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.
Well I mean, you can give credit to multiple people when you contribute. I've seen multiple names as the contributer on the Wiki. Now this might be the modeler and the person who textured it but concept art is also a very important factor for someone needing some direction. It's all between the two people who work together on it I guess though. I probably would try to help him but i'm currently busy on a few of my own ideas ATM.
@Arcaltarion: Your golden Gunslinger is looking fantastic! Is it too late to suggest making the finger tips silver to make the whole thing slighly resemble the Engie's glove?
Also, here's a tutorial for making in-game videos without FRAPS and the like, if you feel like showing of its in-game looks and animations.
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.
1. A new spy sappa spider (will upload photos later)
2. The contribute medal (colors not finished as well as the model). Need some crits on it. Please tell me. I will still edit it, because i still have some ideas and changes for it, but i would really want to know some more from you guys. What would you add to it ?
@Dire_hit: I wasn't planning on jiggle boneing it, but if you think that it will improve it, I'll look into, and yes, I am planning on releasing it on fpsbanana when its finished.
I personally like the overdose as well, but I think I remember someone else took that name, one of the polycount entrys I think, not sure whos. Ah well, if he hasn't released it it can't hurt to use it aswell.:)
hey guys, there is any way to see the animations playing in Modelviewer? because when I select them I have to move myself the timeline slider
Edit: and can I change between the skins of the hats when they are loaded in the player model? I would like to see the blue version as well
@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
I thought about it, but it doesn't work very well in the first person view, it takes up too much room, which is why I hung it low and at an angle. I'll probably not dip it quite as far off screen so you catch more of the log tossing/landing action, I need to keep it short because after about the 3rd time you die while watching it reload, it gets frustrating. =P
Also the heavies normal reload aniamtion is very very uneventful so I kept in that tradition ha!
hey guys, there is any way to see the animations playing in Modelviewer? because when I select them I have to move myself the timeline slider
Edit: and can I change between the skins of the hats when they are loaded in the player model? I would like to see the blue version as well
To see the animations, move the FPS slider above the keyframe slider in the Sequence tab. Right now it's at 0.00s for you I'm guessing. Slide it to 1.00s, the very right of the slider.
You can't change skins on the hat while you're viewing it on the player model. Just load it in by itself, unload weapon and then you can view the skins.
BTW, can you add jigglebones if the model is compiled using "$includemodel"? Because thats how I do my ones.
I have to agree with Zipfinator, it juts doesn't fit the style, if you look at the sandvich texture, you'll see its pretty much a solid colour, with patches and AO added in to simulate detail. Oh, and try to avoid using a normal map, it just desn't feel right.
Models good though, ummmmm ribvich (drools).
BTW is it based off the ribwitch in the Simpsons, the sandwhich that Homer gets addicted too?
It's based off of the McRib I'm pretty sure, a sandwich at McDonalds that they only sell at certain times throughout the year, one of those times being now as the commercials have started coming back.
fusedgore, I think the texture is too busy. I mean, look at the Sandvich. It's not exactly detailed. I think you'd be better off going with only a few sesame seeds on bun and a more painterly feel to the meat. Try not to make the details so dense, basically. No one will really see that much in game, anyway. Not with it clamped in the Heavy's meaty fist.
Thats so true .I am trying to cut the texture down a bit and add more color so it looks better than it tastes .LOL
On a side note could someone show me how to get things into engine and posibly export models and textures from the engine cause I would like to take a look at the sandvich and some other things .PM if u can .thanks
Use GCF EXPLORER to extract models(.MDL), materials(.VMT) and textures(.VTF)
Then use MDLdecompiler to convert MDL files in SMDs that you can import into your modeling program (with a SMD plugin) VALVE dev wiki has links and tips for all these porgrams p://developer.valvesoftware.com/wiki/Main_Page
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.
Arcaltarion, I think #2 is the best. I also think you shouldn't have the black and really dark gray on there. They don't seem to fit the TF2 palette. They're a little too severe, you know?
I still think the whole golden glove (??) needs to be desaturated a little, Steampunk is more about bronze (don't make it bronze, just make it less gold)
I still think the whole golden glove (??) needs to be desaturated a little, Steampunk is more about bronze (don't make it bronze, just make it less gold)
To your glove question, it isn't a glove. It's a robot hand as a replacement for the Gunslinger.
IIRC the golden wrench is just the normal wrench with ilumination and reflection tweaks in the VMT, it has the problem that the shapes and corners sometimes lose definition and it franky looks weird without ambient oclussion. but I think my base golden color is very similar to the golden wrench's
Edit: I was wondering if maybe the 1st one can be the gold for the BLU team and the 2nd one can be for RED team
Replies
Well I mean, you can give credit to multiple people when you contribute. I've seen multiple names as the contributer on the Wiki. Now this might be the modeler and the person who textured it but concept art is also a very important factor for someone needing some direction. It's all between the two people who work together on it I guess though. I probably would try to help him but i'm currently busy on a few of my own ideas ATM.
Also, here's a tutorial for making in-game videos without FRAPS and the like, if you feel like showing of its in-game looks and animations.
Thanks man :poly108:
Epic! I love the idea, please keep us apprised of it's progress!
Wow, I love this! I want to see that thing in game with jiggleboned wheel and special taunt with pyro balancing on it and juggling fireballs ^^
By the way, I don't really get why wheel is sliced. Never seen unicyles like this..
Also, if pyro doesn't use it by appropriation, maybe there should be something like dent on the wheel or torn tire..
Anyway, this is great idea. Other circus-styled items are good too, but I'm so attracted to this one
New things:
1. A new spy sappa spider (will upload photos later)
2. The contribute medal (colors not finished as well as the model). Need some crits on it. Please tell me. I will still edit it, because i still have some ideas and changes for it, but i would really want to know some more from you guys. What would you add to it ?
edit:
hopefully it's distinctly different from yours, I'll wait for your pics before I steal it
I personally like the overdose as well, but I think I remember someone else took that name, one of the polycount entrys I think, not sure whos. Ah well, if he hasn't released it it can't hurt to use it aswell.:)
@Alcaltarion:
Thanks for pointing that out, just noticed it myself actually, if you mean this bit:
I also need to retweak the ao map as theres this massive mark on the top of the handle.
BTW your hand looks EPIC!
are those glasses the hat youre making? Ehrm.....you do realize the Demoman is going to have shades like that when poker night comes out, right?
P.S. The Sapper will be made of 2 parts. 1- the sapper and 2- the activation device (I'm thinking of just making it a remote with 1 button)
P.S.S. I know spiders have 4 pairs of legs. Dont ask about it, just made it that way.
Need it for this medal here:
Any suggestions for it ?
Edit: and can I change between the skins of the hats when they are loaded in the player model? I would like to see the blue version as well
Also the heavies normal reload aniamtion is very very uneventful so I kept in that tradition ha!
To see the animations, move the FPS slider above the keyframe slider in the Sequence tab. Right now it's at 0.00s for you I'm guessing. Slide it to 1.00s, the very right of the slider.
You can't change skins on the hat while you're viewing it on the player model. Just load it in by itself, unload weapon and then you can view the skins.
Also you should absolutely never render on a black background. You should use a grey. 48 48 48 is the most common background color in renders.
BTW, can you add jigglebones if the model is compiled using "$includemodel"? Because thats how I do my ones.
I have to agree with Zipfinator, it juts doesn't fit the style, if you look at the sandvich texture, you'll see its pretty much a solid colour, with patches and AO added in to simulate detail. Oh, and try to avoid using a normal map, it just desn't feel right.
Models good though, ummmmm ribvich (drools).
BTW is it based off the ribwitch in the Simpsons, the sandwhich that Homer gets addicted too?
I know the meat has to be a little more juicy .
what do you think?
On a side note could someone show me how to get things into engine and posibly export models and textures from the engine cause I would like to take a look at the sandvich and some other things .PM if u can .thanks
Then use MDLdecompiler to convert MDL files in SMDs that you can import into your modeling program (with a SMD plugin)
VALVE dev wiki has links and tips for all these porgrams
p://developer.valvesoftware.com/wiki/Main_Page
Edit: GCF corrected
I can texture, broski.
And I got 3DS Max but I suck with it.
Nice job redefining the word "help" brah.
To your glove question, it isn't a glove. It's a robot hand as a replacement for the Gunslinger.
I think that he already knows that
Then why did he post question marks? Just trying to clarify for him if he didn't know.
golden, copperish and bronze hands!
I thing golden is still the better choice because the other 3 look too "RED team" but the last one looks pretty
Edit: I also added Ambien Oclussion, which helped a lot defining the teleghrap
edit: Also, I think it supposed to be Australium, so it should be goldish in that case
Edit: I was wondering if maybe the 1st one can be the gold for the BLU team and the 2nd one can be for RED team
I really dig the bronze version.
Edit: blu team
do you like it?
can't wait to see it ingame
Gotta say, If that doesnt get in the game im gonna be angry.... Very nice work