Fuse, you might want to get a nicer, higher res image for the thumbnail.
It's really pixelated.
Also, I really feel like your key is too ornate. You could just cut that circle bit off at the bottom and, BAM, solid key. Hell, you could even make it like a broken bone there or something.
Ok so while I'm punching monitors and pulling hair I've concepted a couple of ideas including a new set for the medic. Any thoughtfull feedback appreciated!
@acreativebox Those concepts are pretty good. The only thing I would change would be the capsule where the mushrooms are (in the shroomsauger), because it's too similar to the Blutsauger.
Apologies on being a killjoy, but that rifle is completely impractical,
At 1. you have a hammer, which would strike the round, 3. you have a bolt which would contain a firing pin to strike the round also, which brings up a problem, also you have an chamber at 2. where the round would be ejected, but the bolt at 3. would do this for you. Also the bolt is not at the same height as the barrel, your round is going to be chambered and shot through the sight rail. Sorry to be a pain, it just looks really wrong from a functional point of view.
You've got three parts of different rifles, none of which would work, try and look at some references as to different rifle types, you could either have the hammer, and a lever action ejection/loading system, the chamber with a automatic magazine style/or a pump action type of rifle, or keep it to just a bolt and make it separate from the sight.
Hey guys, I hit ninth on the most popular workshop items in a six hour period!! 8D
So happy with myself right now! Thanks again to Base for bein' a coo dude.
This is teamfortress2 it doesnt have to be realistic.
Well, it has to be "within reason." Yes, you can get away with a lot in the TF2 universe gun mechanics-wise, like, and gun that shots lightening or some shit, making it as look as wacky as possible; however, when you have a more feasible gun (like a sniper rifle), if people can mentally take a part a gun and say it wouldn't work properly- then you have a good deal of room for improvement.
Apologies on being a killjoy, but that rifle is completely impractical,
At 1. you have a hammer, which would strike the round, 3. you have a bolt which would contain a firing pin to strike the round also, which brings up a problem, also you have an chamber at 2. where the round would be ejected, but the bolt at 3. would do this for you. Also the bolt is not at the same height as the barrel, your round is going to be chambered and shot through the sight rail. Sorry to be a pain, it just looks really wrong from a functional point of view.
You've got three parts of different rifles, none of which would work, try and look at some references as to different rifle types, you could either have the hammer, and a lever action ejection/loading system, the chamber with a automatic magazine style/or a pump action type of rifle, or keep it to just a bolt and make it separate from the sight.
Please dont hate me
TF2 is about form, not function. None of what you said matters to be frankly honest, if I was making it for some realistic fps game like Battlefield then yes, I'd take it into account. But in TF2, with it's fire hose healing beam guns and laser shotguns - it's really a complete non issue to raise. Individual aesthetic qualities to differentiate an item above other of the same type is really all that matters here up to an extent, and I'd hardly call a slight issue with logical sense bound breaking in that regard.
No hate for you on my part, but you're taking TF2 design the wrong direction in my personal opinion - and changing it would only serve to knock down some of the item's individuality.
TF2 is about form, not function. None of what you said matters to be frankly honest, if I was making it for some realistic fps game like Battlefield then yes, I'd take it into account. But in TF2, with it's fire hose healing beam guns and laser shotguns - it's really a complete non issue to raise. Individual aesthetic qualities to differentiate an item above other of the same type is really all that matters here up to an extent, and I'd hardly call a slight issue with logical sense bound breaking in that regard.
No hate for you on my part, but you're taking TF2 design the wrong direction in my personal opinion - and changing it would only serve to knock down some of the item's individuality.
Gotta say, Sexy has a point here.
Just look at any second TF2 weapon: Functionally, most of them would only serve to blow up in their owners face in real life. Take the Ambassador for example. Speaking realistically, that gun should snap the Spy's arm in half every time he fires it due to the massive, massive rounds that it fires.
TF2 is form over function. It doesn't have to make sense, it just has to look nice.
Hi guys, i've been modeling in Blender for quite a while and never got anything done. Either I'm too lazy to finish it or something is terribly awful. Obviously i'm an amateur even at Blender to know how to fix things.
I got into modeling this Stop sign and I unwrap and wonder if this is the right way to unwrap? What i mean is, am i using Mark Seams right?
I'm also getting these lines that shouldnt be there so obviously i'm not doing it right.
Hi guys, i've been modeling in Blender for quite a while and never got anything done. Either I'm too lazy to finish it or something is terribly awful. Obviously i'm an amateur even at Blender to know how to fix things.
I got into modeling this Stop sign and I unwrap and wonder if this is the right way to unwrap? What i mean is, am i using Mark Seams right?
I'm also getting these lines that shouldnt be there so obviously i'm not doing it right.
Any Blender users know how to Unwrap correctly?
The unwrap seems ok from what I can see, your skills at unwrapping and knowing where to make seams will get better as you get practice. When baking, make sure to check "normalized" and add a margin of 2 for a 256x256 bake, 4 for a 512x512 bake, 8 for 1024x1024 bake, etc (this may be the cause of those lines you get). Also, when doing a raytrace bake, set the number of samples to at least 42 so you dont have too much grain in the bake (it'll take longer but look so much better).
Note that the lines you get may also just be a glitch known with blender.
The unwrap seems ok from what I can see, your skills at unwrapping and knowing where to make seams will get better as you get practice. When baking, make sure to check "normalized" and add a margin of 2 for a 256x256 bake, 4 for a 512x512 bake, 8 for 1024x1024 bake, etc (this may be the cause of those lines you get). Also, when doing a raytrace bake, set the number of samples to at least 42 so you dont have too much grain in the bake (it'll take longer but look so much better).
Note that the lines you get may also just be a glitch known with blender.
Thanks for the help, now the next thing that bothers me is that how do i make the model not look like this:
Thanks for the help, now the next thing that bothers me is that how do i make the model not look like this:
You need to mark sharp edges (ctrl+e -> mark sharp) around the outside of the sign and on the ring of the holes. Then add an edge split modifier and uncheck edge angle. Also, DO NOT apply the modifier.
So I'm making a full Spy set [The Revolutionary].
Here's the hat/misc.
The hat is based off of French Infantry.
The should pads and the pin are one misc.
Both use 2:1 maps and have 3 LODs.
Will have gun/knife pics and painted hat/misc soon pics!
Re-releasing because I have no idea if valve has some sort of system that tells them when stuff is updated or whatever.
You can just edit the thumbnail through TF2 Workshop (in-game) and rename it V2, V3, V4, ectect. On the item's page it says when you update it (bottom right under thumb).
Though it does look nice.
Suggested to my by a regular on a forum I frequent. thoughts?
Not sure The Red and Blue in the logo is a good idea. The design is meant to spoof the Valvoline Motor oil logo. Might bring the saturation down on the logo colors too.
Suggested to my by a regular on a forum I frequent. thoughts?
Not sure The Red and Blue in the logo is a good idea. The design is meant to spoof the Valvoline Motor oil logo. Might bring the saturation down on the logo colors too.
[img][/img]
I like it, it's really cool and goes with the class. Truly fitting!
However I have to agree with you on the blue/red, have you tried using the official swatch-chart? My guess is that it will look a lot better in-game. It's not gonna be quite as spot on regarding the colors of the "original" Valvoline-logo but it will sure look a lot better in the TF2niverse
Hi, I'm new to the TF2 Steam workshop stuff and have a problem with attaching a couple of misc items I made to the character. For example, one is a misc item that is supposed to be attached to the Sniper's back. When I view it in the itemtest server in the TF2 game's workshop, it just floats behind him, and when he taunts (especially with that very energetic SMG animation taunt) it doesn't move up and down at all with him, just hovers behind him.
I'm guessing this is a skinning issue? I have tried to add the "Skin" modifier to the items and attach them to the "bip_spine_1" bone, but still same result. What am I missing?
Need your help with some name-suggestions for these bad boys! The weapons are packed with mushrooms that in some way will poison the target (perhaps deal minicrits to healing target?) I'm currently blank with the healing-gun but have come up with Shroomsauger and Shroomsaw (standard I know but it fits!)
Replies
Fuse, you might want to get a nicer, higher res image for the thumbnail.
It's really pixelated.
Also, I really feel like your key is too ornate. You could just cut that circle bit off at the bottom and, BAM, solid key. Hell, you could even make it like a broken bone there or something.
[Medi-gun not yet pixelated into an image]
And now, another finished set:
Apologies on being a killjoy, but that rifle is completely impractical,
At 1. you have a hammer, which would strike the round, 3. you have a bolt which would contain a firing pin to strike the round also, which brings up a problem, also you have an chamber at 2. where the round would be ejected, but the bolt at 3. would do this for you. Also the bolt is not at the same height as the barrel, your round is going to be chambered and shot through the sight rail. Sorry to be a pain, it just looks really wrong from a functional point of view.
You've got three parts of different rifles, none of which would work, try and look at some references as to different rifle types, you could either have the hammer, and a lever action ejection/loading system, the chamber with a automatic magazine style/or a pump action type of rifle, or keep it to just a bolt and make it separate from the sight.
Please dont hate me
So happy with myself right now! Thanks again to Base for bein' a coo dude.
Well, it has to be "within reason." Yes, you can get away with a lot in the TF2 universe gun mechanics-wise, like, and gun that shots lightening or some shit, making it as look as wacky as possible; however, when you have a more feasible gun (like a sniper rifle), if people can mentally take a part a gun and say it wouldn't work properly- then you have a good deal of room for improvement.
TF2 is about form, not function. None of what you said matters to be frankly honest, if I was making it for some realistic fps game like Battlefield then yes, I'd take it into account. But in TF2, with it's fire hose healing beam guns and laser shotguns - it's really a complete non issue to raise. Individual aesthetic qualities to differentiate an item above other of the same type is really all that matters here up to an extent, and I'd hardly call a slight issue with logical sense bound breaking in that regard.
No hate for you on my part, but you're taking TF2 design the wrong direction in my personal opinion - and changing it would only serve to knock down some of the item's individuality.
Gotta say, Sexy has a point here.
Just look at any second TF2 weapon: Functionally, most of them would only serve to blow up in their owners face in real life. Take the Ambassador for example. Speaking realistically, that gun should snap the Spy's arm in half every time he fires it due to the massive, massive rounds that it fires.
TF2 is form over function. It doesn't have to make sense, it just has to look nice.
NEW textures&materials, Fixed bone of soldier Sock
http://cloud.steampowered.com/ugc/1100267727440871871/2972B07C7D8B0367A7E969BFC95DE6A44626E7A1/
Here is a Valve made gun with some very suspect features... Pump action shotgun with a hammer? Shell ejection on the wrong side?
remake all. now new texture and new model. has styles
http://www.youtube.com/watch?v=8M5qrQ8NRPQ&feature=youtu.be
Please vote!
This is a set I just completed. Please vote is you like it
Its for the engi, this was the original version http://steamcommunity.com/sharedfiles/filedetails/?id=104698627
Imagine the white sleeve parts aren't there any more.
I got into modeling this Stop sign and I unwrap and wonder if this is the right way to unwrap? What i mean is, am i using Mark Seams right?
I'm also getting these lines that shouldnt be there so obviously i'm not doing it right.
Any Blender users know how to Unwrap correctly?
progress on my mkinigun so far, crits?
The unwrap seems ok from what I can see, your skills at unwrapping and knowing where to make seams will get better as you get practice. When baking, make sure to check "normalized" and add a margin of 2 for a 256x256 bake, 4 for a 512x512 bake, 8 for 1024x1024 bake, etc (this may be the cause of those lines you get). Also, when doing a raytrace bake, set the number of samples to at least 42 so you dont have too much grain in the bake (it'll take longer but look so much better).
Note that the lines you get may also just be a glitch known with blender.
The Texas Hold 'Em
Sorry about those many images
Click it, vote it.
I'll even add a smile here for good measure
(no clipping in 3d program and all rigging is correct)
Makes me think of the Medic as a teacher and the Heavy as a grade schooler. lol
WIP
EDIT
Small amount of progress.
Thanks for the help, now the next thing that bothers me is that how do i make the model not look like this:
You need to mark sharp edges (ctrl+e -> mark sharp) around the outside of the sign and on the ring of the holes. Then add an edge split modifier and uncheck edge angle. Also, DO NOT apply the modifier.
So I'm making a full Spy set [The Revolutionary].
Here's the hat/misc.
The hat is based off of French Infantry.
The should pads and the pin are one misc.
Both use 2:1 maps and have 3 LODs.
Will have gun/knife pics and painted hat/misc soon pics!
You can just edit the thumbnail through TF2 Workshop (in-game) and rename it V2, V3, V4, ectect. On the item's page it says when you update it (bottom right under thumb).
Though it does look nice.
looks nice and i know i'm being nitpicky but...
Aren't the buttons and the slits below the belt on the wrong sides?
Maybe those are two sided buttons ; p
http://www.youtube.com/watch?feature=player_embedded&v=7rix8-K9hpw
Not sure The Red and Blue in the logo is a good idea. The design is meant to spoof the Valvoline Motor oil logo. Might bring the saturation down on the logo colors too.
I like it, it's really cool and goes with the class. Truly fitting!
However I have to agree with you on the blue/red, have you tried using the official swatch-chart? My guess is that it will look a lot better in-game. It's not gonna be quite as spot on regarding the colors of the "original" Valvoline-logo but it will sure look a lot better in the TF2niverse
On the workshop and ready for votes.
http://www.youtube.com/watch?v=oxn3KmYSTW0&feature=youtu.be
Rate please. http://steamcommunity.com/sharedfiles/filedetails/?id=119677437&tscn=1357936435
I'm thinking of going back to work on this.
Also, pew pew pew pew.
I'm guessing this is a skinning issue? I have tried to add the "Skin" modifier to the items and attach them to the "bip_spine_1" bone, but still same result. What am I missing?
Uploaded this oldie through TF2’s item importer that no one uses
http://steamcommunity.com/sharedfiles/filedetails/?id=120156351&searchtext=
Thanks for your help!