is all this modelling challenges also similar to making far more radical models, such as monster-like Bioshock models? I'd like to experiment with some more freakish designs - such as Doom-like monsters for maybe, TF2?
what im asking is:
instead of restricting my ideas to only the boundaries of just 'hats' and 'masks' and 'costumes'. I was thinking more like, the body model itself....? like a new class, perhaps. Monster class or robot class or something...
I can currently get a box to go from maya to the modelviewer. I don't have textures working yet. and I have to go into the exported smd file and rename
I'm going to keep working. May have to end up writing a tutorial if i can get it working. I'm going to try to get textures working and renaming of the vertices. Also, for a more detailed explantion refer to this link. (important information for using maya 2010 and the exporter.)
Do you mean actual broken glass models or the decals that appear when you shoot the glass? Because the decals can be found in the materials GCF, I don't know if there are any glass gib models, had quick look throught model viewer, couldn't find any, although my brother says they're in there.(Well there is but they're for HL2 so I don't count those).
Anyway:
Turned down the flakiness, and added a bit more wear and tear to the paint. Unfortunately my w_models team colours got messed up and Ive spent the last few days trying to fix that.
I having a bit of trouble coming up with a name for it, I just cannot really think of anything that really fits, so if anyones got any suggestions, im all ears:).
the white parts are matte in the specular and engraved in the normal.
here is the result with the new one (the white stripes are also added in the diffuse color, but I think I should remove them from there or at least make them grey)
as you can see the broken lines feel weird with nromal, I think i'm going to leave only the big hole in the normals.
what do you think?
And final screenshots of the lowpoly world version
the white parts are matte in the specular and engraved in the normal.
here is the result with the new one (the white stripes are also added in the diffuse color, but I think I should remove them from there or at least make them grey)
as you can see the broken lines feel weird with nromal, I think i'm going to leave only the big hole in the normals.
what do you think?
And final screenshots of the lowpoly world version
@Arcaltarion, looking great! It's turning out very well. My main complaint about the model right now is that big black spot you have where the hand connects to the wrist piece. Do you have anything planned for there or is it supposed to be a hole or something? It looks very awkward to me. The only idea I have to cover that up is to stretch that entire wrist flop (The brown part) to cover the entire thing.
I didn't notice that untill now that you mention it. I was thinking that I have to make the colors less saturated and closer to the ones in the engie clothes (team or neutral colors, I'll think about it later), that black part included.
Edit; I scaled up a bit the wrist and it looks nicer.
Turned down the flakiness, and added a bit more wear and tear to the paint. Unfortunately my w_models team colours got messed up and Ive spent the last few days trying to fix that.
I having a bit of trouble coming up with a name for it, I just cannot really think of anything that really fits, so if anyones got any suggestions, im all ears:).
How about "the mutalator" or "the overdose" or "the house call" or "the anistesiaic (I spelled that wrong)" ?
On a side note, are you going to make the liquid jiggleboned?
And when you're done, are you going to release it?
Just realized that if these beautiful items which you are currently working on will enter the game, I'll want to get them ten times more than any other. It's so cool to watch the development of items which becomes available in the game after. Good luck, guys
I have this idea thats bugging me for a hat for medic, I have no skills in source, so I will need some help, please add me on steam if you would like to partner up to create a hat, my user name is HmmRawr I'll tell you my idea, and tell me if you're interested.
the white parts are matte in the specular and engraved in the normal.
here is the result with the new one (the white stripes are also added in the diffuse color, but I think I should remove them from there or at least make them grey)
as you can see the broken lines feel weird with nromal, I think i'm going to leave only the big hole in the normals.
what do you think?
And final screenshots of the lowpoly world version
Try desaturating it a bit and give it some phong, it's not shiny enough atm.
I like the third pattern, but you should make ir less noisy,
however I think it still looks too serious.
I tried to simulate sewing with sharp pixels, and it turned noisy because this pattern is too detailed, so don't know what to do with it
Mmm.. maybe I should add something like torn star and protruding fiber instead of it?
Or do you think strap is not needed at all?
edit: side zigzags are tighter and image is PNG so no artifacts:
Try desaturating it a bit and give it some phong, it's not shiny enough atm.
wops, the DEV Wiki is down, can you explain what phong is? I thought the shines were defined in the "spec map" that goes in the Normal's alpha channel
Edit: and I think do you mean that the whole hand isn't shiny enough, do you think the leather parts also needs shine?
wops, the DEV Wiki is down, can you explain what phong is? I thought the shines were defined in the "spec map" that goes in the Normal's alpha channel
Edit: and I think do you mean that the whole hand isn't shiny enough, do you think the leather parts also needs shine?
Phong gives the model more pronounced highlights highlights and rim lighting. Nearly every item in TF2 uses it. Slap these lines in your VMT and tweak them until you get a result you like.
"$phong" "1"
"$phongexponent" "25"
"$phongboost" "1"
"$phongfresnelranges" "[.25 1 4]"
// Rim lighting parameters
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" "2"
Also if you want your phong to be affected by your specular map, put this in your .vmt too after $phongfresnelranges.
Yeah it shows up in model viewer. If your UV's are funky and giving it bad results just apply a flat normal map to the model and it should be fixed. Stick this in your VMT if you need a flat normal.
Hi so im pretty new to modeling and have decided to and attempt a hat. i have the model pretty much down but however when i try and bake the ambient occlusion this happens(outlined by yellow) any ideas on how to fix this?
I saw earlier you had a specular greyscale? Chuck that as an alpha mask in your .vtf and add this line to the .vmt
"$basemapalphaphongmask" "1"
edit - (or disregard if you've already done this... upon closer inspection it looks like you have) - the other thing I'd recommend doing is painting big splotchy spots on the metal onto the diffuse and specular as per http://www.polycount.com/forum/showthread.php?t=73559 and make sure to bring them out in your specular - will make the metal more interesting (sorry I probably should've mentioned this earlier)
A set of snowshoes that will be worn on the sniper's back like the razorback or darwin's danger shield... don't worry about the tricount from the meshes since I'll be baking those to planes
What do you mean "help" you model them? If someone models and textures it, it's their model and they get all of the credit for it. If you want to see those made you're going to have to be the one to do it.
Quick question for those of you who have submitted something: Did it just return you to the main submit page when you uploaded something? I was half expecting to see a "Submission succeeded" page but I got returned. Not sure if this is normal although I am pretty sure it is since the end of the url was success=1. Just double checking.
Hi so im pretty new to modeling and have decided to and attempt a hat. i have the model pretty much down but however when i try and bake the ambient occlusion this happens(outlined by yellow) any ideas on how to fix this?
One thing you may wish to do that can help is a better UV layout. All that black space in between your UV's is wasted space. The trick to UV's is to try and fill the space as much as you can while maintaining pixel ratio ( IE roughly the same resolution ). Somewhat like a puzzle. Your AO map will look better as well. As for getting rid of the yellow you would have to ask blender foundation since you are using the 2.5 Beta ( I use blender 2.49 and have never seen that bug before )
I got a success page.
I regret forgetting to say to them that I wasn't able to get the physics/collision after death to fall off his head, but I'm sure that's not too much to ask.
Final poly count is 1238 triangles by the way. Again, not too much to ask.
That's up with the Bombing Run, Voodoo Juju, and Spine-Chilling Skull, right? Anybody know how much they are?
I decompiled and imported a few hats into blender and was pretty surprised.
Voodoo Juju is 2658 tri.
Spine Chilling Skull is 2088 tri.
Headless Horsemans Head is 2478 tri.
And there I was thinking I was asking too much with my Thanksgiving turkey hat at 940 tri. After seeing that I actually went back and added a few edgeloops for extra smoothing.
At 1238 I would guess you should be fine. It also says on the contribute page that compiling is optional since valve will decide for themselves how to use your item and compile it to their liking anyways, so again you likely don't have much to worry about other than whether or not Valve will like your item.
Replies
http://www.fpsbanana.com/skins/81389
Quick question for all.
is all this modelling challenges also similar to making far more radical models, such as monster-like Bioshock models? I'd like to experiment with some more freakish designs - such as Doom-like monsters for maybe, TF2?
what im asking is:
instead of restricting my ideas to only the boundaries of just 'hats' and 'masks' and 'costumes'. I was thinking more like, the body model itself....? like a new class, perhaps. Monster class or robot class or something...
I can currently get a box to go from maya to the modelviewer. I don't have textures working yet. and I have to go into the exported smd file and rename
triangles
debug/debugempty
0 -3.08018 00000000 0.746550 0.00000 0.00000 1.00000 0.37500 0.00000 1 0 1
0 3.997000 00000000 0.746550 0.00000 0.00000 1.00000 0.62500 0.00000 1 0 1
0 -3.08018 4.031190 0.746550 0.00000 0.00000 1.00000 0.37500 0.25000 1 0 1
debug/debugempty
0 -3.08018 4.031190 0.746550 0.00000 0.00000 1.00000 0.37500 0.25000 1 0 1
0 3.997000 00000000 0.746550 0.00000 0.00000 1.00000 0.62500 0.00000 1 0 1
0 3.997000 4.031190 0.746550 0.00000 0.00000 1.00000 0.62500 0.25000 1 0 1
end
to
triangles
{texturename}
0 -3.08018 00000000 0.746550 0.00000 0.00000 1.00000 0.37500 0.00000 1 0 1
0 3.997000 00000000 0.746550 0.00000 0.00000 1.00000 0.62500 0.00000 1 0 1
0 -3.08018 4.031190 0.746550 0.00000 0.00000 1.00000 0.37500 0.25000 1 0 1
{texturename}
0 -3.08018 4.031190 0.746550 0.00000 0.00000 1.00000 0.37500 0.25000 1 0 1
0 3.997000 00000000 0.746550 0.00000 0.00000 1.00000 0.62500 0.00000 1 0 1
0 3.997000 4.031190 0.746550 0.00000 0.00000 1.00000 0.62500 0.25000 1 0 1
end
I'm going to keep working. May have to end up writing a tutorial if i can get it working. I'm going to try to get textures working and renaming of the vertices. Also, for a more detailed explantion refer to this link. (important information for using maya 2010 and the exporter.)
Mad Propz to Nauz.
That is McHilarious! Haha
Awesome models guys.
Are there any good ways to get my Maya stuff into TF2?
maps or something?
Entertainer's Emblem
Jester's Jinglers
Uni-Sickle
Now I need to learn how to model these...
Do you mean actual broken glass models or the decals that appear when you shoot the glass? Because the decals can be found in the materials GCF, I don't know if there are any glass gib models, had quick look throught model viewer, couldn't find any, although my brother says they're in there.(Well there is but they're for HL2 so I don't count those).
Anyway:
Turned down the flakiness, and added a bit more wear and tear to the paint. Unfortunately my w_models team colours got messed up and Ive spent the last few days trying to fix that.
I having a bit of trouble coming up with a name for it, I just cannot really think of anything that really fits, so if anyones got any suggestions, im all ears:).
the white parts are matte in the specular and engraved in the normal.
here is the result with the new one (the white stripes are also added in the diffuse color, but I think I should remove them from there or at least make them grey)
as you can see the broken lines feel weird with nromal, I think i'm going to leave only the big hole in the normals.
what do you think?
And final screenshots of the lowpoly world version
The SHOOOOOOOOOWWW STOPPERRRRRRRRRRRRRRRRRR!!!!
It's meant to be intimidating. Even if that means scaring people shitless.
I like the broken glass but It looks too quirky.
The glass I guess, looks pretty good nontheless.
I'm satisfied with how the texture has turned out. Now I need to work on the normal map, and bring those seams out a bit more. What do ya'll think?
Edit; I scaled up a bit the wrist and it looks nicer.
How about "the mutalator" or "the overdose" or "the house call" or "the anistesiaic (I spelled that wrong)" ?
On a side note, are you going to make the liquid jiggleboned?
And when you're done, are you going to release it?
Playing around with straps, any suggestions?
however I think it still looks too serious.
Try desaturating it a bit and give it some phong, it's not shiny enough atm.
Mmm.. maybe I should add something like torn star and protruding fiber instead of it?
Or do you think strap is not needed at all?
edit: side zigzags are tighter and image is PNG so no artifacts:
wops, the DEV Wiki is down, can you explain what phong is? I thought the shines were defined in the "spec map" that goes in the Normal's alpha channel
Edit: and I think do you mean that the whole hand isn't shiny enough, do you think the leather parts also needs shine?
Phong gives the model more pronounced highlights highlights and rim lighting. Nearly every item in TF2 uses it. Slap these lines in your VMT and tweak them until you get a result you like.
Also if you want your phong to be affected by your specular map, put this in your .vmt too after $phongfresnelranges.
cool, will I see accurate results in the model viewer? or does it only work in game?
the GUIStudio gave me an error.
- bad command $phong
and... see it moving with a crappy framerate!!!!!
[ame]http://www.youtube.com/watch?v=u-8RBeUzZEA[/ame]
edit - (or disregard if you've already done this... upon closer inspection it looks like you have) - the other thing I'd recommend doing is painting big splotchy spots on the metal onto the diffuse and specular as per http://www.polycount.com/forum/showthread.php?t=73559 and make sure to bring them out in your specular - will make the metal more interesting (sorry I probably should've mentioned this earlier)
A set of snowshoes that will be worn on the sniper's back like the razorback or darwin's danger shield... don't worry about the tricount from the meshes since I'll be baking those to planes
Party Popper.
The sandwich seems oddly shaped and isn't dark enough.
It should look more like this.
See how it's rectangular and is a dark red/brown?
Entertainer's Emblem
Jester's Jinglers
Show Stopper
Party Popper
Uni-Sickle
At first I thought it was a heart :P
One thing you may wish to do that can help is a better UV layout. All that black space in between your UV's is wasted space. The trick to UV's is to try and fill the space as much as you can while maintaining pixel ratio ( IE roughly the same resolution ). Somewhat like a puzzle. Your AO map will look better as well. As for getting rid of the yellow you would have to ask blender foundation since you are using the 2.5 Beta ( I use blender 2.49 and have never seen that bug before )
I regret forgetting to say to them that I wasn't able to get the physics/collision after death to fall off his head, but I'm sure that's not too much to ask.
Final poly count is 1238 triangles by the way. Again, not too much to ask.
That's up with the Bombing Run, Voodoo Juju, and Spine-Chilling Skull, right? Anybody know how much they are?
Voodoo Juju is 2658 tri.
Spine Chilling Skull is 2088 tri.
Headless Horsemans Head is 2478 tri.
And there I was thinking I was asking too much with my Thanksgiving turkey hat at 940 tri. After seeing that I actually went back and added a few edgeloops for extra smoothing.
At 1238 I would guess you should be fine. It also says on the contribute page that compiling is optional since valve will decide for themselves how to use your item and compile it to their liking anyways, so again you likely don't have much to worry about other than whether or not Valve will like your item.