Decided to redo one of my very first hats to test the TF2 production pipeline into one that now conforms with the art style and also make use of the SFM which wasn't available when I started out.
Also, figured I'd show you guys what else I've been working on to get some critiques. These are all supposed to be part of a themed set. Kinda going for a Zorro look.
Still working on the textures and still need to create some lods.
looks nice snookie, don't know what kind of hat it is buut it looks good.
I like the zorro hat, but i think the rim and headband should just be one smooth group, those edges are harsh.
The mask is OK but i don't think i like it over the ears.
the gloves are pretty bulky, if the edges align to the hands edges you should be able to get them really tight and still deform properly so the hand doesn't pop trough. Of course you gotta match every lod good.
I like the zorro hat, but i think the rim and headband should just be one smooth group, those edges are harsh.
The mask is OK but i don't think i like it over the ears.
the gloves are pretty bulky, if the edges align to the hands edges you should be able to get them really tight and still deform properly so the hand doesn't pop trough. Of course you gotta match every lod good.
I originally had it as one smooth group but the paint just looked like it was kind of thrown on there. So I added a tiny lip to make it seem more solid in my opinion. I think I'm gonna make the entire brim less thick though, which might help.
Here's another angle of the mask, the first picture did make the ears look big.
I've got the edges aligned as best as I could, I had to add additional geometry to make it bend around the fingers as they move instead of cutting through. Like the binding of a book I guess. Otherwise they are a bit bulky, but I messed around with getting it smaller and it clips all to hell.
working on a new style for the 'sinister stinger' called the 'sinister infection'
right now each scorp is 193 tris. I may go with alpha plane models for more.
thinking about making the stinger sniper also, maybe forearm.
scoot works right now, soly is rigged but clips boots 9needs foot body group), demo will come if nothing more than I main demo and he has foot bodygroup. Would like to do medic, but again, footgroup...
Might do 'flies' for scoot also. maybe hoovy? I have updated the tex to be cleaner and have less rows of beads and a v shape pattern. I though I had updated my promo image.
The Cuban Cover-Up The date was April 17th, 1961. Kennedy wanted some cigars for the office. What he found was the Cuban secret to facial hair. The truth was too much. He's dead now.
I gotta ask, how you get so many votes? It is nice beard but 420 since you uploaded today and a ton of 'iwant noa vlave comments'.
I put stuff up a week ago that recieves stoopid comments (like "moccasins look like cowboy boots that are in game and the boots in game aren't cowboy boots")and I get like 60 votes.
I gotta ask, how you get so many votes? It is nice beard but 420 since you uploaded today and a ton of 'iwant noa vlave comments'.
I put stuff up a week ago that recieves stoopid comments (like "moccasins look like cowboy boots that are in game and the boots in game aren't cowboy boots")and I get like 60 votes.
Is my stuff really that bad?
your preview icons are bad. source filmmaker aside, it's 512x512 shrunk down to 40% original size and you're covering most of it with words. i think that makes a lot of difference for people browsing through the workshop. not saying i like that trend, but it seems to be the way of things.
of course, his submission was also a collab with sexy robot so everyone who has sexy robot on the workshop favorites list would have voted right away.
Thanks for the comment. It's not that I'm jealous (lol, I totally am), it's just amazing how the voting on some objects shoots into the stratosphere and items that are right behind them have barely any votes. There's a clear distinction and it still seems like the old issues with voting exist. Front page items get votes, everything else gets buried.
The top rated ones do mostly seem to have SFM shots. I guess spending more time on marketing would help.
Sexy, want to collab?
The top rated stuff definitely deserves it, it's all top class and I can't say my stuff is there, just seems valve hold community members to a higher standard than they do other game companies.
Just randomly woke up with an idea and just quickly made something today, don't know if I want to perfect it to much depends on how popular it gets! I just made it for a bit of fun to pass the time today!
I updated my bagpipes with an all new texture and improved model. It's paintable and the pipes and tassels are jiglleboned. Hope you like it and thanks for voting!
Haven't done this in a long time. Not sure how I like this idea or how feasible it is. Just kind of testing the waters with it to see how it might look. The arms look like they might be a pain in the ass to skin without clipping issues. I have no idea how I would handle the hands either.
So anyone know which LOD level skeleton the Medium LOD slot the Import tool uses? I'm having some trouble rigging some fingers on my Scout gloves. The hand skeleton is the same for all 6 LODs in the scout mdl so I'm not sure what to do.
Jukebox, if the skeleton appears to be the same, I'm guessing you have a problem of intersecting geometries. If that's the case, the best option I know is to cut the hands from the scout model so you get the exact same bone weights. Then you can push and modify the hand model and create your own UVs for it etc.
EDIT: This can be done in Blender BTW. You simply delete the other faces and the remaining vertices will have their bone weights remain the same.
Jukebox, if the skeleton appears to be the same, I'm guessing you have a problem of intersecting geometries. If that's the case, the best option I know is to cut the hands from the scout model so you get the exact same bone weights. Then you can push and modify the hand model and create your own UVs for it etc.
EDIT: This can be done in Blender BTW. You simply delete the other faces and the remaining vertices will have their bone weights remain the same.
I did do that to create the mesh to try prevent some clipping. Had to edit it a tiny bit but that should be causing this. Right now the mesh attached to hand_L is there, but none of the fingers, which are also attached to hand_L. I looked at the lods for the Falconer Glove and it also has the fingers attached to hand_l at lower LODs.
Nope, thought that originally but that's not it. No clue what's going on. I seem to be getting a lot of errors lately. Tried to open up a vtf file for the pistol and I get an error message saying it's corrupted.
Tried looking it up but can't find a fix for it.
And now the MdlDecompiler I use (CannonFodder's) stops responding whenever it goes to decompile something.
Hey guys. I'm new here and I'd like to say thanks for all of your contributions to TF2. It has inspired me to start modelling on my own. However I do have a small problem.
As the picture shows, the paint does not affect the hat sufficiently. I wish to make the paint appear more vibrant on my hat so how do you do it? I have done everything required for the .tga texture file (including manipulating the alpha channel and enabling alpha channel diffusion) but it still has the same result. Please help, it will be appreciated.
Replies
I've only dl'ed sfm and watched some of those vids too, actually haven't gotten around to opening it yet.
Those who have played Poker Night at the Inventory may recognize it.
http://steamcommunity.com/sharedfiles/filedetails/?id=161139057
Go vote if you will.
http://steamcommunity.com/sharedfiles/filedetails/?id=160628001
Also, figured I'd show you guys what else I've been working on to get some critiques. These are all supposed to be part of a themed set. Kinda going for a Zorro look.
Still working on the textures and still need to create some lods.
I like the zorro hat, but i think the rim and headband should just be one smooth group, those edges are harsh.
The mask is OK but i don't think i like it over the ears.
the gloves are pretty bulky, if the edges align to the hands edges you should be able to get them really tight and still deform properly so the hand doesn't pop trough. Of course you gotta match every lod good.
I originally had it as one smooth group but the paint just looked like it was kind of thrown on there. So I added a tiny lip to make it seem more solid in my opinion. I think I'm gonna make the entire brim less thick though, which might help.
Here's another angle of the mask, the first picture did make the ears look big.
I've got the edges aligned as best as I could, I had to add additional geometry to make it bend around the fingers as they move instead of cutting through. Like the binding of a book I guess. Otherwise they are a bit bulky, but I messed around with getting it smaller and it clips all to hell.
The Sinister Stinger
http://steamcommunity.com/sharedfiles/filedetails/?id=161487198
Additional Workshop link for good measure
Textures are still in need of tweaking, but critique is greatly appreciated!
The Pool Boy's Polo
Vote up.
http://steamcommunity.com/sharedfiles/filedetails/?id=161734395
guess I got this out of the way
right now each scorp is 193 tris. I may go with alpha plane models for more.
http://steamcommunity.com/sharedfiles/filedetails/?id=160158225
if you could vote up that would be fantastic!
@Jimmy94 thanks for the feedback! I felt to close to budget, but I have moved the geometry to hopefully make it feel more rounded!
can't think of any criticism, but everyone's items are looking great!
=======
here's a spam post of most of my stuff.
My workshop, please vote
http://steamcommunity.com/id/Voodoo_Daddy/myworkshopfiles/
thinking about making the stinger sniper also, maybe forearm.
scoot works right now, soly is rigged but clips boots 9needs foot body group), demo will come if nothing more than I main demo and he has foot bodygroup. Would like to do medic, but again, footgroup...
Might do 'flies' for scoot also. maybe hoovy? I have updated the tex to be cleaner and have less rows of beads and a v shape pattern. I though I had updated my promo image.
stud muffin for scoot too
workin on multi class.
might also rig to scoot.
The Cuban Cover-Up
The date was April 17th, 1961. Kennedy wanted some cigars for the office. What he found was the Cuban secret to facial hair. The truth was too much. He's dead now.
A 2013 remake of a 2011 item. Click to vote.
I put stuff up a week ago that recieves stoopid comments (like "moccasins look like cowboy boots that are in game and the boots in game aren't cowboy boots")and I get like 60 votes.
Is my stuff really that bad?
your preview icons are bad. source filmmaker aside, it's 512x512 shrunk down to 40% original size and you're covering most of it with words. i think that makes a lot of difference for people browsing through the workshop. not saying i like that trend, but it seems to be the way of things.
of course, his submission was also a collab with sexy robot so everyone who has sexy robot on the workshop favorites list would have voted right away.
The top rated ones do mostly seem to have SFM shots. I guess spending more time on marketing would help.
Sexy, want to collab?
The top rated stuff definitely deserves it, it's all top class and I can't say my stuff is there, just seems valve hold community members to a higher standard than they do other game companies.
http://steamcommunity.com/sharedfiles/filedetails/?id=162364913&searchtext=
@Voidoid, I love that beard and cigar combo!
http://steamcommunity.com/sharedfiles/filedetails/?id=122763613
Definitely been lost looking for some stuff to reference before.
Reuploaded it for the verification system. Please vote up.
The boots: http://steamcommunity.com/sharedfiles/filedetails/?id=163032490
The sleeves and the belt: http://steamcommunity.com/sharedfiles/filedetails/?id=163084661
^ Updated ~
NOOOOOOOOOOOOOOOOOOOOOOOO
another item to hog all the votes
it's pretty bad ass. maybe you can get a little more color in it though. Maybe the dark colors from the red/blu pallette?
EDIT: This can be done in Blender BTW. You simply delete the other faces and the remaining vertices will have their bone weights remain the same.
I did do that to create the mesh to try prevent some clipping. Had to edit it a tiny bit but that should be causing this. Right now the mesh attached to hand_L is there, but none of the fingers, which are also attached to hand_L. I looked at the lods for the Falconer Glove and it also has the fingers attached to hand_l at lower LODs.
Finally it's finished. Thanks for voting!
Never thought I'd live to see the day that they fixed this one
[ame="http://www.youtube.com/watch?v=19K7nMflHLI"]Team Fortress 2 item set preview - Ninja Scout - YouTube[/ame]
The submitted files can be found in my Steam Workshop page!
What's the poly count on that? But design wise it doesn't really look wisp like. Looks more like a floating drop of blood.
Also, found an interesting error:
my guess is you scaled a bone up.
Team Fortress 2 Akira themed items are in the workshop!
Finally finished after about 3 weeks, please go vote for them here!
Neo Tokyo Runner
Kyoto Rider
Aichi Investigator
http://steamcommunity.com/sharedfiles/filedetails/?id=164696071
Nope, thought that originally but that's not it. No clue what's going on. I seem to be getting a lot of errors lately. Tried to open up a vtf file for the pistol and I get an error message saying it's corrupted.
Tried looking it up but can't find a fix for it.
And now the MdlDecompiler I use (CannonFodder's) stops responding whenever it goes to decompile something.
It's always something.
Inspired by Japanese super hero.
Hero's Helmet
Hero's Muffler
Hero's Belt
As the picture shows, the paint does not affect the hat sufficiently. I wish to make the paint appear more vibrant on my hat so how do you do it? I have done everything required for the .tga texture file (including manipulating the alpha channel and enabling alpha channel diffusion) but it still has the same result. Please help, it will be appreciated.