WOW! you're the boss, what do you use to unwrap? I've been using blender for a year and I like it in every way except for the UV unwrapping. To be frank it does it very stupidly.
I've gone back to my old version of Maya solely due to this issue.
I use 3ds Max to model and UV; specifically, I combine Max's default Edit UVWs mode with heavy use of TexTools, Unwrap Tools, and the UV Strip Straightener script to neatly unwrap curved strips so they don't take up ridiculous amounts of space (such as the compression spring on the inside of the barrel).
@Aivanov TexTools looks pretty damn helpful, unfortunate that 3Ds Max is one of the few programs I'm not super familiar with. But anyhow Thanks for your response.
Sorry if this has already been asked somewhere, but I started work on an Engineer hat thats part of his default hat. I've got to the point of testing it but the problem is I can't get my hat/addon to appear at the same time as the Engineers default hat. Can anyone help with this? :poly127:
Sorry if this has already been asked somewhere, but I started work on an Engineer hat thats part of his default hat. I've got to the point of testing it but the problem is I can't get my hat/addon to appear at the same time as the Engineers default hat. Can anyone help with this? :poly127:
Try setting it as a cosmetic item and uncheck hide hat. It might remove it anyway, seems to be pretty buggy lately.
Remade it from scratch earlier this week. Uploaded to workshop.
Still thinking about making the epaulettes seen in the year old version as their own item.
Remade it from scratch earlier this week. Uploaded to workshop.
Still thinking about making the epaulettes seen in the year old version as their own item.
-awesome stuff-
That is fantastic! As is expected from your work, SVDL.
However, there is just one thing this is missing... A Cannon Rocket Launcher.
Well I never really got into modeling, so if anyone needs an idea for a sniper summer set or other weapon/hat ideas I've got some I'll probably never use.
New user here, buddy of mine recommended I pop in and see if this wonderful community had any ideas.
Trying my damndest to get the following compiled, using the old method so I can replace the Fosters and have no issues with the default mask clipping while I try to get some in game shots.
Problem is, StudioMDL is spitting out "ERROR: cannot find bone bip_head for bbox", which as far as I'm aware denotes an issue with the mesh being skinned to the bip_head bone, but every single thread across the googles I can find on the subject paints the same process to correctly parent the bone, but the method just doesn't seem to work in my case and I can't for the life of me figure it out.
Pulling this out of Maya 2011 btw. The .qc for those possibly interested
What bones do I connect this to to stop this problem?
Most likely you'll just need to make a smooth blend of vert weights to the bones on each ends.
It's possible that'll give some weird stretching too, but it's probably the best you can do. Since you want it to follow the bone on each end. None of the other bones in the pyro rig match a tube like that.
(rig to the grenade bones and it would flop around weird, rig to the spine bones and it would twist and stretch weird (because they are so far away, etc...)
-edit...
wait, I thought the end of the hose was attached to something... What are they attached to now?
The spine bones might work, but you'll definitely need to tweak the weights carefully and test a lot.
Currently blocking out a grenade launcher for the Demo:
Between Valve painting itself into a corner in regards to time period for weapons, and there being, like, *one* grenade launcher ever used that's period-appropriate (upon which both of the Demo's existing launchers are already based on) this turned out to be quite a brain teaser when finding unique-looking reference material and hammering it fit the animations. :poly127:
Scratch my last post asking for assistance, I abused modelviewer instead.
Thinking I'll roll with the TFC theme for more contributions, maybe make some weapons come summer, we'll see. Also there seems to be quite a bit of pyro items on this page, I find that amusing.
Question for you guys. I've looked around but can't find any info on this. Lets say you wanted to make a spy watch or a weapon with an ammo counter, how are the pips/meter done? It doesn't appear to be a texture when ripping the models. Is this done in code and is something the valve crew would have to implement if they picked your model?
Gee Thanks! That means a lot to me coming from you. Yeah I had made a wrench about a year ago but that was my first model I had ever made so it had terrible topo. I've since tried to fix it, but to no avail with the texture.
A friend made this model, and he asked me to texture it and make it compatible with the game. I use Blender. Now I've made the texture, but this happens.
I thought I'd assigned all the bones correctly. When I tried it again, this happened in GUIstudioMDL:
Hey guys, looking for some crits on the texture for this item I'm working on:
It's still a work in progress but I'm really liking it. I just need to come up with a good, finalized look for the texture. Any ideas are more than welcome!
Started working on a summery vacation sniper pack yesterday. These are the first two items, and no, the camera doesn't clip with weapon animations. A bit with some taunts.
A friend made this model, and he asked me to texture it and make it compatible with the game. I use Blender. Now I've made the texture, but this happens.
I thought I'd assigned all the bones correctly. When I tried it again, this happened in GUIstudioMDL:
My girlfriend and I started working on this a few days ago and have it mostly complete, I'm happy with the overall design but I wanted to see if you guys could find something wrong with it before I start UV mapping it.
Replies
http://www.youtube.com/watch?v=-KI_G2qW5rs&feature=youtu.be
rate this )) http://steamcommunity.com/sharedfiles/filedetails/?id=66561213
Your work looks pretty solid on it anyway, VLEK. Nice one.
WOW! you're the boss, what do you use to unwrap? I've been using blender for a year and I like it in every way except for the UV unwrapping. To be frank it does it very stupidly.
I've gone back to my old version of Maya solely due to this issue.
Brass and oak for RED, nickle and ash for BLU.
TexTools looks pretty damn helpful, unfortunate that 3Ds Max is one of the few programs I'm not super familiar with. But anyhow Thanks for your response.
No dice Thanks for the reply though. I guess I can just work on finishing it until its fixed or I figure out if I'm doing something wrong
rate up please
http://www.youtube.com/watch?v=WAFyUkkIcxU&feature=youtu.be
http://youtu.be/WAFyUkkIcxU
Scrolling, scrolling, scrolling... wait a second, what the? What animation is that?!
Huntin's a good job, mate.
Ratu UP. Thank you)))
and watch the video http://youtu.be/lOa_Pc_2b3c
started texturing, still need to fix a few uv things nothing major
Remade it from scratch earlier this week. Uploaded to workshop.
Still thinking about making the epaulettes seen in the year old version as their own item.
See the collection
Dude, could we just get this as a wallpaper? It'd be epic.
That is fantastic! As is expected from your work, SVDL.
However, there is just one thing this is missing... A Cannon Rocket Launcher.
Link to the collection on the Workshop. Please vote on the individual items from there! Thanks, guys.
Trying my damndest to get the following compiled, using the old method so I can replace the Fosters and have no issues with the default mask clipping while I try to get some in game shots.
Problem is, StudioMDL is spitting out "ERROR: cannot find bone bip_head for bbox", which as far as I'm aware denotes an issue with the mesh being skinned to the bip_head bone, but every single thread across the googles I can find on the subject paints the same process to correctly parent the bone, but the method just doesn't seem to work in my case and I can't for the life of me figure it out.
Pulling this out of Maya 2011 btw.
The .qc for those possibly interested
watch videos
[ame="http://www.youtube.com/watch?v=-KI_G2qW5rs"]Fire bucket - YouTube[/ame] (hat)
[ame="http://www.youtube.com/watch?v=BWiAuTBAipk"]bucket is misk - YouTube[/ame] (misk)
Made a payload cart!
Most likely you'll just need to make a smooth blend of vert weights to the bones on each ends.
It's possible that'll give some weird stretching too, but it's probably the best you can do. Since you want it to follow the bone on each end. None of the other bones in the pyro rig match a tube like that.
(rig to the grenade bones and it would flop around weird, rig to the spine bones and it would twist and stretch weird (because they are so far away, etc...)
-edit...
wait, I thought the end of the hose was attached to something... What are they attached to now?
The spine bones might work, but you'll definitely need to tweak the weights carefully and test a lot.
Between Valve painting itself into a corner in regards to time period for weapons, and there being, like, *one* grenade launcher ever used that's period-appropriate (upon which both of the Demo's existing launchers are already based on) this turned out to be quite a brain teaser when finding unique-looking reference material and hammering it fit the animations. :poly127:
Rate please:
http://steamcommunity.com/sharedfiles/filedetails/?id=71490684&searchtext=
Thanks!
Thinking I'll roll with the TFC theme for more contributions, maybe make some weapons come summer, we'll see. Also there seems to be quite a bit of pyro items on this page, I find that amusing.
Emeriastone, that cart is friggin beautiful.
Name by Psyke. Thanks for voting!
Workshop Entry
A friend made this model, and he asked me to texture it and make it compatible with the game. I use Blender. Now I've made the texture, but this happens.
I thought I'd assigned all the bones correctly. When I tried it again, this happened in GUIstudioMDL:
Anyone else having this?
Click and vote, you handsome rouges.
It's still a work in progress but I'm really liking it. I just need to come up with a good, finalized look for the texture. Any ideas are more than welcome!
Also I updated my item in the workshop per some comments from friends and strangers alike.
Started working on a summery vacation sniper pack yesterday. These are the first two items, and no, the camera doesn't clip with weapon animations. A bit with some taunts.
rate UP men/ thx
http://steamcommunity.com/sharedfiles/filedetails/?id=71889711
video
http://youtu.be/xdmFUFbXKVM
Never ever rig anything to the SDK models. Decompile the player models yourself.