New Koala stuffed toy created through popular demand. Completely new model from the one on the cozy camper. 7 styles. Single texture map. Currently base colored; texturing it at the moment.
The Modding Competition is back yet again for another round of gruesome mod making.
What may all of this be? Well this competition aims to rally up talented people and give them a challenge.
This challenge is to create TF2 items within a time limit and a set theme, as this is a competition you will not be only competing against the deadline but with other teams as well.
When the deadline has passed all the items get reviewed by our team of judges.
For more information visit the website.
- You enter either alone or a in a team consisting of 2.
- If you enter within a team it is essential that the workload gets spread evenly.
- You have a set time frame to conceptualize and create your item when the theme and start is announced.
- If you fail to meet the deadline your entry has a high chance to no be reviewed by the judge panel.
- Your item has to fit within the theme and within the TF2 universe
- !The theme won't be announced until 3 May.
- If you've entered and don't want to be a part anymore you can always drop out.
- You are allowed to create 2 separate items which will be reviewed together.
- You may only enter in one team at a time.
For more information see our FAQ on the website.
- Email us @ tf2modcomp@gmail.com or post in the
FacePunch thread.
-You cannot enter here in the polycount forum!
- Provide username, steam community page and FP account address so we have two ways of contacting you.
- When entering within a team you are allowed to put in a team name.
- Your entry information shall be put on the team list on the website where you can view your progress.
- It is advised to join the steamgroup which gives up to date information and announcements.
As always we wish you best of luck when entering our competition!
Hey everybody. I'm fairly new to modeling, concept art, and this site. I'm currently learning 3d modeling and since summer is almost here I wanted to start doing a lot of small projects on my own to improve my software skills along with my traditional art skills. I'm not very good at drawing atm but I had a try at a tf2 item.
It is supposed to be for the scout. does anybody have any c/c or ideas to improve the design? I was thinking maybe a puck punched through the face of the stick. anyways nice to meet you all.
Hey everybody. I'm fairly new to modeling, concept art, and this site. I'm currently learning 3d modeling and since summer is almost here I wanted to start doing a lot of small projects on my own to improve my software skills along with my traditional art skills. I'm not very good at drawing atm but I had a try at a tf2 item.
-picture-
It is supposed to be for the scout. does anybody have any c/c or ideas to improve the design? I was thinking maybe a puck punched through the face of the stick. anyways nice to meet you all.
Somebody already made a rather creative hocky-set for the scout. Maybe worth trying for something else.
On the subject of concept art, I'm in a very Sniper-y mood today, first plan of set I want to make, rifle based loosely around the one used in Sherlock Holms: Game of Shadows.
One question! Are normal maps accepted when submitting for the steam workshop because I heard from my friends that NMs are generally frowned upon by Valve as they deemed it unnecessary...
not really unnecessary, but if the normal maps make the item, i.e. the raegalator, then they're fine. they're frowned upon because they're usually big texture files compared to the diffuse textures. in most cases using the flat normal map included is sufficient to get good [phong] shading on the item.
using 500 more triangles for object detail is smaller in size and uses less graphics memory than a normal map. Its also not a significant performance issue if it has adequate lods.
One question! Are normal maps accepted when submitting for the steam workshop because I heard from my friends that NMs are generally frowned upon by Valve as they deemed it unnecessary...
use them if they make or break your model, but generally your better off to just add more polygons.
i think valve has a lot of hate on them for tf2 items since iv see na lot of people make a whole normal map just for some engravings, and only use like 20% of it;s texture space.
Haven't posted in a while; Have got to say theres some f*****g awesome stuff going on in this thread. I like how pretty much all of the community items added into TF2 were on this thread at some point; Good job and keep it up guys
I've uploaded the Vietnam pack i did for a Soldier a while back to the Steam workshop. I'd be grateful if you guys could give them a look-see and rate if you like:
Been having some fun with the Scout lately. I've been struggling with my choice of colors though. Leaning heavily towards the dull washed out colors that mesh better with the shirts. I know it's a bit outside the style guides and will likely get stomped but it's something I really wanted to make.
Helmet, Bracers and Scarf (with jiggle bones), Boots, and an energy drink.
The faces use morph targets. I suppose it's possible to make something follow the morph targets, but you have to get the rig and poses into 3d.
Most likely you'd just have to rerig the head and redo all the poses. Could be a tough job, I don't think anyone else has done it and I decided just to work around it.
Is there a autodesk maya friendly jigglybone and as well as a custom weapon animation tutorial out there? I have not been able to find one for hours.
Not sure what your asking in regards to the jigglebones since they are just normal bones in modeling packages. They are given jiggle properties by scripts in your .qc file when you compile the model.
I haven't had luck finding animation tutorials either and I've heard that Valve doesn't accept community animations. So really it's only worth looking into for modding reasons.
Haha yeah I just found the parameters for the jigglebone scrip on the wiki. Ah Alright well it would be nice if someone who already has that knowledge generate a tutorial.
could someone give me a minute, I'm doing my first AO bake in blender, and the lighting looks off. There's some kind of seam going through the middle of it. Did I mess up somewhere, maybe the smoothing groups?
Also, are AO maps seperate files or do you just multiply them over your texture?
could someone give me a minute, I'm doing my first AO bake in blender, and the lighting looks off. There's some kind of seam going through the middle of it. Did I mess up somewhere, maybe the smoothing groups?
Also, are AO maps seperate files or do you just multiply them over your texture?
Multiply the AO over your texture.
When you mention the seam are you talking about the slightly darker line? Likely a slight shadow cause by the crease/bend in the hat.
Could you hear it coming? As we've been working hard to make everything sound just right.
The theme of second the Modding Competition is in fact "Music" where it's your chance to rock out.
Now what could you possibly do with a theme such as music? Everything.
Maybe the Engineer brings out the wubs and creates a bass cannon as weapon.
Or the Heavy shows his favourite instrument by beating everyone to mushy bits with a tuba.
Perhaps the Soldier secretly listens to hippie music and the Pyro is secretly a brilliant DJ.
Everything that you can imagine that has to do with music, from instruments, songs, or clothing works.
Think out of the box and create a magnificient musical piece.
Sign ups are closing tomorrow, so grab your favourite headphones and tune into the ModComp.
Also we would like to remind you to keep an eye on our website as we continuously adding new content.
Love that set, except the hat. I don't think that hat is at the same technical level as your 2 guns...Looks like someone else did it, maybe it's just me though
@theslingshot, Ah! Thanks for noticing; I deliberately kept the hat low in detail - partly because the TF2 style guidelines mandate that characters (and their headgear) are the visually-simplest part of a given scene, and partly because I was trying to keep within the low poly budget. If you look at the original character hats and the ones with the first update, they are all very minimalist and quite low poly. We've since bloated, of course.
@Jalcober, Sure! A couple of things: you'll notice how my UV shells are rather widely spaced apart, with lots of unused space in-between; that's because I tend to pad my shells a lot with xNormal's dilation filter, which nicely floods the gutters, so I simply scaled the padding down in this case for the sake of readability so you don't have to stare at an incoherent mish-mash of colors. The hat was also split into two materials so I could apply a custom shader to the badge without affecting the hat itself.
@aivanov
With source you can use seperate materials (vmts) with a shared bitmap (vtf) to reduce memory footprint. In your case it probably doesn't make a huge amount of difference, but the hat could have been made on one sheet, with two material references.
For some reasons, I don't know why, I can't assign unusual effects on items on test map anymore. Even items with default effects, like soldier's pipe or genie's lamp are displaying without it. Does anybody know how force them to work? :poly105:
Replies
[ame="http://www.youtube.com/watch?v=g6ZQhZMmtNQ"]The last victims (Executioner's Set) - YouTube[/ame]
rate UP please))) thank you.
http://steamcommunity.com/sharedfiles/filedetails/?id=23353279
New Koala stuffed toy created through popular demand. Completely new model from the one on the cozy camper. 7 styles. Single texture map. Currently base colored; texturing it at the moment.
PB & Jams
The Modding Competition is back yet again for another round of gruesome mod making.
What may all of this be? Well this competition aims to rally up talented people and give them a challenge.
This challenge is to create TF2 items within a time limit and a set theme, as this is a competition you will not be only competing against the deadline but with other teams as well.
When the deadline has passed all the items get reviewed by our team of judges.
For more information visit the website.
- You enter either alone or a in a team consisting of 2.
- If you enter within a team it is essential that the workload gets spread evenly.
- You have a set time frame to conceptualize and create your item when the theme and start is announced.
- If you fail to meet the deadline your entry has a high chance to no be reviewed by the judge panel.
- Your item has to fit within the theme and within the TF2 universe
- !The theme won't be announced until 3 May.
- If you've entered and don't want to be a part anymore you can always drop out.
- You are allowed to create 2 separate items which will be reviewed together.
- You may only enter in one team at a time.
For more information see our FAQ on the website.
- Email us @ tf2modcomp@gmail.com or post in the
FacePunch thread.
-You cannot enter here in the polycount forum!
- Provide username, steam community page and FP account address so we have two ways of contacting you.
- When entering within a team you are allowed to put in a team name.
- Your entry information shall be put on the team list on the website where you can view your progress.
- It is advised to join the steamgroup which gives up to date information and announcements.
As always we wish you best of luck when entering our competition!
added paintable variation
rate up ))
http://steamcommunity.com/sharedfiles/filedetails/?id=23353279
It is supposed to be for the scout. does anybody have any c/c or ideas to improve the design? I was thinking maybe a puck punched through the face of the stick. anyways nice to meet you all.
I'm thinking I might do some styles for the 3 lines on the front of it. Maybe a TF logo or something like that.
Before you get too into the modelling side of things, I suggest you have a look at this: http://dl.dropbox.com/u/7534716/HockeyScout/PROMO.jpg
Somebody already made a rather creative hocky-set for the scout. Maybe worth trying for something else.
On the subject of concept art, I'm in a very Sniper-y mood today, first plan of set I want to make, rifle based loosely around the one used in Sherlock Holms: Game of Shadows.
[ame="http://www.youtube.com/watch?v=ivL8E7o6UeQ"]Stolen head of a dead executioner (Executioner's Set) - YouTube[/ame]
rate up please))
http://steamcommunity.com/sharedfiles/filedetails/?id=23353279
using 500 more triangles for object detail is smaller in size and uses less graphics memory than a normal map. Its also not a significant performance issue if it has adequate lods.
use them if they make or break your model, but generally your better off to just add more polygons.
i think valve has a lot of hate on them for tf2 items since iv see na lot of people make a whole normal map just for some engravings, and only use like 20% of it;s texture space.
I've uploaded the Vietnam pack i did for a Soldier a while back to the Steam workshop. I'd be grateful if you guys could give them a look-see and rate if you like:
http://steamcommunity.com/sharedfiles/filedetails/?id=2182
http://steamcommunity.com/sharedfiles/filedetails/?id=47464625
http://steamcommunity.com/sharedfiles/filedetails/?id=2172
Love it, I'd use that for sure ^_^
Now for a name brainstorm!
"Spinal Hygiene"
"Backstabber's Brush"
"Bristled Backstabber"
"Cavity Killer"
or my personal Favorite:
"A Brush with Death"
You're welcome ;D
http://www.youtube.com/watch?v=lgGIuPlPy3U&feature=youtu.be
rate UP all who loves Summer
http://steamcommunity.com/sharedfiles/filedetails/?id=51455736
https://www.youtube.com/watch?v=MP16aBhIrIE
rate UP my friends)) new version my old hat!!!
http://youtu.be/WggKlIqj4Ts
(ribbon works) [ame="http://www.youtube.com/watch?v=ZK1D1I2QoNE"]Ribbon works. - YouTube[/ame]
Helmet, Bracers and Scarf (with jiggle bones), Boots, and an energy drink.
Most likely you'd just have to rerig the head and redo all the poses. Could be a tough job, I don't think anyone else has done it and I decided just to work around it.
I haven't had luck finding animation tutorials either and I've heard that Valve doesn't accept community animations. So really it's only worth looking into for modding reasons.
Also, are AO maps seperate files or do you just multiply them over your texture?
Multiply the AO over your texture.
When you mention the seam are you talking about the slightly darker line? Likely a slight shadow cause by the crease/bend in the hat.
Thanks. Through the middle of the top part, yeah it's likely my goofy geometry.
The Vial Concoction
Made this shit when I was over in Wales doing my geography field work. Not bad for 5 mins of unfocused modelling work.
http://steamcommunity.com/sharedfiles/filedetails/?id=63830533
Could you hear it coming? As we've been working hard to make everything sound just right.
The theme of second the Modding Competition is in fact "Music" where it's your chance to rock out.
Now what could you possibly do with a theme such as music? Everything.
Maybe the Engineer brings out the wubs and creates a bass cannon as weapon.
Or the Heavy shows his favourite instrument by beating everyone to mushy bits with a tuba.
Perhaps the Soldier secretly listens to hippie music and the Pyro is secretly a brilliant DJ.
Everything that you can imagine that has to do with music, from instruments, songs, or clothing works.
Think out of the box and create a magnificient musical piece.
Sign ups are closing tomorrow, so grab your favourite headphones and tune into the ModComp.
Also we would like to remind you to keep an eye on our website as we continuously adding new content.
Anyways, finally had time to finish my Australian Serviceman pack that I started something like 5/6 months ago. About time!
The shots (and Steam Workshop link *here*):
The badge on the slouch hat looks much nicer in-game, thanks to Valve's Dead Ringer material; screenshots don't do it much justice.
@theslingshot, Ah! Thanks for noticing; I deliberately kept the hat low in detail - partly because the TF2 style guidelines mandate that characters (and their headgear) are the visually-simplest part of a given scene, and partly because I was trying to keep within the low poly budget. If you look at the original character hats and the ones with the first update, they are all very minimalist and quite low poly. We've since bloated, of course.
@Jalcober, Sure! A couple of things: you'll notice how my UV shells are rather widely spaced apart, with lots of unused space in-between; that's because I tend to pad my shells a lot with xNormal's dilation filter, which nicely floods the gutters, so I simply scaled the padding down in this case for the sake of readability so you don't have to stare at an incoherent mish-mash of colors. The hat was also split into two materials so I could apply a custom shader to the badge without affecting the hat itself.
Please rate-up if you like it. Thanks for your support.
With source you can use seperate materials (vmts) with a shared bitmap (vtf) to reduce memory footprint. In your case it probably doesn't make a huge amount of difference, but the hat could have been made on one sheet, with two material references.
been working on re-doing my renegade racer pack. starting with the flamethrower, still need to properly uv and texture
Workshop
hidden mexican reference XD...
Looks nice, carrying around a motor though, he must really be strong.