Dang, I was hoping the skin would be paintable. Then I'd get a grey one and wear it with the Spiral Sallet, and it'd look so cool. Either way, great job!
I started making a shared set for Soldier and Demoman:
I plan to model some boots next, then sort out the facial flexes for the chinstrap. Then it should be pretty much done, I tried out paint and it looked really bad.
Yep, must say making that and keep to the Pyro's head profile is touch of genius. Rightfully voted up!
Alright, started some more base detail and basic spec map. I can't tweak until the weekend as I don't have SourceSDK at work to see how it looks in-game.
Just some Maya grabs again.
Feedback and comments welcome, is a Force-A-Nature replacement!
Love it. I've been working an over under as well. Problem is when you test it over the FAN or Popper it gets torn apart following the animation of those weapons. I figure I have to make custom animations, unless you have a way around this.
Trumpet Section - Solidly modelled and textured. Very similar to the Buff Banner.
Holly Leaves - Look kinda stamped out of something. Have a look at some in game foliage, maybe give it some more shape?
I greatly appreciate the feedback. I plan to work on the foliage texture a little more after I finish shaping them. So far I lowered the thickness and gave them a little curvature
wip of the "maternal confusion". the hay still needs some tweeking.
This is what the hat should look like:
However, when the model is tested in game, the opacity seems to go berserk.
You can see the tail shining trough in the front.
I used a psd-file aswell as TGA with alpha in the itemtester, and tried all the alpha-setups in the SDK-itemtester
after normal 'transparency' didn't work but none gave the desired result.
I tried the gamespray-approach using a vtf-file with alpha channel, but SDK itemtester simply
doesn't have that option when selecting a diffuse.
I'm fairly new to SDK so i'm probably making n00bmistakes, but has anyone encountered this?
wip of the "maternal confusion". the hay still needs some tweeking.
This is what the hat should look like:
However, when the model is tested in game, the opacity seems to go berserk.
You can see the tail shining trough in the front.
I used a psd-file aswell as TGA with alpha in the itemtester, and tried all the alpha-setups in the SDK-itemtester
after normal 'transparency' didn't work but none gave the desired result.
I tried the gamespray-approach using a vtf-file with alpha channel, but SDK itemtester simply
doesn't have that option when selecting a diffuse.
I'm fairly new to SDK so i'm probably making n00bmistakes, but has anyone encountered this?
First question, why are you using transparency for the model? I dont really see how it fits/is necessary.
Also, dont use sdk's itemtest to compile your models, its very broken and valve is making a better one. Its best to compile the manual way.
pocket watch for the set, kind of a combo of a compass, a pocket watch, and an old tv/radar screen. due to work i havent had time to work on the set that much but hopefully i can get it finished within a week or two
First question, why are you using transparency for the model? I dont really see how it fits/is necessary.
Also, dont use sdk's itemtest to compile your models, its very broken and valve is making a better one. Its best to compile the manual way.
i was using 2 layers for the nest trying to create a feel of layers of hay, with the outer containing the opacity. So that it wouldn't look too much like a solid striped doughnut.
There goes my hope of staying away from code ^^, but tnx for the tip!
Alright. We're trying it with paintable skin. Anyone like?
Paintable skin is about a bazillion and a half times better than paintable eyes.
And I'd go so far as to say that paintable eyes makes it look bad with almost all the paint colours, while the skin looks excellent with just about all of them.
i was using 2 layers for the nest trying to create a feel of layers of hay, with the outer containing the opacity. So that it wouldn't look too much like a solid striped doughnut.
There goes my hope of staying away from code ^^, but tnx for the tip!
Yeah the chicken is cool. I would avoid transparency too. Mask is ok, but imo, you could use pure mesh and be clever with the texture. Looks like there are a lot of polys on the back feathers. Try to break the symmetry too.
I fixed the specular - I think it was just a strange Maya material thing... worked once I made a new phongE material.
A Humerus Death
Do rate if you like it! That's all my halloween/getting used to SourceSDK again items done! Will be working on holiday items from now - see firework above!
They teeth are barely visible on the image to the left. Make them larger, placed along the length of the bone blade, and fewer.
Why would the can be half opened if the heavy is just going to take a bite out of the side.
The logo is going in the right direction with being minimal but for me it lacks interest.
Perhaps have the paper label peeling off in places?
Have you thought about a can more in proportion to the sandvich animations?
Yeah the chicken is cool. I would avoid transparency too. Mask is ok, but imo, you could use pure mesh and be clever with the texture. Looks like there are a lot of polys on the back feathers. Try to break the symmetry too.
tnx for the tips, did a complete rework of the nest and it does look better. however noobtrouble strikes again:
can i bother anyone to look at this please?
i made some screenshots of the qc file, the compile log etc. http://i.imgur.com/Pma8j.jpg
I checked the FAQ and the common issues with texture missing, however the vmt/vtf should be in place, the .tga is applied to the model, incl lod's
Dunno what i'm overlooking
Replies
We could make that a style!
I plan to model some boots next, then sort out the facial flexes for the chinstrap. Then it should be pretty much done, I tried out paint and it looked really bad.
http://steamcommunity.com/sharedfiles/filedetails/?id=93958849
watch video - http://youtu.be/GQID_sWi6y4
wip2 for that, rough texture:
i'm not happy with the interior side but else is coming along i think.
Love it. I've been working an over under as well. Problem is when you test it over the FAN or Popper it gets torn apart following the animation of those weapons. I figure I have to make custom animations, unless you have a way around this.
The Casual Suspect as i failed to find a better wordplay :
www.steamcommunity.com/sharedfiles/filedetails/?id=102541425
[ame="http://www.youtube.com/watch?v=DphqnhSj-8I"]s1 - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=2hVr_Vb7r04"]s2 - YouTube[/ame]
please rate - http://steamcommunity.com/sharedfiles/filedetails/?id=102628431
Vote for the collection here:
Trumpet Section - Solidly modelled and textured. Very similar to the Buff Banner.
Holly Leaves - Look kinda stamped out of something. Have a look at some in game foliage, maybe give it some more shape?
I greatly appreciate the feedback. I plan to work on the foliage texture a little more after I finish shaping them. So far I lowered the thickness and gave them a little curvature
This is what the hat should look like:
However, when the model is tested in game, the opacity seems to go berserk.
You can see the tail shining trough in the front.
I used a psd-file aswell as TGA with alpha in the itemtester, and tried all the alpha-setups in the SDK-itemtester
after normal 'transparency' didn't work but none gave the desired result.
I tried the gamespray-approach using a vtf-file with alpha channel, but SDK itemtester simply
doesn't have that option when selecting a diffuse.
I'm fairly new to SDK so i'm probably making n00bmistakes, but has anyone encountered this?
First question, why are you using transparency for the model? I dont really see how it fits/is necessary.
Also, dont use sdk's itemtest to compile your models, its very broken and valve is making a better one. Its best to compile the manual way.
http://steamcommunity.com/sharedfiles/filedetails/?id=100733204
I would skin a person to get a hold of that. So yes, you have winnar :P.
i was using 2 layers for the nest trying to create a feel of layers of hay, with the outer containing the opacity. So that it wouldn't look too much like a solid striped doughnut.
There goes my hope of staying away from code ^^, but tnx for the tip!
Paintable skin is about a bazillion and a half times better than paintable eyes.
And I'd go so far as to say that paintable eyes makes it look bad with almost all the paint colours, while the skin looks excellent with just about all of them.
Perhaps use a separate material for the nest?
mmh new idea ! mind blower ?
And here's where I'm at on the model:
Any fatal flaws, suggestions, opinions, etc? Especially suggestions pertaining to improving the socks.
http://steamcommunity.com/sharedfiles/filedetails/?id=104225418&searchtext=
This is my first TF2 Workshop item ever, so I would like as much critique as possible.
Wait...no
no...
...yes
Why would the can be half opened if the heavy is just going to take a bite out of the side.
The logo is going in the right direction with being minimal but for me it lacks interest.
Perhaps have the paper label peeling off in places?
Have you thought about a can more in proportion to the sandvich animations?
Did you go to the workshop page? Its clearly for the Heavy
The one I have concluded on is: "NUH UH THAT'S JUST A SCOUT THAT IS FAT BECAUSE HE ATE TOO MUCH MANN MEAT"
http://steamcommunity.com/sharedfiles/filedetails/?id=104711270
It's not bad but dear god, why would you make it paintable?
Hahaha. Figured it would be more appealing that way. :P
I'll make up an additional image a little later today. It works pretty well with most of the other hats from what I've observed.
http://steamcommunity.com/sharedfiles/filedetails/?id=105026250&searchtext=
"Return to sender!" Love it
tnx for the tips, did a complete rework of the nest and it does look better. however noobtrouble strikes again:
can i bother anyone to look at this please?
i made some screenshots of the qc file, the compile log etc. http://i.imgur.com/Pma8j.jpg
I checked the FAQ and the common issues with texture missing, however the vmt/vtf should be in place, the .tga is applied to the model, incl lod's
Dunno what i'm overlooking