Either reset the xforms (Max term) or just make a cube, select cube and then attach the rope (now you have a rope model and a cube as one called cube), that resets normals and pivot to what the cubes was. Then delete the cube.
I don't use xsi though, it may happen again on export. So you could try exporting an .fbx file and use that for the beta importer.
Or export an obj file and import/.export from blender... Sometmes you just have to find a work around for bugs.
I tried export in FBX. It had a right normal, but texture is not applied definitely.
In addition, the normal turns to the right direction when I read the file which I output in SMD Export again in SMD Import.
I am almost done with the gun
[VEROLD]5252e4645e33a702000002eb[/VEROLD]
I plan to make the fuse bulbs glow. looking at the quickfix's backpack, it can be seen that there are two glowing team colored light bulbs. How is this effect achieved?
I tried export in FBX. It had a right normal, but texture is not applied definitely.
In addition, the normal turns to the right direction when I read the file which I output in SMD Export again in SMD Import.
Is this a problem of in-game import tool of TF2?
No, I actually had that issue quite frequently with Max8 when exporting meshes for Xnormal ao bakes.
But I've never seen it in game... Probably just the program/exporter tool.
-0--
@ Karjalan Juntti,
You need an illumination channel. Just paint regular color (the glow on the other parts aren't reflected glow, they are painted there too) and use the illum channel for amount of glow. (White is probably full glow, black is none)
No, I actually had that issue quite frequently with Max8 when exporting meshes for Xnormal ao bakes.
But I've never seen it in game... Probably just the program/exporter tool.
The problem was settled.
I usually make models in Metasequoia and import in XSI. After having imported, a normal seems to become strange when I move polygon mesh.
@Don,
I think it's a pretty good improvement, but I think the contrast should be less on the highlights.
Then have some of that same wear around the edges of the flap and corners of bag.
Here's a paint over. I didn't have square brushes to I just slopped out the color/contrast I think would work.
It's a bad paint over I admit, I just think you need more detail like that overall. It's got a good shape it just needs a texture that adds a little more.
@Don,
I think it's a pretty good improvement, but I think the contrast should be less on the highlights.
Then have some of that same wear around the edges of the flap and corners of bag.
Here's a paint over. I didn't have square brushes to I just slopped out the color/contrast I think would work.
It's a bad paint over I admit, I just think you need more detail like that overall. It's got a good shape it just needs a texture that adds a little more.
thanks for the suggestion, heres the new texture along with some other advice i got for it.
how is it now? does anyone have any more critique?
Yup, much improved. Could still refine the texture a bit; I think some of the highlights are a little harsh. But definitely some good steps in the right direction.
You could try some very faint contrasting colours on key areas. Like a paint patch under the flap of the pouch. If you look at items in game, you should see what I mean by this.
To be honest, I'm getting a little discouraged with the workshop. Seems like whenever my latest items trend toward the 'most popular' front page, they'll get nailed by an unusual number of downvotes all in a short timespan. I really need to figure out how people are getting such fast early support for their items so they're not subject to these little downvote spikes.
Excuse me for revisiting a question that I already asked before, but this problem is a Berlin Wall that I have to tear down, otherwise I cannot complete the project.
What is the process to bake glow on a model? Applying the texture to the quickfix backpack model in blender reveals that the glow is actually baked on the model, much like ambient occlusion.
How is this glow baked? How can I bake one myself?
How is this glow baked? How can I bake one myself?
Your help is greatly appreciated.
I don't know how it works in Blender, but in Max, you'd use "Render to Texture" (hit 0). That's the same rollout panel for baking ambient occlusion, only you'd choose vray. I'd expect it to be in a similar location in Blender as the AO stuff.
Also, I'd probably bake to an all black texture instead of the main texture itself. That way you can just use it as an overlay layer in photoshop instead of having to rebake the entire texture everytime you need to make a change to it.
Yup, much improved. Could still refine the texture a bit; I think some of the highlights are a little harsh. But definitely some good steps in the right direction.
You could try some very faint contrasting colours on key areas. Like a paint patch under the flap of the pouch. If you look at items in game, you should see what I mean by this.
i made the edge wear of the bag fainter, and added a darker strokes to the bottom (is that what you meant? or a different color entirely, like the little red spot on the buff banner?)
does anyone have any critique before i call it done?
Yes, but remember that the other interior side would be reflecting properly, giving it the look of a hollow glass. Excuse the lame ascii art:
---view--> ] | ---view---> ] |
Where ] == normal facing, and | == backside of the polygon
damn, i didnt know that. well i already got my friend to make the sfm pic and i dont feel like re-doing all the ingame shots, so i might just leave it as it is, i dunno.
I don't know how to upload it with a backpack icon i have an error message. So i can't get the "Certified Compatible".
And i don't know how to export it with my armature and animation to make the propeller spin.
damn, i didnt know that. well i already got my friend to make the sfm pic and i dont feel like re-doing all the ingame shots, so i might just leave it as it is, i dunno.
I think you should like put them into the washer, they're stinking pretty bad. All joking aside I feel you should put a few major folds to make the cloth appear more natural. Right now the material feels like its made out of some thick diving suit material.
I think you should like put them into the washer, they're stinking pretty bad. All joking aside I feel you should put a few major folds to make the cloth appear more natural. Right now the material feels like its made out of some thick diving suit material.
yeah, i thought that too, but i'm not sure how to model a good looking fold.
does anyone have any tips on making low poly cloth folds?
I don't know how to upload it with a backpack icon i have an error message. So i can't get the "Certified Compatible".
And i don't know how to export it with my armature and animation to make the propeller spin.
Done and done. I wanted to create the less traditional Halloween item this year and go with the Caped Hero aspect this year because, I mean come on, who doesn't want to be a hero on Halloween?
big yellow thing needs paint chips on edges (the metal showing would make it look less like a pumpkin.
Are you sure paint chips? The barrel is supposed to be made out of golden colored metal (kind of like the Brass Beast) with worn out spots that are brighter in color because the surface is scratched, thus removing any impurities it might have gathered, like the unscatched (darker) surface has.
If you really thought it was a Pumpkin attached to a gun, what can I do to fix it?
I also thought it was a pumpkin. I think it's a concept flaw, unfortunately. I just can't wrap my head around what the big round metal part is supposed to be/do mechanically.
I guess if you made an edge of a different material to go on each "spoke," that might help.
Are you sure paint chips? The barrel is supposed to be made out of golden colored metal (kind of like the Brass Beast) with worn out spots that are brighter in color because the surface is scratched, thus removing any impurities it might have gathered, like the unscatched (darker) surface has.
If you really thought it was a Pumpkin attached to a gun, what can I do to fix it?
It's probably just halloween
I'd probably abandon the yellow metal honestly. There really isn't too much in game that's brass/gold, especially weaps. The Grodbort steampunk is all silver.
Replies
In addition, the normal turns to the right direction when I read the file which I output in SMD Export again in SMD Import.
Is this a problem of in-game import tool of TF2?
[VEROLD]5252e4645e33a702000002eb[/VEROLD]
I plan to make the fuse bulbs glow. looking at the quickfix's backpack, it can be seen that there are two glowing team colored light bulbs. How is this effect achieved?
No, I actually had that issue quite frequently with Max8 when exporting meshes for Xnormal ao bakes.
But I've never seen it in game... Probably just the program/exporter tool.
-0--
@ Karjalan Juntti,
You need an illumination channel. Just paint regular color (the glow on the other parts aren't reflected glow, they are painted there too) and use the illum channel for amount of glow. (White is probably full glow, black is none)
I usually make models in Metasequoia and import in XSI. After having imported, a normal seems to become strange when I move polygon mesh.
Thank you for help.:)
If you're gonna be two-faced, at least make one of them pretty.
How does the animation of the face apply it?
If there is a tutorial site, please tell me.
Hangman's Noose
Ghostly Shackles
http://steamcommunity.com/sharedfiles/filedetails/?id=170877216
Pretty cool idea, but I think metallic staples would look better, right now kind of resembles scotch tape.
I am very clsoe to unwrapping it, and would appreciate feedback
[VEROLD]5252e4645e33a702000002eb[/VEROLD]
heres a texture i made again. the bag is still base colors cause i still cant find out how to get it to look like the buff banners texture.
does anyone have any advice on how to do that, like what brushes to use?
I think it's a pretty good improvement, but I think the contrast should be less on the highlights.
Then have some of that same wear around the edges of the flap and corners of bag.
Here's a paint over. I didn't have square brushes to I just slopped out the color/contrast I think would work.
It's a bad paint over I admit, I just think you need more detail like that overall. It's got a good shape it just needs a texture that adds a little more.
thx!
thanks for the suggestion, heres the new texture along with some other advice i got for it.
how is it now? does anyone have any more critique?
It is fantastic, but if you aim to copy the color or texture of the buff banner, why not extract it using GCFScape and examine it firsthand?
You could try some very faint contrasting colours on key areas. Like a paint patch under the flap of the pouch. If you look at items in game, you should see what I mean by this.
Meanwhile, my latest:
http://steamcommunity.com/sharedfiles/filedetails/?id=184539845
To be honest, I'm getting a little discouraged with the workshop. Seems like whenever my latest items trend toward the 'most popular' front page, they'll get nailed by an unusual number of downvotes all in a short timespan. I really need to figure out how people are getting such fast early support for their items so they're not subject to these little downvote spikes.
What is the process to bake glow on a model? Applying the texture to the quickfix backpack model in blender reveals that the glow is actually baked on the model, much like ambient occlusion.
How is this glow baked? How can I bake one myself?
Your help is greatly appreciated.
I don't know how it works in Blender, but in Max, you'd use "Render to Texture" (hit 0). That's the same rollout panel for baking ambient occlusion, only you'd choose vray. I'd expect it to be in a similar location in Blender as the AO stuff.
Also, I'd probably bake to an all black texture instead of the main texture itself. That way you can just use it as an overlay layer in photoshop instead of having to rebake the entire texture everytime you need to make a change to it.
They say save the best for last! Please vote for my Halloween 2013 submissions:
1. Prized Possession
2. Science Faction
3. Gothic Guise
i made the edge wear of the bag fainter, and added a darker strokes to the bottom (is that what you meant? or a different color entirely, like the little red spot on the buff banner?)
does anyone have any critique before i call it done?
Eye badly damaged in a car chase pursuing an unborn child? We can rebuild it, we have the technology, even if you never asked for that.
click for workshop link
big thanks to everyone who helped, especially with the texture. hopefully i'll be able to make more items that i can texture myself soon.
Seems you have 2 layers of clearpolys that face outwards for the depth of the glass.
if you flip the normals on the inside glass is will look and shade more realistically.
(The shine on the inside layer makes it look odd.
wouldnt that make the inside see through? cant you only see a model if its faces are facing outwards?
Yes, but remember that the other interior side would be reflecting properly, giving it the look of a hollow glass. Excuse the lame ascii art:
---view--> ] | ---view---> ] |
Where ] == normal facing, and | == backside of the polygon
Concept ish and game cap.
damn, i didnt know that. well i already got my friend to make the sfm pic and i dont feel like re-doing all the ingame shots, so i might just leave it as it is, i dunno.
but anyways, heres another thing i'm working on.
http://p3d.in/3Izin
does anyone have any critique on my underwear?
I don't know how to upload it with a backpack icon i have an error message. So i can't get the "Certified Compatible".
And i don't know how to export it with my armature and animation to make the propeller spin.
You should at least flip them and look. You don't have to make a new SFM shot, just note it on them item that you improved it.
I think you should like put them into the washer, they're stinking pretty bad. All joking aside I feel you should put a few major folds to make the cloth appear more natural. Right now the material feels like its made out of some thick diving suit material.
yeah, i thought that too, but i'm not sure how to model a good looking fold.
does anyone have any tips on making low poly cloth folds?
That's really nice looking Voidoid!
You can learn how to make backpack icons using this tutorial by Helljumper
[ame="http://www.youtube.com/watch?v=wJ6j7DJBO9c"]Creating Backpack Icons using the Source SDK - YouTube[/ame]
2nd Style fr your Compatriot
Paintable cape seal
http://steamcommunity.com/sharedfiles/filedetails/?id=184623869
Critique regarding texture warmly welcomed
Are you sure paint chips? The barrel is supposed to be made out of golden colored metal (kind of like the Brass Beast) with worn out spots that are brighter in color because the surface is scratched, thus removing any impurities it might have gathered, like the unscatched (darker) surface has.
If you really thought it was a Pumpkin attached to a gun, what can I do to fix it?
I guess if you made an edge of a different material to go on each "spoke," that might help.
It's probably just halloween
I'd probably abandon the yellow metal honestly. There really isn't too much in game that's brass/gold, especially weaps. The Grodbort steampunk is all silver.
now you need cowl for it. Or your hat.
Add MannCo logo for more TF2 connection
Sorry for my English
So this is not Halloween item, but it promotes peace and must be in game.
Rhastaman's hat