• TAKING REQUESTS FOR SFM MODELS
    160 replies, posted
Could you make an alarm clock with movable arms? I was going to use [URL="http://www.garrysmod.org/downloads/?a=view&id=126720"]this[/URL] in my video, but not being able to move the arms is a problem.
Could you possibly do an umbrella model for my upcoming SFM video? It would held so much :D [IMG]http://www.umbrellaheaven.com/images/square_compact_black_open.jpg[/IMG] Something similar to this. And if possible make a basic skeleton to make it fold up, if not, then it's fine.
[QUOTE=rozzachu;41985128]Could you possibly do an umbrella model for my upcoming SFM video? It would held so much :D [IMG]http://www.umbrellaheaven.com/images/square_compact_black_open.jpg[/IMG] Something similar to this. And if possible make a basic skeleton to make it fold up, if not, then it's fine.[/QUOTE] [QUOTE=aln447;41900988]3. Umbrella for Sync. (not hard, but thee might be problems with the flexes)[/QUOTE] Already noted.
Oh, would you be able to make bathroom mirror? Something like the one in meet the sniper- I don't know if that was done with editing or with actual reflective textures.
[QUOTE=sketchyguy;41989951]Oh, would you be able to make bathroom mirror? Something like the one in meet the sniper- I don't know if that was done with editing or with actual reflective textures.[/QUOTE] It was edited. But I think there was a mirror in Garry's Mod. If I figure out how they did it, you'll gave it. [editline]28th August 2013[/editline] working on the umbrella. The bulldozer is in production. Complicated son of a bitch :L
Hate to make another request when I already made one, but how about a version of the Pyro's mask that's open in the back? Like it's been opened and taken off. Would be cool and useful for doing shots from the Pyro's perspective (looking through the lenses) or shots of him/her removing the mask (for people who like to do speculative/joke things like that).
What are you using to make these models?
Since you're offering, might as well ask... I would like to request two animal models: * Kangaroo (an adult female, if it visually matters) * Octopus The two octopus species that come to mind are: [URL="http://en.wikipedia.org/wiki/Common_octopus"]Common octopus[/URL] [IMG]http://images.nationalgeographic.com/wpf/media-live/graphic/size-commonoctopus-160-2664-cb1273159327.gif[/IMG] [URL="http://en.wikipedia.org/wiki/Enteroctopus_dofleini"]Giant Pacific Octopus[/URL] (They eat sharks) [IMG]http://images.nationalgeographic.com/wpf/media-live/graphic/size-giantpacificoctopus-160-2710-cb1273173040.gif[/IMG] Because an actual octopus has no bones, and as such is quite squishy and stretchy; I would not mind you "cheating" by giving it joints and a solid body. Though apparently using IK-splines works for the arms, or something... conversation on octopus modeling here: [URL="http://forums.cgsociety.org/archive/index.php/t-886220.html"]http://forums.cgsociety.org/archive/index.php/t-886220.html[/URL] Stylistically, anything works really; TF2's cartoony realism would work or something more life-like if it would be more convenient (doubtful). As long as it doesn't look like this: [IMG]http://fc09.deviantart.net/fs49/i/2009/197/9/b/Super_Happy_Octopus_by_agnus61.png[/IMG]
please make a guillotine model. [IMG]http://preview.turbosquid.com/Preview/Content_2009_07_14__07_11_00/guillotine_th01.jpg828097a0-8dfc-48db-8711-51aab861256cLarger.jpg[/IMG]
[QUOTE=delax;42013172][URL="http://en.wikipedia.org/wiki/Enteroctopus_dofleini"]Giant Pacific Octopus[/URL] (They eat sharks) [IMG]http://images.nationalgeographic.com/wpf/media-live/graphic/size-giantpacificoctopus-160-2710-cb1273173040.gif[/IMG][/QUOTE] I've seen enough hentai to know where this is going.
[QUOTE=delax;42013172]Since you're offering, might as well ask... I would like to request two animal models: * Kangaroo (an adult female, if it visually matters) * Octopus The two octopus species that come to mind are: [URL="http://en.wikipedia.org/wiki/Common_octopus"]Common octopus[/URL] [IMG]http://images.nationalgeographic.com/wpf/media-live/graphic/size-commonoctopus-160-2664-cb1273159327.gif[/IMG] [URL="http://en.wikipedia.org/wiki/Enteroctopus_dofleini"]Giant Pacific Octopus[/URL] (They eat sharks) [IMG]http://images.nationalgeographic.com/wpf/media-live/graphic/size-giantpacificoctopus-160-2710-cb1273173040.gif[/IMG] Because an actual octopus has no bones, and as such is quite squishy and stretchy; I would not mind you "cheating" by giving it joints and a solid body. Though apparently using IK-splines works for the arms, or something... conversation on octopus modeling here: [URL="http://forums.cgsociety.org/archive/index.php/t-886220.html"]http://forums.cgsociety.org/archive/index.php/t-886220.html[/URL] Stylistically, anything works really; TF2's cartoony realism would work or something more life-like if it would be more convenient (doubtful). As long as it doesn't look like this: [IMG]http://fc09.deviantart.net/fs49/i/2009/197/9/b/Super_Happy_Octopus_by_agnus61.png[/IMG][/QUOTE] That's quite an coincident! I've been working on such a model. [IMG]http://farm6.staticflickr.com/5443/9635968174_4907408ee8_z.jpg[/IMG] Both eye's, the funnel, the mantle, front/back-body and every arm are rigged.
[QUOTE='[Brn];42029561']That's quite an coincident! I've been working on such a model. [IMG]http://farm6.staticflickr.com/5443/9635968174_4907408ee8_z.jpg[/IMG] Both eye's, the funnel, the mantle, front/back-body and every arm are rigged.[/QUOTE] I like it.
Not sure if this counts as easy or hard but... maybe some "eyelids" for Pyro's mask so the poor little blighter can express emotions? Like this: [IMG]http://i.imgur.com/H4BVsEm.png[/IMG] I'd do it myself, but Source characters are way over my head right now.
For those with an appetite for "Cliche Monster Movies" [IMG]http://farm8.staticflickr.com/7286/9636195669_38a94da253_c.jpg[/IMG] Download link: [url]https://www.dropbox.com/sh/lyibwel6kpwosb/zQoZVfDImp[/url] Model is rigged: about 130 bones.
[QUOTE='[Brn];42029561']That's quite an coincident! I've been working on such a model. [IMG]http://farm6.staticflickr.com/5443/9635968174_4907408ee8_z.jpg[/IMG] Both eye's, the funnel, the mantle, front/back-body and every arm are rigged.[/QUOTE] Heh, look at that sad little octopus.
The umbrella is ready. Finally. Took so long because I tried to make it openable, and closable using flex animations. Ended up a failure. [URL="https://dl.dropboxusercontent.com/u/69842270/umbrella.rar"]DOWNLOAD[/URL] [t]https://dl.dropboxusercontent.com/u/69842270/umb.jpeg[/t] Now back to the buldozer. Here, have some [URL="http://www.youtube.com/watch?v=ro4yhp9L6Ok"]good music[/URL]
[QUOTE=aln447;42034535]The umbrella is ready. Finally. Took so long because I tried to make it openable, and closable using flex animations. Ended up a failure. [URL="https://dl.dropboxusercontent.com/u/69842270/umbrella.rar"]DOWNLOAD[/URL] [t]https://dl.dropboxusercontent.com/u/69842270/umb.jpeg[/t] Now back to the buldozer. Here, have some [URL="http://www.youtube.com/watch?v=ro4yhp9L6Ok"]good music[/URL][/QUOTE] [t]http://i.imgur.com/T23iLnS.jpg[/t] Just posting here to say thank you. You did well.
[QUOTE=The Kins;42030461]Not sure if this counts as easy or hard but... maybe some "eyelids" for Pyro's mask so the poor little blighter can express emotions? Like this: [IMG]http://i.imgur.com/H4BVsEm.png[/IMG] I'd do it myself, but Source characters are way over my head right now.[/QUOTE] I remember Nikout making a face posable pyro, but I can't find the page. PM him or something.
[QUOTE=YourBreakfsat;42045249]I remember Nikout making a face posable pyro, but I can't find the page. PM him or something.[/QUOTE] Odd, I had an idea for the exact same Pyro. But besides eye movement, the "mouth" could flex too.
[QUOTE=YourBreakfsat;42045249]I remember Nikout making a face posable pyro, but I can't find the page. PM him or something.[/QUOTE] I remember seeing a faceposable Pyro too, but I didn't really like it because the entire eyehole bent awkwardly in the flexes, and it just plain didn't look very good.
[IMG]http://www.cyborgmatt.com/wp-content/uploads/2012/09/Dota2_Meepo_MV01.jpg[/IMG] I know I already have this model; but he is too damn big (At least compared to TF2 characters). I need him shrunk down. Here's a download of the original version that's too big: [URL]http://www.mediafire.com/download/y85izsamt27mtnm/Meepo.zip[/URL]
[QUOTE=Secrios;42050362][IMG]http://www.cyborgmatt.com/wp-content/uploads/2012/09/Dota2_Meepo_MV01.jpg[/IMG] I know I already have this model; but he is too damn big (At least compared to TF2 characters). I need him shrunk down. Here's a download of the original version that's too big: [URL]http://www.mediafire.com/download/y85izsamt27mtnm/Meepo.zip[/URL][/QUOTE] Can't u do it yourself? Decompile the model, shrink it in blender and recompile it. There's ton of tutorials [URL="http://www.youtube.com/watch?v=RoFaNlh4Bhs"]http://www.youtube.com/watch?v=RoFaNlh4Bhs[/URL] on how to do so! It seems complicated, but from personal experience it's worth practicing your modeling skills
[QUOTE='[Brn];42050859']Can't u do it yourself? Decompile the model, shrink it in blender and recompile it. There's ton of tutorials [URL="http://www.youtube.com/watch?v=RoFaNlh4Bhs"]http://www.youtube.com/watch?v=RoFaNlh4Bhs[/URL] on how to do so! It seems complicated, but from personal experience it's worth practicing your modeling skills[/QUOTE] You don't even need to import them into a modeling program. Just set their qc to scale them to around 0.44-0.5 their current size. [QUOTE=The Kins;42051223]Does this not typically break flexes?[/QUOTE] I hear flexes in general break when the size changes. Could be wrong. The way tf2 does it doesn't seem to break them. Too bad we don't have that.
[QUOTE=BlueFlytrap;42051202]You don't even need to import them into a modeling program. Just set their qc to scale them to around 0.44-0.5 their current size.[/QUOTE]Does this not typically break flexes?
[QUOTE='[Brn];42050859']Can't u do it yourself? Decompile the model, shrink it in blender and recompile it. There's ton of tutorials [URL="http://www.youtube.com/watch?v=RoFaNlh4Bhs"]http://www.youtube.com/watch?v=RoFaNlh4Bhs[/URL] on how to do so! It seems complicated, but from personal experience it's worth practicing your modeling skills[/QUOTE] I could but I'm on a deadline. [editline]2nd September 2013[/editline] [QUOTE=BlueFlytrap;42051202]You don't even need to import them into a modeling program. Just set their qc to scale them to around 0.44-0.5 their current size. I hear flexes in general break when the size changes. Could be wrong. The way tf2 does it doesn't seem to break them. Too bad we don't have that.[/QUOTE] How I do that?
This should be simple. A beer pint! [img]http://www.sxc.hu/assets/3/25615/pint-of-beer-317035-m.jpg[/img] Preferably, could you model two versions of it? One where it's empty and one where it's filled with beer?
Sort of related to the above (In that it's food related and I'd imagine it'd be simple enough) A box of donuts. Ideally, a closed version, open and empty, open and full, and a separate donut (Maybe two donut models, one for "regular" and one with no hole for creme-filled and jelly? If you could do that, it'd be awesome and much appreciated.
[QUOTE=Secrios;42051383]I could but I'm on a deadline. [editline]2nd September 2013[/editline] How I do that?[/QUOTE] If you're on a deadline and coming here then look point 3. Now for shrinking with .qc all you do is decompile the model. What you will get after is the set needed to compile it again (if everything works fine). What you do is pop it into your [URL="https://developer.valvesoftware.com/wiki/Compiling_a_model"]modelsrc[/URL] folder, open the [URL="https://developer.valvesoftware.com/wiki/QC"].qc[/URL] and set the directories you need with addition of the [URL="https://developer.valvesoftware.com/wiki/$scale"]$scale[/URL]. Now compile it and pray to God (or who ever do you believe in. If you don't believe...don't know, pray to maths or something) the decompiling didn't mess up the model. If your model has flexes [B]they will break[/B], but if you want to scale down a model with flexes than not only would you have to scale down the model in a 3d software, but also every flex file you find, so good luck on that :P Now. I have that food request I got, but I don't really know what to pack in there so I guess the donuts will be a part of it. You'll get one model which will go as a openable and closeable box full of donuts that will be rigged to be moves separately, but also will get a bone to move all of them in case you'll need a empty box. Will work? (ps to Untouched, the beer will be joined. But don't suspect jiggles like with the jarate, I haven't figured out that part yet).
[QUOTE=aln447;42098496] (ps to Untouched, the beer will be joined. But don't suspect jiggles like with the jarate, I haven't figured out that part yet).[/QUOTE] Maybe you should decompile the jarate view_model and model a beer glass from there?
[QUOTE='[Brn];42106631']Maybe you should decompile the jarate view_model and model a beer glass from there?[/QUOTE] Not sure it would work. It's not the model that is the problem but the rig...or whatever makes the water react with physics.
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