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!)
Thanks for your help!
Gear looks sweet, really cool designs. I'd have to put some thought into creative name suggestions though.
Wrapped up work on two pending concepts for a while now, the Chop Chop Officer based on the Gurkha Hat as well as The Surgical Scrubs which are based on,er....you know.
new version teapot
! - added effect smoke.
! - reduced the number of triangles in the main model
! - modified materials + textures
... dont sit down because you have hot kettle behind you
new version teapot
! - added effect smoke.
! - reduced the number of triangles in the main model
! - modified materials + textures
... dont sit down because you have hot kettle behind you
Ha, thanks man. For what it's worth I upvoted your submission.
Thanks man. Looking forward to more items from ya.
I'm curious. Those of you who have gotten items into the game, how did Valve contact you about it? Via E-mail or in the dev comments on the items. If it was through the dev comments did it alert you to the comment via the message icon? I often wonder how a creator would know if an old forgotten item on the workshop got picked. So many amazing items just warming the shelves.
hi all, I'm not sure if this is the right place to ask this but how do styles?
is it something in the vmt? or do you just create the versions and valve will put
it all together if they implement it?
thanks in advance, sorry if I place this question wrong place
Hi guys I check this thread all the time because the work in here is awesome! I've finally decided to make a couple of items myself so I got all the source files in the first post, checked the wiki and youtubes and I think I'm ready to go. I just have a few questions if anyone knows the answer!
Does the texture need to be mip-mapped?
Can we make a specular or is this all done per material with their shader settings?
I saw on the store that some hats and miscs have selectable variations. Are these all on the same texture sheet or do you provide extra models / textures?
I read that the lod1 hat polycount should be about 1k tris, but what about lod2? How many lods should there be? I saw on the import space for 2 so I'm guessing just lod1 and lod2?
Can we use animated textures or animated uv's?
Is the only way to animate a hat or misc item with jigglebones?
If you're making a hat for more than one class, how do you make it wear differently for each one. Do you submit a different mesh for each class?
What happens when a player wearing your hat dies? Does the hat disappear or fall on to the ground. If the latter, what model does it use because say if the hat was a balaclava or something you'd want it to collapse instead of roll about.
Thanks guys sorry I have so many questions, it seems quite difficult to find the answers!
Hi guys I check this thread all the time because the work in here is awesome! I've finally decided to make a couple of items myself so I got all the source files in the first post, checked the wiki and youtubes and I think I'm ready to go. I just have a few questions if anyone knows the answer!
Does the texture need to be mip-mapped?
I dont think it needs to be mip-mapped but you can do it if you want to
Can we make a specular or is this all done per material with their shader settings?
Yes, you can make your own spec map
I saw on the store that some hats and miscs have selectable variations. Are these all on the same texture sheet or do you provide extra models / textures?
If you are talking about styles, it depends on the item in question. Some will merely use a different texture while others will use a different mesh, some will use both
I read that the lod1 hat polycount should be about 1k tris, but what about lod2? How many lods should there be? I saw on the import space for 2 so I'm guessing just lod1 and lod2?
Typically, a good LoD will decrease the amount of faces by about 50%
Can we use animated textures or animated uv's?
Probably, but I have no experience with them
Is the only way to animate a hat or misc item with jigglebones?
You can make your own animations, but I dont think valve uses community made ones
If you're making a hat for more than one class, how do you make it wear differently for each one. Do you submit a different mesh for each class?
You need a separate mesh for each class. All of the head shapes differ quite significantly (some more-so than others)
What happens when a player wearing your hat dies? Does the hat disappear or fall on to the ground. If the latter, what model does it use because say if the hat was a balaclava or something you'd want it to collapse instead of roll about.
If it makes sense for it to fall off after death, set up a phys model in the qc. Things like a balaclava hat shouldnt be given one so they will stay on the dead character or sometimes maybe just fall through the floor
Thanks guys sorry I have so many questions, it seems quite difficult to find the answers!
Awesome thanks very much for the answers! That helps a lot. Is there anywhere with detailed info like you provided? I can't really seem to find it. Also, I'm having an issue skinning the hat. It works fine in max skinned to more than 1 bone in the rig, but when I export it if I don't click skin all to the head bone it doesn't animate and also seems to be floating about one body's height above his head (this is probably because it's offset right?)
Hey guys. Been looking around for instructions on how to make an item with styles but I can't find any info. Maybe I'm just missing it. Any of you guys know how to make and item with different styles?
What I want to do is make this lil fellow have two styles. One where he has no hat/head gear. and one where he has the hat of the class you are playing.
Is this doable?
This is my first ever 3d project. Which will be a shield in the valentines day spirit for the demoman. Looking for some critique on it before I go and texture it. Personally, I am unsure about the handles in the back. But I will re-instate that I am looking for your opinions. Specifically, on weather or not the main color for the heart should be pink for both teams, or a mix of lighter shades of blue and red, as well as other colors you can paint it. Also wondering if there is anything I should add to the front.
@RetroMike, you just submit all the styles as individual models, valve don't use bodygroups for items any more. Compile each on their own and upload as one submission.
The Cold Warrior
"There's no one better suited to shape the American/Soviet Policy than a crazed patriot from America's heartland."
A spiritual successor to Hawf's Cold War Wrap. Modeled by Hawf, textured by Void.
Vote and stuff.
Really nice man! Did you rig it all to the head, or did you rig the bottom of the cloth to other bones? If so, do you have any resource or info on how to do this? I can rig in max but am not sure how to export it.
@RetroMike, you just submit all the styles as individual models, valve don't use bodygroups for items any more. Compile each on their own and upload as one submission.
This is my first ever 3d project. Which will be a shield in the valentines day spirit for the demoman. Looking for some critique on it before I go and texture it. Personally, I am unsure about the handles in the back. But I will re-instate that I am looking for your opinions. Specifically, on weather or not the main color for the heart should be pink for both teams, or a mix of lighter shades of blue and red, as well as other colors you can paint it. Also wondering if there is anything I should add to the front.
Thanks everyone!
Color wise you can do pink for the main face and some shade of red and blue for the metal braces.
The design isn't bad but the polycount on this looks pretty high. That's something you will need to reduce quite a bit before you're ready for texturing.
If you're unsure about the handles you can always take a look at how they are done on the shields already in game. Could give you some ideas.
OK, so I'm making these cute little slug guys for each class. I want the Spy slug to have the same particle effect for his cig that the Spy has. It works great but it also appear in the first person view for some reason. Any ideas why or how I can hide it?
OK, so I'm making these cute little slug guys for each class. I want the Spy slug to have the same particle effect for his cig that the Spy has. It works great but it also appear in the first person view for some reason. Any ideas why or how I can hide it?
Also and update. Finishing the last 3 today.
One thing you might want to consider is flipping the uv's on one of the eyes, so that the highlight direction is consistent, a small thing but would make sense. Looking cool otherwise, love the heavy's one.
One thing you might want to consider is flipping the uv's on one of the eyes, so that the highlight direction is consistent, a small thing but would make sense. Looking cool otherwise, love the heavy's one.
I actually had at one point. I don't remember why I left it this way. I think i got several comments saying the eyes looked more forward focused like this. It's not a tough change to make So I will probably play around with it again.
If I knew the first thing about map making I would make a Doomsday map where you have to stand in the tractor beam and deliver something to the Slugs mothership.
Replies
Gear looks sweet, really cool designs. I'd have to put some thought into creative name suggestions though.
http://www.youtube.com/watch?feature=player_embedded&v=rgqT9_P-vxQ
new version teapot
! - added effect smoke.
! - reduced the number of triangles in the main model
! - modified materials + textures
... dont sit down because you have hot kettle behind you
This thing is doing crazy well on the shop. I'm jealous.
Love this, excellent job!
And this!
http://steamcommunity.com/sharedfiles/filedetails/?id=120684799&searchtext=
Snipers these days are getting sloppier and sloppier
Ha, thanks man. For what it's worth I upvoted your submission.
I'm curious. Those of you who have gotten items into the game, how did Valve contact you about it? Via E-mail or in the dev comments on the items. If it was through the dev comments did it alert you to the comment via the message icon? I often wonder how a creator would know if an old forgotten item on the workshop got picked. So many amazing items just warming the shelves.
This is the coolest hat ever, Daddy-O.
Come rate the Stray Cat at the workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=120618786&searchtext=
green arrow set. working on a hood/mask/facial hair and a quiver too. also has alternate arrowheads in case this one is a bit much.
Looks great. I'd remove the light on the arrowhead though. It makes it look unstable, the bomb will look much better without it.
is it something in the vmt? or do you just create the versions and valve will put
it all together if they implement it?
thanks in advance, sorry if I place this question wrong place
Does the texture need to be mip-mapped?
Can we make a specular or is this all done per material with their shader settings?
I saw on the store that some hats and miscs have selectable variations. Are these all on the same texture sheet or do you provide extra models / textures?
I read that the lod1 hat polycount should be about 1k tris, but what about lod2? How many lods should there be? I saw on the import space for 2 so I'm guessing just lod1 and lod2?
Can we use animated textures or animated uv's?
Is the only way to animate a hat or misc item with jigglebones?
If you're making a hat for more than one class, how do you make it wear differently for each one. Do you submit a different mesh for each class?
What happens when a player wearing your hat dies? Does the hat disappear or fall on to the ground. If the latter, what model does it use because say if the hat was a balaclava or something you'd want it to collapse instead of roll about.
Thanks guys sorry I have so many questions, it seems quite difficult to find the answers!
Show me some love! Vote and support please!
Answered to the best of my ability
http://steamcommunity.com/sharedfiles/filedetails/?id=121889937
What I want to do is make this lil fellow have two styles. One where he has no hat/head gear. and one where he has the hat of the class you are playing.
Is this doable?
This is my first ever 3d project. Which will be a shield in the valentines day spirit for the demoman. Looking for some critique on it before I go and texture it. Personally, I am unsure about the handles in the back. But I will re-instate that I am looking for your opinions. Specifically, on weather or not the main color for the heart should be pink for both teams, or a mix of lighter shades of blue and red, as well as other colors you can paint it. Also wondering if there is anything I should add to the front.
Thanks everyone!
The Cold Warrior
"There's no one better suited to shape the American/Soviet Policy than a crazed patriot from America's heartland."
A spiritual successor to Hawf's Cold War Wrap. Modeled by Hawf, textured by Void.
Vote and stuff.
Really nice man! Did you rig it all to the head, or did you rig the bottom of the cloth to other bones? If so, do you have any resource or info on how to do this? I can rig in max but am not sure how to export it.
Ah, nice and simple then. thanks much!
Color wise you can do pink for the main face and some shade of red and blue for the metal braces.
The design isn't bad but the polycount on this looks pretty high. That's something you will need to reduce quite a bit before you're ready for texturing.
If you're unsure about the handles you can always take a look at how they are done on the shields already in game. Could give you some ideas.
I actually love the shape of the bomb, even with the light though I agree that might take it a little over-the-top.
Might as well post something that'll be going up in the next day or so.
Also and update. Finishing the last 3 today.
One thing you might want to consider is flipping the uv's on one of the eyes, so that the highlight direction is consistent, a small thing but would make sense. Looking cool otherwise, love the heavy's one.
Soooo I think I'm happy with this.
Still thinking of names too.
Made a lil' jacket model, unwrapped and textured by MaxofS2D, rigged by Rebbacus.
Feel free to vote for it!
[img}http://cloud.steampowered.com/ugc/882972484910978671/53A8BF632ED183B03A58BD3F50D539AA51E74CC1/[/img]
Item import tool, never again will I attempt to use thee.
Last one, I promise.
Yup. Been watching us in secret for years. The capture points? Those are their ships resting beneath the soil! That's how they observe us....
http://youtu.be/MJWUApO5Q8c
If I knew the first thing about map making I would make a Doomsday map where you have to stand in the tractor beam and deliver something to the Slugs mothership.
Still very WIP.
! - added smoke effect on the soldering-iron
! - added self-luminous on the lamp
http://www.youtube.com/watch?feature=player_embedded&v=347wbJIjPdo
http://www.youtube.com/watch?feature=player_embedded&v=Tx101aT9Ry4
http://steamcommunity.com/sharedfiles/filedetails/?id=123849498
Rate please.
Miyagi's Memento
The Leg Sweepers
Kung Fu Fortress Scout
All images, excluding the last, link to their respective items. Paintable. Team colors. Models by Hawf, textures by Void, rigged by BANG!