to be honest those look more like pyroland weapons which is an idea in itself, but maybe too much of a gimmick for valve to pick. But who knows.
I'm not sure I understand your meaning. How are they like pyroland weapons?
The idea behind the weapons is that the Engineer made makeshift guns out of old musical instruments, which, to me, seems very natural for his character, and fitting the style of the game.
I'm not sure I understand your meaning. How are they like pyroland weapons?
The idea behind the weapons is that the Engineer made makeshift guns out of old musical instruments, which, to me, seems very natural for his character, and fitting the style of the game.
I agree. They're fine lore wise. Makes a lot more sense than the Gordrobort weapons.
Thanks for the feedback on my SMG. I've thickened the trigger guard slightly (which I now see might need even more thickening), as well as made some other not noticeable changes.
Here's a wireframe view as requested:
Thanks for the feedback on my SMG. I've thickened the trigger guard slightly (which I now see might need even more thickening), as well as made some other not noticeable changes.
Here's a wireframe view as requested:
Have you modeled in other softwares before? because that is quite good. Don't forget to make LOD's though.
I managed to get the items for my new set working in-game, but I really don't know how to package this properly for valve. Does anyone know where there's a guide or something on how to package weapons?
How's this look? I think I could play with the texture and add some details at this point. It looks a little odd without any sort of detail whatsoever. Still trying to sort out the AO bakes to make them look nice, but I dunno if it'll work.
Crits welcome! Cheers!
Why not throw some stripes in the texture to convey more speediness and break the red up a bit... maybe even a brandname... also see if it gets any better when you scale the bells on the ears in a bit so the antennae are closer to the head.
As a rule of thumb... when you think you are done, try to add another layer of detail for that wow effect. If you are stuck for inspiration just go a few pages through this thread to see what other people did.
Forgot to post this here...
I coded a small program that lets you edit (dropdown list, color picker) some common color/phong values in a VMT ($color2, $phongexponent...).
The program will *try* (meaning I've only tested in Windows 7 x64) to reload the changes in HLMV if it's open.
I included a readme file in the .rar file for details, but in case you don't read it:
Save a copy of your VMT before editing it with this program! (just in case)
I rendered that one in Blender, just using some soft lighting and ambient occlusion. Exported the render as a PNG with no background, so I could use it in a composite in Photoshop later on, like this:
The key to the lighting is the color. I used a sun light in a light orange, and then used a deep orange for that backlighting effect. I also had a low level white hemi light just to fill out the gaps. The ambient occlusion is just the default multiplied AO.
So what is the process of exporting a hat from 3ds. I deleted everything except the prp_hat bone and the mesh which was skinned to said hat bone. Exported as a SMD, and imported into itemtest, which does not compile correctly and shows up as an error in the model viewer.
Hey,
I come here to ask something about team coloured weapons: I have an issue (only with the blue team) with the ruler I've done: the texture appears red team in first person view and blue int the third one (ie during taunt). :poly122:
Where could this happen? (note that this ruler replaces the sandman that is not coloured, is it a first clue?)
Hey,
I come here to ask something about team coloured weapons: I have an issue (only with the blue team) with the ruler I've done: the texture appears red team in first person view and blue int the third one (ie during taunt). :poly122:
Where could this happen? (note that this ruler replaces the sandman that is not coloured, is it a first clue?)
Can you quote the text from your VTM material files? same for your QC file.
we can hardly help you if we don't know what you did.
Replies
Maybe the "trigger protection" (i don't know the word) is a bit thin.
We need a wireframe screen for further critics !
Oh, yeah i like those music instrument stuff. Good ideas !
Lil' screen says
"LUDMILA
AMMO SYSTEM OK
FEAR ME, BABIES"
to be honest those look more like pyroland weapons which is an idea in itself, but maybe too much of a gimmick for valve to pick. But who knows.
I'm not sure I understand your meaning. How are they like pyroland weapons?
The idea behind the weapons is that the Engineer made makeshift guns out of old musical instruments, which, to me, seems very natural for his character, and fitting the style of the game.
I agree. They're fine lore wise. Makes a lot more sense than the Gordrobort weapons.
Updated an old item i made. Hope you guys like it!
Thanks!
Here's a wireframe view as requested:
Continued my set. Not sure what kind of a melee I will make.
Have you modeled in other softwares before? because that is quite good. Don't forget to make LOD's though.
TBH, I really can't make good texture. (It's WiP texture)
http://steamcommunity.com/sharedfiles/filedetails/?id=79856760
Great hat for your first one! Maybe a few more brush strokes in the texture and get the light to glow but besides that good job!
Feedback Welcome! I also need a name :P
Thanks. I've just taken an introduction course in 3D modeling with Blender, so I've had some experience, but I'm in no way good at it yet.
LOD's is the next step as soon as I've figured out how to create the UV map.
Why not throw some stripes in the texture to convey more speediness and break the red up a bit... maybe even a brandname... also see if it gets any better when you scale the bells on the ears in a bit so the antennae are closer to the head.
As a rule of thumb... when you think you are done, try to add another layer of detail for that wow effect. If you are stuck for inspiration just go a few pages through this thread to see what other people did.
Thanks for voting.
I need some labels and sticker ideas.
i need to fix that uber liquid in that jar.
Is it compatible with other helmets if it were to be a misc? If so awesome.
Now Teddy is a man who could give Saxton Hale a run for his money in the badass department
I coded a small program that lets you edit (dropdown list, color picker) some common color/phong values in a VMT ($color2, $phongexponent...).
The program will *try* (meaning I've only tested in Windows 7 x64) to reload the changes in HLMV if it's open.
I included a readme file in the .rar file for details, but in case you don't read it:
Save a copy of your VMT before editing it with this program! (just in case)
http://dl.dropbox.com/u/21260807/VMTCE/VMTCE.1.1.BETA.rar
I'll add support for loading both RED/BLU vmts (and other features) when I have some free time.
P.S. one thing that I forgot to put in the readme file is:
If you get missing DLL errors, you need Microsoft .NET Framework 3.5 to run this program
The Soldier never shows his eyes
While that is true, if you have a one eye'd version, you could also do it on the demo, thus increasing its chances of getting in.
Just finished my first year of college so i decided to give my tf2 modelling another shot!
Here's the concept by my good buddy Terraquartz
Im probably going to change the tf2 logo to the spy's logo, or maybe something else.
Here's the model so far.
Comment's and critics are highly appreciated folks!
Xoliul
Flat
Wires
and a p3d view
http://p3d.in/bQrjZ/wireonshadeless
Now that I'm posting this I think a little more saturation might be better on the 4 barrel flintlock hmm
How do you render those?!! I want to learn
I rendered that one in Blender, just using some soft lighting and ambient occlusion. Exported the render as a PNG with no background, so I could use it in a composite in Photoshop later on, like this:
The key to the lighting is the color. I used a sun light in a light orange, and then used a deep orange for that backlighting effect. I also had a low level white hemi light just to fill out the gaps. The ambient occlusion is just the default multiplied AO.
http://steamcommunity.com/sharedfiles/filedetails/?id=79856760
Rate if you would please, Thanks!
https://developer.valvesoftware.com/wiki/Compiling_a_model
I come here to ask something about team coloured weapons: I have an issue (only with the blue team) with the ruler I've done: the texture appears red team in first person view and blue int the third one (ie during taunt). :poly122:
Where could this happen? (note that this ruler replaces the sandman that is not coloured, is it a first clue?)
Here's the link to the collection on the workshop. Rate them if you're so kind!
need to tweak the model a bit to make it more efficient, but it will soon be up on the workshop.
Are you planning a mod release?
we can hardly help you if we don't know what you did.
It's sort of supposed to be like a stock weapon.
http://steamcommunity.com/sharedfiles/filedetails/?id=80474525