and just bugs the hell out of me, I was wondering if someone could ask her to submit a fix or if she'd be cool with me doing it? all it would take would be a tiny chamfer, would barely add to the poly count and it'd be such a small area that it wouldn't need any re mapping
Replies
Nifty looking item, regardless.
You're about to go head to head with Weta with a relatively similar item.
http://steamcommunity.com/sharedfiles/filedetails/?id=13093&searchtext=
That might be a tough battle to win.
remake jigglebones
[ame="http://www.youtube.com/watch?v=WJVCqLqUf_Y"]Mug_5_styles - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=_glA8WNyMuk&feature=player_embedded"]version_3_i think better than athers - YouTube[/ame]
@vlek - nice work on those. jigglebone on the teapot looks a bit strange to me, but I can't quite point out why.
Headgear for our New demoman set. Please vote/rate-up if you like it. Thanks.
From 0.2 to 0.2.1:
-Had missed to add the effect of the normal data to affect the specularity. Should work now.
Get koddeTF2shader Maya CGFX shader v0.2.1 here.
Yup, if you want the weapons to be in their hand you have to manually compile it. Currently the itemtest tool doesn't work with weapons (and I told Valve, they are aware).
When I tried to jigglebone my item, the bones didn't seem to be using the correct parenting or something, because some were controlling more of the item than they should've, and I could never figure it out.
And for making the item work with different head replacements, I don't really know where to begin. Do I have to decompile the head replacements and import them into 3ds max onto the pyro's model? And after that would I just reposition my model on the new head and then export the new position relative to the same bone as a completely new .smd and name it something to the effect of name_lastbreath_ref if it were for the Last Breath? Also, is there something in the .qc that I'd need to include for it to reference that whenever the last breath is equipped, or is that something Valve does?
Bleh, thanks for any suggestions/help, I'm just really lost right now.
Your .qc file needs the info about them when compiling.
paintable, you need to have the alpha channel white where the paint goes. And only grey scale on the diffuse where the paint goes.
in the .qc you can put a section that describes what colors they start out as in rgb.
If your item has specular that goes in the diffuse alpha channel, so the color swap info goes in the alpha channel of a normal map (you can make a flat not texture normal map as most items don't have normal info anyway).
Sorry I can't post qc stuff now, at work.
We can't specify which items work together, that's Valve's choice. I don't think any items have an alternate item depending on other items. If it clips they won't let it be used. (then again, they let some stuff clip and not other stuff combine that doesn't clip, so who knows)
http://steamcommunity.com/sharedfiles/filedetails/?id=13657
Click the images to go to the workshop page.
Real life got really busy so I put the pack on hold. I did get the rifle done, just not released yet:
http://steamcommunity.com/sharedfiles/filedetails/?id=13576
http://steamcommunity.com/sharedfiles/filedetails/?id=13574
http://steamcommunity.com/sharedfiles/filedetails/?id=13571
Well Let me know what you think, And any votes are appreciated.
Thanks for looking!
That sniper rifle does look fantastic but while the light wood makes it stand out, it just looks wrong, I don't really think I've ever seen a gun with light coloured wood and while this is a game, the things are based somewhat on real life things
Ive skinned the model to a bone but im not sure what to do after that. Do I export it as an obj or what? BTW thanks for the reply Seba, I'm going crazy trying to figure this out.
Next, you need to compile it to Source. The best way is to grab GCFScape, Mdledecompiler and the relevant SMD tools to your 3d modelling program. There are plenty of tutorials, PM me if you get stuck on it .
Okay, here's my latest bit of work. I'm working on a full kit for the Solider. Its loosely based on a Vietnam theme. Includes a rocket launcher, buff kit & flag and a hat .
Just some quick shots from Maya viewport:
Rocket launcher:
Mess Tin hat:
Buff Banner Kit:
--- Walkie Talkie Radio (replaces bugle)
--- Back Pack Radio:
Back pack with flag (Flag pole in same theme as rocket:
----
Texture time tomorrow - no better way to spend a Sunday
http://steamcommunity.com/sharedfiles/filedetails/?id=13841
I'm a new guy here on Polycount.
and I'm working on my personal project of reanimating TF2 weapons.
Currently, I'm rigging TF2's first person rigs.
Rigs I have done :
-Soldier
-Pyro
-Scout
-Demo
-Spy
-Sniper
-Heavy
Rigs that arent finished :
-Medic (in progress)
-Engineer
and I got some problem with engineer's gunslinger
As you can see here,
It appears to have weird lightning after I have done smoothing the model out.
This also happens to other rigs.
Any idea what's going on with this?
Here's a promo I'm going to make for Solly for CS:GO it would replace the shotgun and have 3 slow bullet bursts to keep it from being too OP or similar to "normal" FPS's
and here's a crappy concept I made for a revolver for the engy, I always thought he deserved a revolver :P
Do you guys think these could work? and what about my crappy concept art? any tips? :P
I guess the screenshots didn't bring it out, but they are misshapen. I'll make it a bit more pronounced and take the bolts out - thanks .
My only advice for the M16 weapon thing is to make sure it's suitably cartoony, taht concept just looks like.. well, an M16.
Thanks Misach, I was going to mess with proportions of parts on it, I just wanted to go over the main features I was going to get on the models.
What I did was I started with an image of the weapon then started sketching over the top, changed the sizes of some parts but mostly just highlighted the most important sections
Comments still welcome ^^
how do you get it to look shiny? Is that like a spec map or a the material the texture is applied to like a Blinn or is it the lighting rig?
I'll decompile and have a look-see! Cheers!
Just while it's still on my mind, is anyone here friends with Chemical Alia?
The Your Eternal Reward's blade comes to a perfect 1 vertex tip which looks weird in game and just bugs the hell out of me, I was wondering if someone could ask her to submit a fix or if she'd be cool with me doing it? all it would take would be a tiny chamfer, would barely add to the poly count and it'd be such a small area that it wouldn't need any re mapping
Here is a preview of my Gun in progress.
Comments and Critics desired.