I think there's some form of brownish/beigeish in the color palatte that's appropriate. I certainly like it a damn sight better than the disgusting green and pink and black that they're dying these hats these days.
I'm on to it now, I added third texture group to qc file and made new files with vmts, shame hlmv viewer does not display it for me so I have to get into TF2 to see, I still can replace the base file for some time.
I think I'm done with this, unless somebody sees anything wrong with it. Any name suggestions?
The Black Lung
The Boraid Breather
The Flamer's Filter
The Wheezy Wastelander
The Vapor Lock
The Immolator's Respirator
The Mechanical Mouthbreather
The Muffled Mechanical Maniac
The Chemical Conflagrator
The Pressurized Purifier
Masque of the Red Breath (I don't know what to do to make it more compatible with BLU)
red and blue side by side. does anyone by chance know if you can make the muzzle effect duplicate aka i want to make it look like fire comes from both barrels seperatly when you fire
red and blue side by side. does anyone by chance know if you can make the muzzle effect duplicate aka i want to make it look like fire comes from both barrels seperatly when you fire
The particle effect is stuck to the "muzzle" attachment point, so you'd have to make a custom particle effect if you want two streams. Same issue with my double barrel flamethrower.
Bear in mind that a custom stream would have to double the particles at the base, so you'd either have to cut down on the total number of particles (which might make it look wispy and less robust) or give people a resource hit of effectively having almost two flamethrowers going off at the same time. I decided for mine it wasn't worth it.
In game it didn't really look that bad with just one. And your flamethrower's nozzles are smaller and closer together, so I think it'd probably be fine.
The particle effect is stuck to the "muzzle" attachment point, so you'd have to make a custom particle effect if you want two streams. Same issue with my double barrel flamethrower.
Bear in mind that a custom stream would have to double the particles at the base, so you'd either have to cut down on the total number of particles (which might make it look wispy and less robust) or give people a resource hit of effectively having almost two flamethrowers going off at the same time. I decided for mine it wasn't worth it.
In game it didn't really look that bad with just one. And your flamethrower's nozzles are smaller and closer together, so I think it'd probably be fine.
thanks for the reply. i guess since i have no idea how to do a custom particle ill just leave it as is,as you said it doesn't look too bad, and if on the slim chance valve accepts it they can do whatever they see fit
thanks for the reply. i guess since i have no idea how to do a custom particle ill just leave it as is,as you said it doesn't look too bad, and if on the slim chance valve accepts it they can do whatever they see fit
I don't see any reason why you couldn't accomplish essentially the same effect mentally by it having two of those pilot light bits
mmh yeah, even here, it's no longer about showing a wip and process but "vote for ma stuff", which is a pity imo.
I guess you're right. Here, have a WIP flaregun for my pilot set, open to any ideas as I haven't laid out the UV yet.
Also I took the advice I got a few pages back and made the filter on the mask slightly bigger and added a ring to the bottom of it, ala the Foster's Facade (not pictured).
I guess you're right. Here, have a WIP flaregun for my pilot set, open to any ideas as I haven't laid out the UV yet.
Fine work as always NeoDement! Can we have a back view of the Flare Gun? I think that would help a lot.
Though, from what I can see (I'm might be brutal on this):
-The back of the Flare Gun has too much green, I'd suggest making the hammer white, or metallic.
-The overall Flare Gun texture looks bland. Maybe some wear and tear?
-The tip of the barrel should be a bit more open IMO.
-Made the trigger and hammer dark grey
-Made the screws better and added some so that the front grip makes sense
-Added an anti-aircraft sight as suggested on another forum
-Opened the barrel up a little more
-Also includes a picture of the back for you
And there's no texture detail at all yet! It's all basecolours apart from those screws and that stripe, I'm not doing any actual detail until later, when the modelling is finalised (because the UV keeps shifting around until then).
so i decided to redo the postal pummeler while im in the spirit of redoing my items, progress so far. decided to add letters poking out of the lid of the mailbox
Oh wow. It was brought to my attention that my sapper bears a striking resemblance in appearance and theme to something another polycount member thought up in 2010. I had never seen it before but I still feel like a jerk now. Gotta admit I like their designs better.
Hey guys,this is my first time modeling an item for TF2 and I have a few problems.
This is based on a concept given from a friend
The problem here is how do I remove those hard edges without smoothing the mesh out? Do I select the edges that has hard edges and soften it? Or do I just apply soften edge to the whole model?
Im using Maya btw. Any help would be appreciated!:)
If i remember correctly Maya, you can set a tolerance angle in the soften/harden edges options.
I woud start with a 45° angle or maybe less. Then select the edges you want to soften or harden !
I've just started 3D modeling a week ago and my first model has turned out fantastic so far. I figure I should get some feedback and knock myself off of this high ladder before I get too excited.
I call it The Pistol Whip. Crafted by the world's top scientists this wonder of gun technology was subjected to a plethora of rigorous tests, and failed every single one of them. Those scientists did learn that it makes for an excellent nerd-basher, though. Who says guns don't kill people?
What I need to do next is rough up the texture a bit, tone down the shine, and create a LOD. Are LODs completely necessary? I didn't actually know about them until I had joined my mesh together. It's going to be a long road of reconnecting planes.
Looks pretty good, how many polys? I don't know if it's your smoothing groups or texture but it's not doing the model justice in-game. You used ambient occlusion right? Other than that I would make it alittle bigger, and yeah you'll want to make at least 1 lod.
Looks pretty good, how many polys? I don't know if it's your smoothing groups or texture but it's not doing the model justice in-game. You used ambient occlusion right? Other than that I would make it alittle bigger, and yeah you'll want to make at least 1 lod.
I'm not quite sure about the poly-count. I've been told that the number of faces is the poly-count (in which case it should be exactly 1500) but when I tried doing things with itemtest it told me that it was 3400 or so.
Yes, something happened to the model when I fixed an angle problem. It looks much better here:
It could also be the alpha channel I added for the shine. Ambient occlusion sounds familiar but I'm not sure, sorry, I'm still really new to this all.
Nice Neodement. Maybe you could add some grooving on the hammer (textured or modeled?)
It would add a bit of interesting detail and would be logical.
Well Joe, im pretty sure all in-game community weapons use the same old animations. I don't think valve made the effort to make or to use new animations from contributors. I'm not totally sure tho.
im pretty sure all in-game community weapons use the same old animations. I don't think valve made the effort to make or to use new animations from contributors. I'm not totally sure tho.
I think the problem is that new animations are usually too big to include, so Valve doesn't add any community made ones, and they only add their own in big updates.
Hey, does anyone have a good jiggle bone script for liquid? I'm trying to get an effect like the bile jar or mad milk but I'm not sure what kind of constraints to put on to stop it from jiggling out and clipping horribly with the jar.
Thanks,
I also have a few Pyro items to go with my previous mask but I have no idea what I'm doing when it comes to making weapons past the initial modeling and texture stage so those are on hiatus for the moment.
If anyone wanted to help me with that I'd be ecstatic because I suck when it comes to exporting things the old way, plus the bones for shotguns and flamethrowers confuse me.
Has Valve put out any guidelines for what would possibly constitute an acceptable custom animation? It seems like some of the ones they've passed up were pretty simple, but I hear that one of the big reasons is size.
Has Valve put out any guidelines for what would possibly constitute an acceptable custom animation? It seems like some of the ones they've passed up were pretty simple, but I hear that one of the big reasons is size.
Really from what I heard is the indexing of the animation and all that. Apparently they have their own way of putting the anim's in and that's one of the main reasons why custom animation hasn't been put in yet. That's part of the reason I feel some of (ok, all) my stuff won't get in, even though they will be fully animated by the time I'm done with them.
Something interesting I found that got added in the Pyromania update. None of these files do anything for yet but speculation leads me to think these could one day contain user submitted taunts:
(there's no equivalent new files for the viewmodel arms, sorry)
Alright, so I'm still puttering about in Autodesk Softimage, I don't have the skill yet to make this happen but here's the concept art of what I'm going for. I am aware the colors are not quite right, though suggestions would be helpful (this was done in Flash)
EDIT: damn it quick reply no not yet
I call it the Corporal Punishment, and it's meant to be an explosive melee something akin to the Caber. Any critiques on the concept/design?
Replies
I'm on to it now, I added third texture group to qc file and made new files with vmts, shame hlmv viewer does not display it for me so I have to get into TF2 to see, I still can replace the base file for some time.
The Boraid Breather
The Flamer's Filter
The Wheezy Wastelander
The Vapor Lock
The Immolator's Respirator
The Mechanical Mouthbreather
The Muffled Mechanical Maniac
The Chemical Conflagrator
The Pressurized Purifier
Masque of the Red Breath (I don't know what to do to make it more compatible with BLU)
Wear this, the camera beard, and the field recorder for maximum footage
New sapper on the Workshop.
red and blue side by side. does anyone by chance know if you can make the muzzle effect duplicate aka i want to make it look like fire comes from both barrels seperatly when you fire
Thanks, gonna go with this one.
The particle effect is stuck to the "muzzle" attachment point, so you'd have to make a custom particle effect if you want two streams. Same issue with my double barrel flamethrower.
Bear in mind that a custom stream would have to double the particles at the base, so you'd either have to cut down on the total number of particles (which might make it look wispy and less robust) or give people a resource hit of effectively having almost two flamethrowers going off at the same time. I decided for mine it wasn't worth it.
In game it didn't really look that bad with just one. And your flamethrower's nozzles are smaller and closer together, so I think it'd probably be fine.
Rate up if you like it. Thanks.
flint eastwood
http://p3d.in/Oq3oX
sole mate
http://p3d.in/KOIUY
I don't see any reason why you couldn't accomplish essentially the same effect mentally by it having two of those pilot light bits
I guess you're right. Here, have a WIP flaregun for my pilot set, open to any ideas as I haven't laid out the UV yet.
Also I took the advice I got a few pages back and made the filter on the mask slightly bigger and added a ring to the bottom of it, ala the Foster's Facade (not pictured).
Click image to vote. Thank you.
i tried copying the
$attachment "muzzle" "weapon_bone" 3.13 -0.62 48.12 rotate -84.27 -90.00 90.00
line in the qc with different coordinates but it didnt do anything
Though, from what I can see (I'm might be brutal on this):
-The back of the Flare Gun has too much green, I'd suggest making the hammer white, or metallic.
-The overall Flare Gun texture looks bland. Maybe some wear and tear?
-The tip of the barrel should be a bit more open IMO.
-Made the trigger and hammer dark grey
-Made the screws better and added some so that the front grip makes sense
-Added an anti-aircraft sight as suggested on another forum
-Opened the barrel up a little more
-Also includes a picture of the back for you
And there's no texture detail at all yet! It's all basecolours apart from those screws and that stripe, I'm not doing any actual detail until later, when the modelling is finalised (because the UV keeps shifting around until then).
@NeoDement: I'm liking the looks of the set, but I'm unsure about the sight. I suppose I would have to see it used first, so I'll be patient.
so i decided to redo the postal pummeler while im in the spirit of redoing my items, progress so far. decided to add letters poking out of the lid of the mailbox
"The Makeshift Muffler"
ingame with crappy unwrap and ao. proper unwrap/texturing tonight/tomorrow
i agree, now that i have improved somewhat with my modeling/texturing hopefully i can make it better
edit:
uv'd and clean ao bake, now to start texturing
http://steamcommunity.com/sharedfiles/filedetails/?id=74772074&searchtext=
While I get more ideas for some items I'm trying to model (ballista, demo helmet)... I decided I should try to texture these long forgotten ones
Buenos dias se
This is based on a concept given from a friend
The problem here is how do I remove those hard edges without smoothing the mesh out? Do I select the edges that has hard edges and soften it? Or do I just apply soften edge to the whole model?
Im using Maya btw. Any help would be appreciated!:)
I woud start with a 45° angle or maybe less. Then select the edges you want to soften or harden !
[ame="http://www.youtube.com/watch?v=iNBwWE0uaHw"]The Hammer Time (wip) - YouTube[/ame]
Too bad it clips like shit
I call it The Pistol Whip. Crafted by the world's top scientists this wonder of gun technology was subjected to a plethora of rigorous tests, and failed every single one of them. Those scientists did learn that it makes for an excellent nerd-basher, though. Who says guns don't kill people?
What I need to do next is rough up the texture a bit, tone down the shine, and create a LOD. Are LODs completely necessary? I didn't actually know about them until I had joined my mesh together. It's going to be a long road of reconnecting planes.
Feedback is much appreciated!
Yes, something happened to the model when I fixed an angle problem. It looks much better here:
It could also be the alpha channel I added for the shine. Ambient occlusion sounds familiar but I'm not sure, sorry, I'm still really new to this all.
Now to do the primary weapon
Like if I modeled a crossbow to replace the huntsmen for the sniper,do I make a new holding pose for the sniper?
It would add a bit of interesting detail and would be logical.
Well Joe, im pretty sure all in-game community weapons use the same old animations. I don't think valve made the effort to make or to use new animations from contributors. I'm not totally sure tho.
I think the problem is that new animations are usually too big to include, so Valve doesn't add any community made ones, and they only add their own in big updates.
My first model, please leave comments and suggestions and rate it on the workshop page.
Thanks,
I have no idea how to fix it i'm basicly trying to submit the same file that i've got from compiling with "Itemtest". thanks in advance.
http://steamcommunity.com/sharedfiles/filedetails/?id=82321299
I also have a few Pyro items to go with my previous mask but I have no idea what I'm doing when it comes to making weapons past the initial modeling and texture stage so those are on hiatus for the moment.
If anyone wanted to help me with that I'd be ecstatic because I suck when it comes to exporting things the old way, plus the bones for shotguns and flamethrowers confuse me.
(there's no equivalent new files for the viewmodel arms, sorry)
Alright, so I'm still puttering about in Autodesk Softimage, I don't have the skill yet to make this happen but here's the concept art of what I'm going for. I am aware the colors are not quite right, though suggestions would be helpful (this was done in Flash)
EDIT: damn it quick reply no not yet
I call it the Corporal Punishment, and it's meant to be an explosive melee something akin to the Caber. Any critiques on the concept/design?