nice syringe gun, but the bottle seems a bit long, maybe shorten it a tad, or attach it at a 45 degree angle instead, so it doesn't jut out quite as far.
svdl, nice model. Maybe the bottle could be half the height and on top instead? What about an orange/yellow colour for the bottle....same as the circle on the medics arm patch?
hey guys, are we limited to the size of the texture map for "hats" ? 256, 512...anything larger?
lots of problems with the transparency on the leaves ( i think its a known Maya issue ) I also had an issue with the snipers pose being at a slight angle, is this normal or because of bringing him into Maya? Thoughts and suggestions
Okay, I have no clue how to work Blender 3D, Photoshop, Texturing, or any of this other fancy crap. But after made to be felt like I'm a worthless scum pile from not having made weapons\hats, failed to enter retarded contests, or made thousands in the Mann store, I'm going to ran into his and hope I make something that can be accepted or make money.
lots of problems with the transparency on the leaves ( i think its a known Maya issue ) I also had an issue with the snipers pose being at a slight angle, is this normal or because of bringing him into Maya? Thoughts and suggestions
Hmm thats weird, I didnt have any angle problems but then again I just used the file Valve provides for maya in:
It doesn't launch, and when I click on it it says Error 0xc0000005 or something like that. It used to work, but now it stopped. It is in the sourcesdk/bin/ep1/bin folder
It is REALLY hard to model a hat when you don't have the class models
Ok new problem, for some reason when I did my final compile, the compiler is skipping out the main blu texture. However, the liquid gets through fine.
My QC is:
$cd "D:Steam\SteamApps\steamname\team fortress 2\tf\modelsrc\weapons\w_models\w_thinsaw"
$modelname "weapons\w_models\w_bonesaw.mdl"
$model "thinsaw" "w_thinsaw_reference.dmx.smd"
$cdmaterials "models/weapons/c_items/"
$texturegroup skinfamilies
{
{"c_thinsaw"
"c_thinsaw_liquid"
"c_thinsaw_glass"
}
{"c_thinsaw_blu"
"c_thinsaw_liquid_blu"
"c_thinsaw_glass"
}
}
$hboxset "default"
$hbox 0 "weapon_bone" -1.102 -3.714 -3.851 1.101 6.491 25.606
// Model uses material "models/weapons/c_items/c_thinsaw.vmt"
// Model uses material "models/weapons/c_items/c_thinsaw_blu.vmt"
// Model uses material "models/weapons/c_items/c_thinsaw_liquid.vmt"
// Model uses material "models/weapons/c_items/c_thinsaw_liquid_blu.vmt"
// Model uses material "models/weapons/c_items/c_thinsaw_glass.vmt"
$surfaceprop "metal"
$illumposition 10.878 -0.000 1.388
$sequence idle "idle" loop fps 30.00
But in the model viewer: The "c_thinsaw_blu.vmt" line isn't there in the loaded VMT's box, and the red texture is there instead. It was working before the update aswell.
@Zipfinator: It worked great! You really saved me alot of hassle later on:thumbup:
eh.. I think I'm getting closer to finish this once for all.
I chose neutral team colored versions because they are the ones that look better in first person, but I added a little bit more contrast between them.
Do you like how the screen looks? the shines in the gold? the engravings?
Edit: the rubber things that connect the fingers and the wrist have now different colours for each team.
time for critics, suggestions and corrections!
Did you have any other ideas for the little design on the palm?
EDIT: Also, the rings that are around each individual finger, suggest they be team coloured? And the cracked screen be filled with something like the Mann Co logo? Or the teams banner?
If it's gonna be that tall, it might benefit from having the pedals higher, like this.
I changed the colors a bit on this thing, I think they match the medic better than before. I'd also rather not go into model editing at this point, since it's all mostly finished already.
If it's gonna be that tall, it might benefit from having the pedals higher, like this.
I changed the colors a bit on this thing, I think they match the medic better than before. I'd also rather not go into model editing at this point, since it's all mostly finished already.
It looks great, but there's something that stands out a little too much. I can't quite put my finger on what it is...
Does anyone know how the new Iron Curtain's viewmodel works? It seems to be using the same 1st person perspective tricks that the other miniguns use, but all I can find is the full c_model
svdl, I took the liberty of doing a quick paintover to illustrate how I think you could improve it to match the medic more...
mainly - make it two toned like the other medic weapons which will also bring out the form of the little pieces and also change the label to be yellow and black (toxicity I assume?) right now as mentioned before it looks a little like the demoman's bottle
@SVDL: I feel it needs at least one more metal tone to break up the solid grey. Even weapns close to real-life counterparts and with a lot of solid metal colour (e.g. minigun) have some components in different shades to make some of the shapes stand out more. Contrails' paint over is a nice example of how you could do it.
@Yamo: Looking at the iron curtain, they've achieved the perspective trick by positioning the gun higher than it should be - the handle is going through his hand, but you probably won't notice that in game.
If you want to look at a c_model's viewmodel in the model viewer, you have to load a class' arms model (e.g. c_heavy_arms.mdl in models\weapons\c_items) then load the c_model as a weapon, and set your sequence.
I made a discovery. When I decided to check out the Iron Curtain, I noticed a file named c_jag, as I had no idea which of the weapons it might be, I opened it and BAM. Also, no update on the cart since my illness got worse again.
@Yamo: Looking at the iron curtain, they've achieved the perspective trick by positioning the gun higher than it should be - the handle is going through his hand, but you probably won't notice that in game.
If you want to look at a c_model's viewmodel in the model viewer, you have to load a class' arms model (e.g. c_heavy_arms.mdl in models\weapons\c_items) then load the c_model as a weapon, and set your sequence.
Nice tip, thanks man
Since they're apparently going c_model only with contributed items from now on, hopefully I don't have to go back and add more detail to my barrel with new UVs and whatever
@Mad Mike: Haha yea I noticed that a little while ago. Apparently it will be added soon (adjusted for Valve time of course)
Trudging along: UVs are done, added basic grey with some AO (probably too heavy in some areas).
The belt's UVs are actually set up to use the Natascha's texture; I would have just made my own, but they look like shit unless you have them higher res, so I felt like it would have just been redundant to create a separate material for my belt when one already existed. Hopefully Valve is cool with this
svdl, I took the liberty of doing a quick paintover to illustrate how I think you could improve it to match the medic more...
mainly - make it two toned like the other medic weapons which will also bring out the form of the little pieces and also change the label to be yellow and black (toxicity I assume?) right now as mentioned before it looks a little like the demoman's bottle
This looks pretty good, I gave it a go.
I'm kind of reluctant to remove the green, though, since it's a little more "toxic" looking, but I suppose this does fit the overall color scheme of the game (the one with all the pink hearts and the bright green clown afros) a bit better. The white tube at the top is a nice touch but I'm afraid it'll bleed into his jacket a bit too easily, so I'll be trying out some other things later on.
Also silhouettes included since tf2 is all about silhouettes
SVDL, can you send me the texture of that beast? I think I know how to make it a little more fitting. I don't need to model, so don't worry about me releasing it to the entire universe. :P
Since they're apparently going c_model only with contributed items from now on, hopefully I don't have to go back and add more detail to my barrel with new UVs and whatever
@Mad Mike: Haha yea I noticed that a little while ago. Apparently it will be added soon (adjusted for Valve time of course)
Trudging along: UVs are done, added basic grey with some AO (probably too heavy in some areas).
The belt's UVs are actually set up to use the Natascha's texture; I would have just made my own, but they look like shit unless you have them higher res, so I felt like it would have just been redundant to create a separate material for my belt when one already existed. Hopefully Valve is cool with this
Edit the colour of the ammo slot just a little bit?
@CWalkthrough: I really like the palm engravings, I have not alternative designs.
About team colors other than the wires; I think that the brown palette fits the steampunk feelin I want to achieve, the red can work, but the blue can't work at all.
About the screen, well,I think that anything RED, BLUE or MANNCO related would ruin the "vintage" feeling; besides, in the first person view you can only see the screen for half a second when you are punching faces, and most of the time it's shining and you wouldn't see anything.
On the other hand, It would be cool to learn how animated textures work in source, maybe for my next weapon.
I think it's time to start moving to a new work. Overthink things and come back again and again to the same model is usually a bad idea.
SVDL, can you send me the texture of that beast? I think I know how to make it a little more fitting. I don't need to model, so don't worry about me releasing it to the entire universe. :P
I suppose, though you could just as well tell me what you think would help.
now it's time to not talk about me:
Svdl: that syringe gun is the first I really like as a weapon itself and as something that doesn't look like a small variation of the original model. I think the green fits in the bottle and you should keep it.
Yamo: I like the model, but with only some dark AO and natascha belt it looks like, well.. a square natascha, what do you have in mind with the textures?
I suppose, though you could just as well tell me what you think would help.
If not the texture, then how about a giant picture of the weapon (side view preferred, but any angle is fine) that I can edit? I'm not good at describing stuff.
Since they're apparently going c_model only with contributed items from now on, hopefully I don't have to go back and add more detail to my barrel with new UVs and whatever
@Mad Mike: Haha yea I noticed that a little while ago. Apparently it will be added soon (adjusted for Valve time of course)
Trudging along: UVs are done, added basic grey with some AO (probably too heavy in some areas).
The belt's UVs are actually set up to use the Natascha's texture; I would have just made my own, but they look like shit unless you have them higher res, so I felt like it would have just been redundant to create a separate material for my belt when one already existed. Hopefully Valve is cool with this
So you took the only thing that made Natascha distinct, a massive yellow belt, and put it onto your model? umm just make something on your UV smaller and fit your own belt on there. You only need the UV space for one belt segment.
He could make the belt team-colored. What I'm not so sure about is the whole thing being one color. Even Natascha has different grays for bolts and certain panels.
A very simple hat I've just finished, referencing Emperor Nero and the 'Great Fire of Rome'.
I know the colors don't really match the TF2 color swatch but I wanted a green metallic look for the leaves... maybe it would look good with a yellow color... I like how it looks with Whiskered Gent. :P
Tri count is almost 800 so there's no much room for modeling improvement.
So i still dont get it. i keep getting an error like this "Error opening d:\program files\steam\steamapps\NOPE\team fortress 2\tf\models/weapons\w_models\w_knife.mdl!"
Replies
hey guys, are we limited to the size of the texture map for "hats" ? 256, 512...anything larger?
lots of problems with the transparency on the leaves ( i think its a known Maya issue ) I also had an issue with the snipers pose being at a slight angle, is this normal or because of bringing him into Maya? Thoughts and suggestions
Hmm thats weird, I didnt have any angle problems but then again I just used the file Valve provides for maya in:
ProgramFiles\Steam\steamapps\USERNAME\sourcesdk_content\tf\modelsrc\player\sniper\parts\maya\sniper_reference.ma
I chose neutral team colored versions because they are the ones that look better in first person, but I added a little bit more contrast between them.
Do you like how the screen looks? the shines in the gold? the engravings?
Edit: the rubber things that connect the fingers and the wrist have now different colours for each team.
time for critics, suggestions and corrections!
It doesn't launch, and when I click on it it says Error 0xc0000005 or something like that. It used to work, but now it stopped. It is in the sourcesdk/bin/ep1/bin folder
It is REALLY hard to model a hat when you don't have the class models
http://www.kathar.net/hl2modding/errors.php
My QC is:
$cd "D:Steam\SteamApps\steamname\team fortress 2\tf\modelsrc\weapons\w_models\w_thinsaw"
$modelname "weapons\w_models\w_bonesaw.mdl"
$model "thinsaw" "w_thinsaw_reference.dmx.smd"
$cdmaterials "models/weapons/c_items/"
$texturegroup skinfamilies
{
{"c_thinsaw"
"c_thinsaw_liquid"
"c_thinsaw_glass"
}
{"c_thinsaw_blu"
"c_thinsaw_liquid_blu"
"c_thinsaw_glass"
}
}
$hboxset "default"
$hbox 0 "weapon_bone" -1.102 -3.714 -3.851 1.101 6.491 25.606
// Model uses material "models/weapons/c_items/c_thinsaw.vmt"
// Model uses material "models/weapons/c_items/c_thinsaw_blu.vmt"
// Model uses material "models/weapons/c_items/c_thinsaw_liquid.vmt"
// Model uses material "models/weapons/c_items/c_thinsaw_liquid_blu.vmt"
// Model uses material "models/weapons/c_items/c_thinsaw_glass.vmt"
$surfaceprop "metal"
$illumposition 10.878 -0.000 1.388
$sequence idle "idle" loop fps 30.00
But in the model viewer: The "c_thinsaw_blu.vmt" line isn't there in the loaded VMT's box, and the red texture is there instead. It was working before the update aswell.
@Zipfinator: It worked great! You really saved me alot of hassle later on:thumbup:
Did you have any other ideas for the little design on the palm?
EDIT: Also, the rings that are around each individual finger, suggest they be team coloured? And the cracked screen be filled with something like the Mann Co logo? Or the teams banner?
Like this for example.
*Except it shouldn't have the Mann co logo cause Engy makes his own stuff and wouldn't buy from Mann co. Just saying.
Wait, Mann Co don't help the crippled?
Model by SNIPA, work in progress, hmhmhm.
I changed the colors a bit on this thing, I think they match the medic better than before. I'd also rather not go into model editing at this point, since it's all mostly finished already.
It looks great, but there's something that stands out a little too much. I can't quite put my finger on what it is...
Also, the Uni-Sickle is adjustable.
mainly - make it two toned like the other medic weapons which will also bring out the form of the little pieces and also change the label to be yellow and black (toxicity I assume?) right now as mentioned before it looks a little like the demoman's bottle
@Yamo: Looking at the iron curtain, they've achieved the perspective trick by positioning the gun higher than it should be - the handle is going through his hand, but you probably won't notice that in game.
If you want to look at a c_model's viewmodel in the model viewer, you have to load a class' arms model (e.g. c_heavy_arms.mdl in models\weapons\c_items) then load the c_model as a weapon, and set your sequence.
Nice tip, thanks man
Since they're apparently going c_model only with contributed items from now on, hopefully I don't have to go back and add more detail to my barrel with new UVs and whatever
@Mad Mike: Haha yea I noticed that a little while ago. Apparently it will be added soon (adjusted for Valve time of course)
http://wiki.teamfortress.com/wiki/Jag
edit:
Trudging along: UVs are done, added basic grey with some AO (probably too heavy in some areas).
The belt's UVs are actually set up to use the Natascha's texture; I would have just made my own, but they look like shit unless you have them higher res, so I felt like it would have just been redundant to create a separate material for my belt when one already existed. Hopefully Valve is cool with this
This looks pretty good, I gave it a go.
I'm kind of reluctant to remove the green, though, since it's a little more "toxic" looking, but I suppose this does fit the overall color scheme of the game (the one with all the pink hearts and the bright green clown afros) a bit better. The white tube at the top is a nice touch but I'm afraid it'll bleed into his jacket a bit too easily, so I'll be trying out some other things later on.
Also silhouettes included since tf2 is all about silhouettes
It's pizza.
SVDL, can you send me the texture of that beast? I think I know how to make it a little more fitting. I don't need to model, so don't worry about me releasing it to the entire universe. :P
Edit the colour of the ammo slot just a little bit?
About team colors other than the wires; I think that the brown palette fits the steampunk feelin I want to achieve, the red can work, but the blue can't work at all.
About the screen, well,I think that anything RED, BLUE or MANNCO related would ruin the "vintage" feeling; besides, in the first person view you can only see the screen for half a second when you are punching faces, and most of the time it's shining and you wouldn't see anything.
On the other hand, It would be cool to learn how animated textures work in source, maybe for my next weapon.
I think it's time to start moving to a new work. Overthink things and come back again and again to the same model is usually a bad idea.
I suppose, though you could just as well tell me what you think would help.
Svdl: that syringe gun is the first I really like as a weapon itself and as something that doesn't look like a small variation of the original model. I think the green fits in the bottle and you should keep it.
Yamo: I like the model, but with only some dark AO and natascha belt it looks like, well.. a square natascha, what do you have in mind with the textures?
If not the texture, then how about a giant picture of the weapon (side view preferred, but any angle is fine) that I can edit? I'm not good at describing stuff.
Here's also the texture
I know the colors don't really match the TF2 color swatch but I wanted a green metallic look for the leaves... maybe it would look good with a yellow color... I like how it looks with Whiskered Gent. :P
Tri count is almost 800 so there's no much room for modeling improvement.
JZ
I was bored and something weird happened:poly142::
Then for some reason:poly124: :
It's not finished as you can see and this is just practice. I don't want to submit crappy stuff... suggestions please .
What's it supposed to be? some sort of mitre?
Remember that picture of the TFC Engineer and the TF2 Engineer from the Engie update?
You should put that behind the broken glass on your glove.
Anyway, the download link is up:
http://www.fpsbanana.com/skins/104900
Sorry it took so long, it got messed up by the update.
Thanks for everything guys, couldn't have done it without you!:)
Nowww....what to do next?
What should i do to fix it ?
This is the qc
$cd "C:\Users\user\Desktop\worldknife\output"
$modelname "weapons\w_models\w_knife.mdl"
$model "w_knife" "w_knife_reference.dmx.smd"
$lod 14
{
replacemodel "w_knife_reference.dmx.smd" "lod1_w_knife_reference.dmx.smd"
}
$cdmaterials "models\weapons\worldknife\"
$hboxset "default"
$hbox 0 "weapon_bone" -0.555 -6.008 -1.793 0.566 13.331 1.372
// Model uses material "models\weapons\worldknife\knife.vmt"
$surfaceprop "metal"
$illumposition -0.211 0.005 3.661
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
$mass 1.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
VTF, VMT, TGA
why do they need the OBJ at all?