I used an extended primitive (Capsule) hacked off a the end polys and caped it. From there I beveled to get the ring coils and then extruded, beveled, extruded to get the tip.
To get the overall shape I essentially moved a few polys around and used bevel and extrude (in the poly selection).
To get the gun to be smoother I used the 'smooth' modifier. This could also be achieved with smoothing groups but i didn't fell like individually grabbing polys.
I agree 100% that in order to learn and win you need to try, but you're going up against people with years and years of experience under their belt. Unless you've got a serious art background and are a prodigy when it comes to modeling you won't reach the skill level required to even come close to the level that you need to in the month you have to model.
well.. i wanted to learn for this contest. and your model looks so pro i will never be able to model like that ever... i guess i should just quit or learn how to do that.. i cant find any tutorials that can help me. if you can give me a link to a good modeling tutorial id love to watch it. please help?
well.. i wanted to learn for this contest. and your model looks so pro i will never be able to model like that ever... i guess i should just quit or learn how to do that.. i cant find any tutorials that can help me. if you can give me a link to a good modeling tutorial id love to watch it. please help?
I don't know if you're being sarcastic or not, but here's a couple of good tutorial sites.
Thanks for the compliment, my point wasn't "Ooooh, I'm great " more of a "I started a week ago and i'm getting there. Don't be too quick to cop out and give up"
Have you tried re-exporting the model from 3DSmax (or whatever program you're using) with the texture, making sure it's in the right place within 3DS max before exporting (your models/player/items folder) and then likewise in the VMT.
Additionally, check that the lighting command in the VMT is correct, from mine:
i need somone to link me the vtf 3ds max that works on my 3ds max 2010. i tried the others. they dont work.
Do you mean the VTF importer/exporter? If so they're linked in the steam forum post I directed you to earlier. I am using them with 3DS max 2010 and they're working just fine.
Find the reference SMD and open in notepad. Look for the texture applied (do all this if you didn't assign a texture with the same name as the one stated in the model program) and highlight it.
Click replace and fill in the details with whatever the VTF is called. Save, compile.
I use the importer / exporter just fine with Max 2011. Download them again.
lol... the issue I see is basically you just took the arrow and put it through the head... atleast add something with it. I've seen this happen in game all the time... hell my brother plays heavy all the time and I've seen an arrow stuck up through his jaw and out the top of his head. So basically I would think of something to spice it up
yes i did. but you dont relize, you can have the same idea but different. that is not in the rules.
lol... the issue I see is basically you just took the arrow and put it through the head... atleast add something with it. I've seen this happen in game all the time... hell my brother plays heavy all the time and I've seen an arrow stuck up through his jaw and out the top of his head. So basically I would think of something to spice it up
this is just like a "yea i know somthing about comiling and decompiling"
its not done yet just the "i know somthing about replacing files."
yes i did. but you dont relize, you can have the same idea but different. that is not in the rules.
I don't recall quoting the rules to you, I recall telling you that the same thing, done better and in a more interesting way without just using the existing models (which, by the way, not modeling your own stuff from scratch actually is against the rules) has already was already submitted alongside an item that was accepted, suggesting that maybe if Valve wanted that, they already have it.
He's tried that with the plastic zappers. :thumbdown:
Really my advice to you would be to learn how to model and texture in the package of your choice. Rather than take blocks and make objects out of them, or take other peoples work and use that as your basis of work.
He's tried that with the plastic zappers. :thumbdown:
Really my advice to you would be to learn how to model and texture in the package of your choice. Rather than take blocks and make objects out of them, or take other peoples work and use that as your basis of work.
True that is not against the rules to make the same ideas as someone else, most modelers have acknowledged this and simply consider doing the same ideas as someone else to be a "competition within a competition" rather than holding a grudge against their counterpart.
However, it is against the rules to merely use existing models.
If you review the "Meet the Rules" part of the contest page, you will notice this line: All work created MUST be your own
(which, by the way, not modeling your own stuff from scratch actually is against the rules)
Nuh uh. It's actually not. Editing existing models is fine, the rule is it has to be your own work. So if you are going to edit an existing model it has to be you and only you who has modified it. There is a thread somewhere which has an email from Valve proving this but last time it took me a week to stumble across it so you'll just have to take my word for it.
There is a thread somewhere which has an email from Valve proving this but last time it took me a week to stumble across it so you'll just have to take my word for it.
Pardon me if I don't take the word of random people I don't know on the internet about letters I can't see that supposedly prove things according to their interpretation. Nothing personal, I tend to be slightly skeptical.
When it says "All work MUST be your own" I tend to assume that refers to all work, meaning you can't just slightly change existing models and textures and rename them Natascha-style.
Replies
I used an extended primitive (Capsule) hacked off a the end polys and caped it. From there I beveled to get the ring coils and then extruded, beveled, extruded to get the tip.
To get the overall shape I essentially moved a few polys around and used bevel and extrude (in the poly selection).
To get the gun to be smoother I used the 'smooth' modifier. This could also be achieved with smoothing groups but i didn't fell like individually grabbing polys.
I agree 100% that in order to learn and win you need to try, but you're going up against people with years and years of experience under their belt. Unless you've got a serious art background and are a prodigy when it comes to modeling you won't reach the skill level required to even come close to the level that you need to in the month you have to model.
I don't know if you're being sarcastic or not, but here's a couple of good tutorial sites.
http://cg.tutsplus.com/
http://www.moddb.com/tutorials/unwrapping-in-3ds-max-for-beginners
http://www.3dtotal.com/ffa/tutorials/tutorialsmax.php
Oh I don't know... I'm not doing too badly
the missed shot
i need a working texture for my .QC
can anyone fix this for me?
Check out this thread on the steam forums:
http://forums.steampowered.com/forums/showthread.php?t=1109465
At the bottom are solutions to the texture problem, they've never failed to help me when mine has been missing in game.
Let me know if that works for you
how did you do it?
i have my ARROW material
materials\models\player\items\arrow
"/models/items/player/arrow/" is in the .QC
should i make the /'s to \'s for it to work?
Additionally, check that the lighting command in the VMT is correct, from mine:
"VertexLitGeneric"
{
"$basetexture" "models/player/items/pyro/Jesters.vtf"
}
Any good?
It shows you what texture (location & name) a .MDL file is trying to use, it's incredibly useful.
witch should i export with??
I'm very sorry, I've no idea what milkshake is, so this is beyond my reach. I modelled/exported with 3DS max.
Sorry for correcting your spelling, I'm a primary school teacher and can't help myself
... fuck
Do you mean the VTF importer/exporter? If so they're linked in the steam forum post I directed you to earlier. I am using them with 3DS max 2010 and they're working just fine.
Click replace and fill in the details with whatever the VTF is called. Save, compile.
I use the importer / exporter just fine with Max 2011. Download them again.
$modelname "player\items\sniper\sniper_domination.mdl"
$model "body" "sniper_domination.dmx.smd"
$cdmaterials "\models\player\arrow\"
$hboxset "default"
$hbox 0 "bip_head" -4.926 -13.577 -6.019 5.716 0.000 7.590
// Model uses material "models\player\items\arrow\arrow.vmt"
$surfaceprop "cloth"
$illumposition -3.777 0.395 82.836
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
********
^ The most immediate fix I can think of.
I love counter strike
nor owned it in anyway.
ignore the triforce. i have the LoZ modded items.
yes i did. but you dont relize, you can have the same idea but different. that is not in the rules.
this is just like a "yea i know somthing about comiling and decompiling"
its not done yet just the "i know somthing about replacing files."
small changes;
size of the arrow at the end if bigger
cartoony look to it -..?-
But hey, your pack, do what you want.
Really my advice to you would be to learn how to model and texture in the package of your choice. Rather than take blocks and make objects out of them, or take other peoples work and use that as your basis of work.
as i keep saying
I NEED LINKS TO GOOD ONES.
http://www.fpsbanana.com/skins/73074
True that is not against the rules to make the same ideas as someone else, most modelers have acknowledged this and simply consider doing the same ideas as someone else to be a "competition within a competition" rather than holding a grudge against their counterpart.
However, it is against the rules to merely use existing models.
If you review the "Meet the Rules" part of the contest page, you will notice this line:
All work created MUST be your own
http://tinyurl.com/2cxr9hy
And here, I'll be nice with one site:
http://cg.tutsplus.com/
Don't give up, but realize what is good and what is bad about your art. It's critical that you become your own worst critic.
Good luck further on
Nuh uh. It's actually not. Editing existing models is fine, the rule is it has to be your own work. So if you are going to edit an existing model it has to be you and only you who has modified it. There is a thread somewhere which has an email from Valve proving this but last time it took me a week to stumble across it so you'll just have to take my word for it.
When it says "All work MUST be your own" I tend to assume that refers to all work, meaning you can't just slightly change existing models and textures and rename them Natascha-style.
your reference.