It sounds like your normals are reversed. Normals > Reverse should fix this. Also it is a good idea to occasionally check normals --
Within the Atrribute Editor:
With mesh selected, pull down the Mesh Component Display tab; check Display Normal.
As a rule I usually try to work in 1:1 quads because it makes laying out UV (can be put into grids / flattened easily), polypainting and understanding edgeflow much easier. The edgeloops should have been removed before I compiled things, so thanks for bringing that to my attention.
Here is an optimized version with 50% less triangles.
It sounds like your normals are reversed. Normals > Reverse should fix this. Also it is a good idea to occasionally check normals --
Within the Atrribute Editor:
With mesh selected, pull down the Mesh Component Display tab; check Display Normal.
The normals are definitely facing the right way, and have been. Hmm, I'll have to keep messing about. Maybe that box thing will work.
Thanks for the feedback!
Edit: AAAAAAND NEVERMIND, I'm a moron. It was a user error in that I failed to freeze my transforms so although it was binding and snapping correctly, it was calculating the lighting based on its 0,0,0 normals which were totally different from its binding pose orientation. Hurrrr... :poly142:
Always a good idea to Delete by type > History / Freeze transformations prior to exporting (or export as OBJ and re-import as OBJ). I should have mentioned as much! Anyway, glad you figured it out.
@Mnemosynaut
Is that a chamberpot? Although based on the name I don't think it was intended to be one, but for the sake of comedy I'd like to think it is.
Skizot - awesome hat.
Simski - yea they would clip so I ended with one weight.
Kebab - I was thinking that maybe punch with dumbbell slows enemy, and second hand deals normal damage, so it will be easier to hit slower guys. So it shouldn't matter in which hand he holds dumbbell.
Well the stats aren't really your problem anyway, you made a nice model and it's up to Valve to decide what it will do.
Personally I hope it's stats will have something to do with its critical hit, as he always uses his right hand for the critical hit uppercut.
Also I'm telling y'all about a bit more info about the medieval update:
Flintlock mechanisms are allowed - Just aslong as it looks like it was made in medieval times.
TF2-esque creativity allowed - This means you can have the odd wire for your sentry replacement
TF2-esque timeline allowed - The time impossible is allowed as long as it's sensible looking for the time. (such as the teleporter is impossible for TF2 current time)
@Skizot: Personally , I don't think you have to worry about clipping with the Whiskered Gentleman, if it does got in chances are it will almost certainly be a misc. Really nice job so far, keep it up
Ive tweaked the wrench and added more stuff, I know rthe rivets are too bulbous so I will be changing them. However in game:
problem, and i'm not talking about the purple (my eyes). I'll widen the jaws a bit to give the engineers finger more room. I haven't decided on what to do with the screw bit, I can either spin it round so it faces up vertically instead of horizontally, or I can move it to the other screw. Hmmmm, which do you think will look better?
@Skizot: Personally , I don't think you have to worry about clipping with the Whiskered Gentleman, if it does got in chances are it will almost certainly be a misc. Really nice job so far, keep it up
it's a FULL head replacement, i'm not sure they would make that a misc. plus the back of the hat would clip really bad with most hats.
IMO looks good as it is.
Here is next thing I was thinking about (1,2,3 - for pyro, or 4 for spy as knife):
Idea came from Monty Python - Spanish Inquisition Torture Scene. Basically spy would be able to pillow stab you, or I can make longer stick and give it for pyro (or any other mele class). What version makes more sense?
IMO looks good as it is.
Here is next thing I was thinking about (1,2,3 - for pyro, or 4 for spy as knife):
Idea came from Monty Python - Spanish Inquisition Torture Scene. Basically spy would be able to pillow stab you, or I can make longer stick and give it for pyro (or any other mele class). What version makes more sense?
IMO looks good as it is.
Here is next thing I was thinking about (1,2,3 - for pyro, or 4 for spy as knife):
Idea came from Monty Python - Spanish Inquisition Torture Scene. Basically spy would be able to pillow stab you, or I can make longer stick and give it for pyro (or any other mele class). What version makes more sense?
put the broom on fire too, setting players it hits on fire ^^
Here is next thing I was thinking about (1,2,3 - for pyro, or 4 for spy as knife):
Idea came from Monty Python - Spanish Inquisition Torture Scene. Basically spy would be able to pillow stab you, or I can make longer stick and give it for pyro (or any other mele class). What version makes more sense?
I hate to say it but it seems an out of place and unneccessary idea, as beautiful as the concept art is :S
question so i have blender on my computer now, and i downloaded the import and export files and even extracted them to my blender scripts folder, but when i copied the soldier smd file from the source file to a seperate folder and tried to open that file with blender i keep getting an error that it is not a blender file. what am i doing wrong, and yes i did run blender as admin
also it says i dont have a python installed when i downloaded python 2.7 and have it on my comp
Toying with a couple weapon concepts that wouldn't fit existing character animations. Is there a way to create your own full character sequences in Max or Maya so you can test things in game? For example with the Huntsman a new character animation was required but in that case Valve created it so no problem for them. Can we do that? Or do you simply submit with your suggested mechanics and stats, then XX fingers.
I've fixed up the clipping on the wrench, well there is but thats caused by me being lazy and not bothering to fix up the wrench in the proper hand position:
Just need to move it down slightly and were good . I want to get started on the texturing soon, so if theres any real model problems or any things you want adding.
Im planning on having the head metal, like a black smith hammer, the two joints coming down to be wooden. Then the handle joint is going to metal and the handle itself is going to be wooden.
Im planning on having the head metal, like a black smith hammer, the two joints coming down to be wooden. Then the handle joint is going to metal and the handle itself is going to be wooden.
you know i think it might look kinda good with just being wood with a finish on it
some small metal parts [ spiral and screws ect ] but givin' it a metal head seems like it may make it blend in with the other wrenches a tad too easy
Here's something that isn't a hood for the Pyro...
It's a TORCH for the Pyro!
It's my first thing I've gotten in-engine. I still have a final pass to do on the texture, spec, and the shader, but it's pretty much done. The flame works great when you're viewing it as a worldmodel, but as a viewmodel it's all screwed up since it's just a particle effect stuck to an attachment instead of a coded muzzle attachment like the other weapons. Maybe I'll seek out how to do that myself at some point, but I have some other projects I have to move on to now.
Hello everyone, I have been following this forum for a while now.
Two weeks ago i decided to grab my courage and start my very first project.
It's a Spy PDA replacement (see picture below)
The Concept for it is a Cigar case instead of a Cigarette one.
My question is the following:
For now, my model is made of a bunch of different polygons.
I tried using Boolean command to "merge" them all together, but I just end up with something weird instead. If I only attach the objects together, is it going to affect something when I render my model in TF or is it alright to just do it like that??
Thanks a lot everyone
PS: You guyz are awesome at modeling, I'm jealous =P
I guess it's a nice contrast between the copper colour of the torch and gas tank, sticking with warm colours I suppose, but it seems a little off. What will you be trying to do with the BLU team then? I suggest that you make the gas tank monochromatic or plain white.
Here's something that isn't a hood for the Pyro...
It's a TORCH for the Pyro!
It's my first thing I've gotten in-engine. I still have a final pass to do on the texture, spec, and the shader, but it's pretty much done. The flame works great when you're viewing it as a worldmodel, but as a viewmodel it's all screwed up since it's just a particle effect stuck to an attachment instead of a coded muzzle attachment like the other weapons. Maybe I'll seek out how to do that myself at some point, but I have some other projects I have to move on to now.
Once again, thanks for the help earlier.
actually surprised no one made this earlier, though I did think when I saw one it would be more medieval-looking for that thing the tf2 emporium is doing.
and what IS up with the sudden burst of executioner hoods?
Replies
It sounds like your normals are reversed. Normals > Reverse should fix this. Also it is a good idea to occasionally check normals --
Within the Atrribute Editor:
With mesh selected, pull down the Mesh Component Display tab; check Display Normal.
@Y_M and Zipfinator
Thanks for pointing out the excessive edgeloops.
As a rule I usually try to work in 1:1 quads because it makes laying out UV (can be put into grids / flattened easily), polypainting and understanding edgeflow much easier. The edgeloops should have been removed before I compiled things, so thanks for bringing that to my attention.
Here is an optimized version with 50% less triangles.
The normals are definitely facing the right way, and have been. Hmm, I'll have to keep messing about. Maybe that box thing will work.
Thanks for the feedback!
Edit: AAAAAAND NEVERMIND, I'm a moron. It was a user error in that I failed to freeze my transforms so although it was binding and snapping correctly, it was calculating the lighting based on its 0,0,0 normals which were totally different from its binding pose orientation. Hurrrr... :poly142:
Always a good idea to Delete by type > History / Freeze transformations prior to exporting (or export as OBJ and re-import as OBJ). I should have mentioned as much! Anyway, glad you figured it out.
Is that a chamberpot? Although based on the name I don't think it was intended to be one, but for the sake of comedy I'd like to think it is.
Association :poly121:
...but cool
Simski - yea they would clip so I ended with one weight.
Kebab - I was thinking that maybe punch with dumbbell slows enemy, and second hand deals normal damage, so it will be easier to hit slower guys. So it shouldn't matter in which hand he holds dumbbell.
Personally I hope it's stats will have something to do with its critical hit, as he always uses his right hand for the critical hit uppercut.
the real thing :poly142:
Looks good and the pyro needs a helmet anyway.
Flintlock mechanisms are allowed - Just aslong as it looks like it was made in medieval times.
TF2-esque creativity allowed - This means you can have the odd wire for your sentry replacement
TF2-esque timeline allowed - The time impossible is allowed as long as it's sensible looking for the time. (such as the teleporter is impossible for TF2 current time)
Hope I have solved any problems
http://medieval.benbur.net/
Awesome, I'd trade 3:1 for that hat :P
can we see it with the whiskered gentleman?
best i can do
Ive tweaked the wrench and added more stuff, I know rthe rivets are too bulbous so I will be changing them. However in game:
problem, and i'm not talking about the purple (my eyes). I'll widen the jaws a bit to give the engineers finger more room. I haven't decided on what to do with the screw bit, I can either spin it round so it faces up vertically instead of horizontally, or I can move it to the other screw. Hmmmm, which do you think will look better?
In third person:, it works fine for some reason:
it's a FULL head replacement, i'm not sure they would make that a misc. plus the back of the hat would clip really bad with most hats.
Yeah it'd be a hat to avoid people wearin' this and mr fosters
regardless the mustache doesn't look out of place. a tad different but not in a bad way
just a different style haha. i love it so far. but would you consider some slight colouration changes?
maybe even putting an alpha map on it so it could be paintable?
Here is next thing I was thinking about (1,2,3 - for pyro, or 4 for spy as knife):
Idea came from Monty Python - Spanish Inquisition Torture Scene. Basically spy would be able to pillow stab you, or I can make longer stick and give it for pyro (or any other mele class). What version makes more sense?
would make for a very interesting axetinguisher
love it, thats the kinda thing i would want on my pyro's head
put the broom on fire too, setting players it hits on fire ^^
also it says i dont have a python installed when i downloaded python 2.7 and have it on my comp
why hasn't anyone put a huge sock over the Pyro's head?
But in anycase, good to see some good stuff on this thread again after being sick, makes me happy.
I made a small change to the strap before submitting it but I had already taken the 'painted' screenshots :poly124:
Now on to creating something for the medieval theme...
Spent the last 8 hours with this. How was your day?
Any errors there? Halp please!
http://www.polycount.com/forum/showthread.php?t=74346
(I posted as an excuse to test my new avatar)
This should work:
Also make sure when you compile it that you've used red texture vtf on it.
I've fixed up the clipping on the wrench, well there is but thats caused by me being lazy and not bothering to fix up the wrench in the proper hand position:
Just need to move it down slightly and were good . I want to get started on the texturing soon, so if theres any real model problems or any things you want adding.
Im planning on having the head metal, like a black smith hammer, the two joints coming down to be wooden. Then the handle joint is going to metal and the handle itself is going to be wooden.
you know i think it might look kinda good with just being wood with a finish on it
some small metal parts [ spiral and screws ect ] but givin' it a metal head seems like it may make it blend in with the other wrenches a tad too easy
just my two cents though
It's a TORCH for the Pyro!
It's my first thing I've gotten in-engine. I still have a final pass to do on the texture, spec, and the shader, but it's pretty much done. The flame works great when you're viewing it as a worldmodel, but as a viewmodel it's all screwed up since it's just a particle effect stuck to an attachment instead of a coded muzzle attachment like the other weapons. Maybe I'll seek out how to do that myself at some point, but I have some other projects I have to move on to now.
Once again, thanks for the help earlier.
Two weeks ago i decided to grab my courage and start my very first project.
It's a Spy PDA replacement (see picture below)
The Concept for it is a Cigar case instead of a Cigarette one.
My question is the following:
For now, my model is made of a bunch of different polygons.
I tried using Boolean command to "merge" them all together, but I just end up with something weird instead. If I only attach the objects together, is it going to affect something when I render my model in TF or is it alright to just do it like that??
Thanks a lot everyone
PS: You guyz are awesome at modeling, I'm jealous =P
actually surprised no one made this earlier, though I did think when I saw one it would be more medieval-looking for that thing the tf2 emporium is doing.
and what IS up with the sudden burst of executioner hoods?