When you see the trident (which is sweet by the way) compared to the body, it makes the shark hat looks small. That trident is giving me inferiority complex. That's all I'm sayin'.
Is it too late to scale up the shark, and leave the teeth base the same?
Also, does the tail have a jigglebone and flip back and forth? That would be a nice touch if so...
I could also do without the pink on the trident? Is that a starfish?
The trident might actually be way too big, because I slapped it in with photoshop, but I'll keep an eye on that hat. From some angles it seemed too big before, and I may have scaled it down (maybe too much). If the proportions are a problem though, I'll come back to it.
Jigglebone tail has been on my to-do list since the start, so once I've learnt how to do them, I'll put one in .
Feedback in the workshop points towards team colours, so I'm going to try out team colours.
Lol and yeah that will be a subtle encrusted starfish on the trident, not a flapping piece of pink. If it still looks lame after I've actually tried modeling/texturing it properly, I'll ditch it.
all of this submitting of work to the steam workshop...
does it all get accepted by valve and put into the game or is there a contest/drawing later on to determine the winners?
Jigglebone tail has been on my to-do list since the start, so once I've learnt how to do them, I'll put one in .
I'm no expert on jigglebones, but I know how they work. So if you need some help I'd be happy to share what I know about them. That should be a pretty simple jigglebone. The key will be limiting the rotation to only the axis for flapping side to side. Then again, you could have the mouth open and close slightly too. Go with the tail and once you do that the head is the same, just a different axis.
all of this submitting of work to the steam workshop...
does it all get accepted by valve and put into the game or is there a contest/drawing later on to determine the winners?
I think what Jacober means to say is this:
It's Valve pretty much decides when and if any items from the workshop get in game at all. The only real time they've done anything like what you're describing is when they did the contest with polycount way before the steam Workshop was even out.
Updated the skin, smoothed out the horns, somehow came out with less polys as a result. The feathers are still out of whack, that'll probably be a while, but what do you guys think;
Can you post a picture of that fire hydrant in someone's hands? Right now it looks like the scale will be way off and the fire hydrant will be too small.
Can you post a picture of that fire hydrant in someone's hands? Right now it looks like the scale will be way off and the fire hydrant will be too small.
Hmm... It might be a bit small but it's a lot better than I imagined it would be. If you're still messing around with it maybe you could try making the hydrant a bit bigger.
@ Detweiler - Lots of stuff it could be. get your normal editing tool up to see what's going on. IF you have overlapping polys it can do that so maybe run a cleanup on it?
Submitting as a promotional item for HL2:E3/Black Mesa, but there's an in-game bug that I need to fix first. Thought that somebody here might know the answer.
The thing is, the hat looks fine in Source SDK. However, when I view it in the store, the lighting on the Soldier's hat is messed up.
I tried removing the normal map and experimenting with the phong boost, but it still looks odd:
not gonna lie, I'm not really seeing what looks so off about the normals. I smoothed up the bottom though.
Also, it looks significantly different in-game. I'm not pro with this, so maybe it's still shitty, but I genuinely can't see what's so weird about it, other than maybe poor texturing.
Also, what's going on with the feathers? It's all the same vmt, but the entire part won't appear. It stays that way without I have the jigglebones enabled or not. Compiling it with SourceSDK does it properly, but with SourceSDK, it comes out looking like total shit.
you seem to have the whole thing set as 1 smoothing group, set the outside of the hat as 1 group, the inside as another, the horns as another and each side of the feathers as one each.
I like the one sided feathers personally. With the feathers, is there any depth to them? They should be really thin but, both sides will need to have their own surface even if it's the same looking. In other words, the back of one might look OK, but the normals will be reversed. By the looks of it, they appear to be planes, and have no depth.
Also, are you planning on using jigglebones for the feathers? I would. The question is: if you stick with just the one sided feathers, will they have a separate bone for each feather, or will they move as a group?
Have you considered making the horns maybe 25% bigger? I know they shouldn't be huge or anything.
Sexy Robot, what is the functionality going to be with that little tv? I really like the concept. You definitely want to make the screen bulge out. That's a great idea. Also, maybe the upper wire could connect to the antenna, instead of back in the tv, since there's already a wire coming out of it. This is just the tech in me talking. if the wire going from the tv to the tv, it would just be inside the casing.
Wouldn't it be sweet if you could set that to display a spectator channel of a player on the other team? Like, one part, you plant a bug in their base that could be a camera (in theory) then you get a spectator view inside the tv. It's probably not possible, but I love the idea of it.
Tried it, nothing happens. Seems like too simple a thing to botch, but I'm messing something up.
Presuming you've got your vmts and vtfs all set up correctly, and the two skins are showing up in mdlviewer ( skin 1 and skin two show in the selection box ). One old trick you can try is hitting "file > unload weapon" in mdlviwer.
It's a weird bug thing that occasionally happens, but sometimes it fixes it.
I'd recommend testing stuff in Source SDK's mdlviewer, much faster and convenient.
Tried that, it's telling me "Can't load VMT". Also the feathers look weird after adding the jigglebones, not too sure why they're related, but they don't look anything like that before the jigglebones are added.
not sure but it looks like the feathers aren't rigged to the bones properly, just to test it, attach them both entirely to 1 bone and see if it fixes the problem, if it does then re rig them
EDIT: gona post another concept I just had the idea of, I've had a few ideas lately but I'm not set up to model properly so I've just been photoshopping *badly*
noticed the demo pack with ulapool caber and LnL seems like it would be used with a shield, though the shields don't match and an actual riot shield would be terrible, BUT, a broken riot shield used like the other shields should suit
Newest Revision with more efficient LODs, less tris, and Fixed UV maps.
Also removed the purple and cleaned up the blending of the colors, for a more solid contrast.
I'm guessing it's a problem with what directory it's in, and/or the naming isn't consistent from one file to the next.
I've been doing it a number of ways, in that particular attempt I did, another time I left the "_blue" out and just keep the name of the actual VMT, nothing's working.
Newest Revision with more efficient LODs, less tris, and Fixed UV maps.
Also removed the purple and cleaned up the blending of the colors, for a more solid contrast.
I've been doing it a number of ways, in that particular attempt I did, another time I left the "_blue" out and just keep the name of the actual VMT, nothing's working.
This looks great btw.
for the jester hat,
do you use the same texture on the lower LODs because it looks like that?
do you use the same texture on the lower LODs because it looks like that?
Yes. They all have the same VMT and VTF files. Of course the UVs are different. I just redid them so that the seam stayed consistent. In my first version, I made the mistake of deleting an edge seam, and it caused a lot of problems.
thx SexyRobot n.n , do you resize your UV maps to 1024 x 512? or do you send it to the engine in its original size... i ask u this cuz i resize all my UV maps to a 512*512 or 512*256
thx SexyRobot n.n , do you resize your UV maps to 1024 x 512? or do you send it to the engine in its original size... i ask u this cuz i resize all my UV maps to a 512*512 or 512*256
I texture and test in large 2048x1024, then when I submit and do the final tests I'll use 1024x512.
Replies
The trident might actually be way too big, because I slapped it in with photoshop, but I'll keep an eye on that hat. From some angles it seemed too big before, and I may have scaled it down (maybe too much). If the proportions are a problem though, I'll come back to it.
Jigglebone tail has been on my to-do list since the start, so once I've learnt how to do them, I'll put one in .
Feedback in the workshop points towards team colours, so I'm going to try out team colours.
Lol and yeah that will be a subtle encrusted starfish on the trident, not a flapping piece of pink. If it still looks lame after I've actually tried modeling/texturing it properly, I'll ditch it.
does it all get accepted by valve and put into the game or is there a contest/drawing later on to determine the winners?
I'm no expert on jigglebones, but I know how they work. So if you need some help I'd be happy to share what I know about them. That should be a pretty simple jigglebone. The key will be limiting the rotation to only the axis for flapping side to side. Then again, you could have the mouth open and close slightly too. Go with the tail and once you do that the head is the same, just a different axis.
This should help with the QC file portion:
It's Valve pretty much decides when and if any items from the workshop get in game at all. The only real time they've done anything like what you're describing is when they did the contest with polycount way before the steam Workshop was even out.
Ask and you shall receive.
Submitting as a promotional item for HL2:E3/Black Mesa, but there's an in-game bug that I need to fix first. Thought that somebody here might know the answer.
The thing is, the hat looks fine in Source SDK. However, when I view it in the store, the lighting on the Soldier's hat is messed up.
I tried removing the normal map and experimenting with the phong boost, but it still looks odd:
Does anyone know why this happens?
Also, it looks significantly different in-game. I'm not pro with this, so maybe it's still shitty, but I genuinely can't see what's so weird about it, other than maybe poor texturing.
Also, what's going on with the feathers? It's all the same vmt, but the entire part won't appear. It stays that way without I have the jigglebones enabled or not. Compiling it with SourceSDK does it properly, but with SourceSDK, it comes out looking like total shit.
Aaah, what am I even doing.
Dunno but I'm old and this is provoking nostalgia try having the screen bulge out a little. They did that.
Also, are you planning on using jigglebones for the feathers? I would. The question is: if you stick with just the one sided feathers, will they have a separate bone for each feather, or will they move as a group?
Have you considered making the horns maybe 25% bigger? I know they shouldn't be huge or anything.
This keeps looking better and better. Keep it up.
Wouldn't it be sweet if you could set that to display a spectator channel of a player on the other team? Like, one part, you plant a bug in their base that could be a camera (in theory) then you get a spectator view inside the tv. It's probably not possible, but I love the idea of it.
That's the basic qc. code.
Presuming you've got your vmts and vtfs all set up correctly, and the two skins are showing up in mdlviewer ( skin 1 and skin two show in the selection box ). One old trick you can try is hitting "file > unload weapon" in mdlviwer.
It's a weird bug thing that occasionally happens, but sometimes it fixes it.
I presume you're testing in mdlviewer anyway.
I'd recommend testing stuff in Source SDK's mdlviewer, much faster and convenient.
Tried that, it's telling me "Can't load VMT". Also the feathers look weird after adding the jigglebones, not too sure why they're related, but they don't look anything like that before the jigglebones are added.
I'm guessing it's a problem with what directory it's in, and/or the naming isn't consistent from one file to the next.
EDIT: gona post another concept I just had the idea of, I've had a few ideas lately but I'm not set up to model properly so I've just been photoshopping *badly*
noticed the demo pack with ulapool caber and LnL seems like it would be used with a shield, though the shields don't match and an actual riot shield would be terrible, BUT, a broken riot shield used like the other shields should suit
Also removed the purple and cleaned up the blending of the colors, for a more solid contrast.
I've been doing it a number of ways, in that particular attempt I did, another time I left the "_blue" out and just keep the name of the actual VMT, nothing's working.
This looks great btw.
When you do that, post your qc file, the top 30 or so lines of your SMD, and your VMT files. also, post a pic of your UV map.
for the jester hat,
do you use the same texture on the lower LODs because it looks like that?
Yes. They all have the same VMT and VTF files. Of course the UVs are different. I just redid them so that the seam stayed consistent. In my first version, I made the mistake of deleting an edge seam, and it caused a lot of problems.
I'm not bothered enough to finish this texture.
I texture and test in large 2048x1024, then when I submit and do the final tests I'll use 1024x512.