Yeah, it's centered correctly. I heard somewhere the collision model needed the bone, so I did that. Does the idle need it too? When I die the hat stays still in its fixed position.
Do what Noors said Nordahl with the idle. I'm telling you to do that and I'm the one that wrote that tutorial. It's a bit outdated. This is what your .qc should look like if you're replacing a hat.
There is only one part whithout glass and it's already depressed on the normal, along with the "break lines"
I'm not sure about adding more holes, glasses don't break that way, it would feel awkward
Yeah that's what I was talking about - needs to be more pronounced then, because I couldn't tell it was there - make it a different color/specular level as if the backboard it was mounted on is now showing through.
You're also missing these lines:
I find the easiest way to do it is to just edit the .qc you get when you decompile the model to point to your textures and model.
That line only makes GUIStudioMDL freeze up for a bit, and give these errors: ERROR: cannot find bone bip_head for bbox
ERROR: Aborted Processing on 'The_Surgeon_General/the_surgeon_general.mdl'
I'm not very happy with the shape idno (still wip though)
then i saw(<- saw haha !) this tonite
and really feel like TF2 needs a GODAMN CHAINZAW but this model looks very diffrent so i'll maybe try this one too. Alos it's a bit a pain in the ass to fit the minigun size, because the "back" handle is lower on a real chainsaw.
nord - Like noors said, that error means that it can't find bip_head. You need to have it skinned to the mesh (although your above screen looks OK) - one way to check if it exported correctly is to look at the .smd - it should be listed up at the top.
noors - looks good... looking forward to seeing it progress would be a painfully gory weapon in game :O
Everything looks fine. It looks like the hat is a bit big though. You can clearly see space at the front and the back where it's not touching his head. Not that big of a deal since you only see it from underneath though.
I wish i knew 3dS since it seems everyone uses it, i tried it a bit the other day but it seems everything requires an extra step not required in Maya and feels a bit tedious, i guess ill have to learn it though
Hey guys, new to the forums, although I've been a bit of a lurker for a while now. I decided to make a hat for Demo called The Reverend based off the classic hairstyle: the Jheri curl. Using Randy Waton's (from Coming to America) hair as reference (hence the name of the hat). Did some quick paintovers just to start to get a feel for things and was hoping to get some input before I actually start in on the modeling.
I did one with sunglasses to add a bit more to the design overall, and while I personally think it looks awesome in a cheezy, 70's funk band kinda way, I don't know if it's too far from TF2's style to really work. But anyway, any crits on the idea are appreciated. I know it's not a whole lot to work with now, but I want to make sure the design itself is solid before getting too involved in modeling.
Noors, I completely agree. I can emagine the Heavy running around with that chainsaw having the crazy scream he does in the Meet The Heavy video towards the end where he is gunning down everyone. YAHHHHHHHHHHH
Almost done blocking in the chipper World Model, need to optimize some bits and detail others. Sitting at roughly 5,500 tris I'll try and keep it around that.
Trey, that just made me think. What if the engie got a jetpack or somthing to replace his sentry lol. Could make things off balance but then again it could be very restricted like maybe having him only be able to shoot up a little higher than the scouts double jump and then has to recharge. Would make good use for an offensive engie becuase he could get to good spots for teleporters but doesnt have a sentry to back him up. I dont know just an idea lol.
I'm not very happy with the shape idno (still wip though)
then i saw(<- saw haha !) this tonite
and really feel like TF2 needs a GODAMN CHAINZAW but this model looks very diffrent so i'll maybe try this one too. Alos it's a bit a pain in the ass to fit the minigun size, because the "back" handle is lower on a real chainsaw.
You might try making it a Bow Saw: http://www.arboristsite.com/showthread.php?t=109002 They were by far the more common powered logging saw in the early- to mid-fifties. And they look baddass. Most of them also have their handles placed in much the same position as the Heavy's minigun. Search "bow saw" on Youtube. You'll see some pretty cool machines.
I'm not very happy with the shape idno (still wip though)
then i saw(<- saw haha !) this tonite
and really feel like TF2 needs a GODAMN CHAINZAW but this model looks very diffrent so i'll maybe try this one too. Alos it's a bit a pain in the ass to fit the minigun size, because the "back" handle is lower on a real chainsaw.
awesome, how do you plan to rig it? also, I would make the saw longer, I think it doesn't look as menacing as it should be
cheers for references ComfyCushion, i've seen that kind of model during researches, but i think its bounding box would be a lot different from the minigun then, and somehow i think it looks less agressive. Now the handle could be a good compromise. Arcaltarion, a uv scroll, and a little animation loop for the teeth i guess, a little shake on the engine....
@Noors: I think the chainsaw is looking great! Do you get any clipping with his right leg?
@Vig: Great progress! That thing is a monster! I saw it was mentioned a while back, but have you put any thought into making the log feed from the top instead of from the bottom (have the log loader angle up instead of angle down)? While I'm sure the blades would have no problem pulling the log up, I'm just thinking of the reload animation, and how it would be easier to keep the activity on the screen if the log was fed from the top. Does that make sense? :P
@treythepunkid: Very nice particle effet! You nailed the snow
a question for all the guys modeling minigun replacements... how do you deal with the FPView? necause the minigun there is just a cheap perspective trick, does the World model fit well and looks nice or do you make also a view model?
Hey Cheezy, looks cool. Not sure if you know or not though but those same glasses are comming out as one of the items from Poker Night. If its just for fun then nvm but thought id let you know just incase. As for your question about shading im not completely sure myself.
Has anyone been able to use Maya 2011 to import smds, make the model, and export as smd without using any other 3D apps?
I use Maya 2011 but I couldnt figure out how to export SMDs from it without getting an error talking about it not being able to find the head bone when I compile so I always use Milkshape to export the SMDs personally. I would love it if I could find a working way to do it all through Maya 2011.
Hey guys, my Gunslinger worldmodel is now in 4050 tris. The original gunslinger worldmodel has 3400 tris. Do you think Valve would use it? Do 500 tris make a huge difference?
Yeah I am able to import and export SMDs but for whichever reason I havent got to exporting process work properly but it does export as SMDs. I'll have to find the tutorial for the importer/exporter and post it
Hey guys, my Gunslinger worldmodel is now in 4050 tris. The original gunslinger worldmodel has 3400 tris. Do you think Valve would use it? Do 500 tris make a huge difference?
Yes, I believe their guidelines are to stay below 8,000 tris for weapons so I think you should be good:
Hey guys, my Gunslinger worldmodel is now in 4050 tris. The original gunslinger worldmodel has 3400 tris. Do you think Valve would use it? Do 500 tris make a huge difference?
On the contribute page it says that the max is 8000 polys so I guess you can still add a lot of things if you want.
Does anyone know if it is possible to get the imported animations to work on 3D Studio Max 2010? I've been trying for a while with no luck.
Those are only guidelines, so you are more than good with that tricount Arcaltarion.
Valve would be very hypocritical turning a submission down just because it doesn't adhere to the guidelines, when many of their own weapons and cosmetic items are way over the limit.
I'm looking at you, Ambassador (9600 tris, more than the spy player model) Direct Hit (roughly the same as the Ambassador) and Camera Beard (4000 tris). And they don't have any type of LODs whatosoever, so this is at all distances.
Replies
$sequence idle "the_surgeon_general_idle.smd" fps 30.00
by
$sequence idle "the_surgeon_general.smd" fps 30.00
looking at the file sizes you didn't copy the right smd. the idle should be the same as the 300k one.
I find the easiest way to do it is to just edit the .qc you get when you decompile the model to point to your textures and model.
Yeah that's what I was talking about - needs to be more pronounced then, because I couldn't tell it was there - make it a different color/specular level as if the backboard it was mounted on is now showing through.
That line only makes GUIStudioMDL freeze up for a bit, and give these errors:
ERROR: cannot find bone bip_head for bbox
ERROR: Aborted Processing on 'The_Surgeon_General/the_surgeon_general.mdl'
I'm not very happy with the shape idno (still wip though)
then i saw(<- saw haha !) this tonite
and really feel like TF2 needs a GODAMN CHAINZAW but this model looks very diffrent so i'll maybe try this one too. Alos it's a bit a pain in the ass to fit the minigun size, because the "back" handle is lower on a real chainsaw.
noors - looks good... looking forward to seeing it progress would be a painfully gory weapon in game :O
Thanks, I just needed to select both the hat and the bone, then export.
Thank you both, Zipfinator and Noors.
Shading looks okay to me, what about you guys?
http://dl.dropbox.com/u/13699970/hat.avi
The Radar Hat
I wish i knew 3dS since it seems everyone uses it, i tried it a bit the other day but it seems everything requires an extra step not required in Maya and feels a bit tedious, i guess ill have to learn it though
going to mail this to robin
Hopefully I'll get a reply with the yes box ticked, I also hope I'm the first submitter to do this.
posted image
Pretty neat idea, I wonder how I'll do mine... as I'm not an expert at Photoshop.
I can help. I'm not an expert at Photoshop, but I'm a professional with Paint.NET.
About the same thing except I get hired a lot less...
I did one with sunglasses to add a bit more to the design overall, and while I personally think it looks awesome in a cheezy, 70's funk band kinda way, I don't know if it's too far from TF2's style to really work. But anyway, any crits on the idea are appreciated. I know it's not a whole lot to work with now, but I want to make sure the design itself is solid before getting too involved in modeling.
updated blackjack
I thought blackjacks were floppy and completely black?
Smoking Jesus titty cinnamon! That thing is a MONSTER!
Send it to Valve before you release it as a skin. If they like it, I'll be using it soon. Wink wink.
I call it the Uni-Sickle. Too bad I can't model.
Anyways, somewhat surprised that no one else is making a Thanksgiving themed hat or anything. I was sure someone would at least make a pilgrim hat.
Anyway onto the item.
Its basiclly a misc item for the engi. Its a backpack mounted snow machine.
Here is a video of the particle effects and jigglebones and one of the textures.
[ame="http://youtube.com/watch?v=eUvBvvihJmE"]http://youtube.com/watch?v=eUvBvvihJmE[/ame]
Thats where i'm up to now!
You might try making it a Bow Saw: http://www.arboristsite.com/showthread.php?t=109002 They were by far the more common powered logging saw in the early- to mid-fifties. And they look baddass. Most of them also have their handles placed in much the same position as the Heavy's minigun. Search "bow saw" on Youtube. You'll see some pretty cool machines.
Here are a few examples:
I went and dug up my account just to make this comment and show you how much I like this. Please keep at it.
awesome, how do you plan to rig it? also, I would make the saw longer, I think it doesn't look as menacing as it should be
Arcaltarion, a uv scroll, and a little animation loop for the teeth i guess, a little shake on the engine....
@Vig: Great progress! That thing is a monster! I saw it was mentioned a while back, but have you put any thought into making the log feed from the top instead of from the bottom (have the log loader angle up instead of angle down)? While I'm sure the blades would have no problem pulling the log up, I'm just thinking of the reload animation, and how it would be easier to keep the activity on the screen if the log was fed from the top. Does that make sense? :P
@treythepunkid: Very nice particle effet! You nailed the snow
is there a way to turn off shading in the qc file?
I use Maya 2011 but I couldnt figure out how to export SMDs from it without getting an error talking about it not being able to find the head bone when I compile so I always use Milkshape to export the SMDs personally. I would love it if I could find a working way to do it all through Maya 2011.
Yeah I am able to import and export SMDs but for whichever reason I havent got to exporting process work properly but it does export as SMDs. I'll have to find the tutorial for the importer/exporter and post it
Yes, I believe their guidelines are to stay below 8,000 tris for weapons so I think you should be good:
http://www.teamfortress.com/contribute/tips.php
Technical Info
On the contribute page it says that the max is 8000 polys so I guess you can still add a lot of things if you want.
Does anyone know if it is possible to get the imported animations to work on 3D Studio Max 2010? I've been trying for a while with no luck.
Valve would be very hypocritical turning a submission down just because it doesn't adhere to the guidelines, when many of their own weapons and cosmetic items are way over the limit.
I'm looking at you, Ambassador (9600 tris, more than the spy player model) Direct Hit (roughly the same as the Ambassador) and Camera Beard (4000 tris). And they don't have any type of LODs whatosoever, so this is at all distances.