• TF2 Emporium V
    2,001 replies, posted
Oh well, guess I'll have to do that then.
I have dibs on making the demoman this helmet (from Trine) [img]http://www.platformnation.com/wp-content/uploads/2009/06/trine_pc_warrior-2.jpg[/img] If i find one of you release one, expect me at your door, with an axe, and bondage. Gotta love bondage.
That looks like the Heavy.
That's From Trine! (and captain obvious strikes again.) oh well, heavy fits him well.
[QUOTE=Laurn;19947558]That's From Trine! (and captain obvious strikes again.) oh well, heavy fits him well.[/QUOTE] you didn't read the post at all, did you?
[QUOTE=IdleTard;19945123][URL="http://www.fpsbanana.com/skins/83305"][IMG]http://i49.tinypic.com/2m6snix.jpg[/IMG][/URL][/QUOTE] Dude, do this to all of the classes
What am I thinking? I can't submit my hat... WITHOUT A NAME +5 points to whoever thinks of the best name
The Massive Majorette.
The Motherland Majorette [editline]03:54AM[/editline] Majorette of the Motherland let's brainstorm
Show-stopping Sand-bucket :D Nah, how about "Komarov's Kepi"?
[QUOTE=Ass Man;19947042]I wish to have sexual relations with the guy who made the TV hat. All night long.[/QUOTE] Then you will like to know I just redid the entire UVW map and texture from scratch :D I don't have anything to show right now, but it's coming along nicely :D
The Embellished Popcorn Barrel.
wassup suckas [img]http://filesmelt.com/dl/sledge_2.png[/img] [url]http://filesmelt.com/dl/Demolitionists_Sledgehammer_v2.rar[/url] I need someone to make me a download button thingy.
So, is anyone up to the "Elephant Gun" idea? [QUOTE=latin_geek;19916610]People who actually spend their time being productive, I have a request. It's a Scattergun concept art, called the Elephant Gun. I want it for a scattergun replacement. [img]http://fc09.deviantart.net/fs44/f/2009/092/e/d/Elephant_Gun_by_dejaesbe.png[/img] Also the smoldering grip is not needed, but it could be scorched or something. Also i know the pic says smoldering STOCK. That's an error from the artist (dejaesbe.deviantart.com)[/QUOTE] AyesDef posted he would model it, but i think it was sarcasm because of the :P
[QUOTE=Reflectent;19949840]wassup suckas [img]http://filesmelt.com/dl/sledge_2.png[/img] [url]http://filesmelt.com/dl/Demolitionists_Sledgehammer_v2.rar[/url] I need someone to make me a download button thingy.[/QUOTE] I see you retextured it so it wouldn't suck.
I see you see I retextured it so it wouldn't suck.
[QUOTE=Reflectent;19949840]wassup suckas [img]http://filesmelt.com/dl/sledge_2.png[/img] [url]http://filesmelt.com/dl/Demolitionists_Sledgehammer_v2.rar[/url] I need someone to make me a download button thingy.[/QUOTE] Can we see the view model?
[img]http://filesmelt.com/dl/viewmudol.png[/img] [editline]11:25PM[/editline] It's a C_model so the w and v share the same model
[QUOTE=latin_geek;19950069]So, is anyone up to the "Elephant Gun" idea? AyesDef posted he would model it, but i think it was sarcasm because of the :P[/QUOTE] I think if you searched for my posts, you'd find that I like to use :P quite often. That said, I was thinking of marketing it as a shotgun replacement for the engie that shoots shrapnel, high damage, very large spread, uses metal to shoot. Left click to fire the left barrel, Right click for the right barrel, Long reload time.
Someone should really make one of these for the Buff Banner [img]http://www.viking-shield.com/blowinghorn.jpg[/img]
[QUOTE=Euphorium;19951138]Someone should really make one of these for the Buff Banner [IMG]http://www.viking-shield.com/blowinghorn.jpg[/IMG][/QUOTE] I may try that.
I think a bucket head set would be cool, Mask, wig, bucket. pyro would not get a mask that would be silly. [img]http://upload.wikimedia.org/wikipedia/commons/3/3b/Neumos_seattle_2008.jpg[/img]
[QUOTE=Galago;19951180]I may try that.[/QUOTE] Please do... it would be so awesome.
[QUOTE=NeoDement;19946014]I'm lazy so I'll just post some in game shots. Might just submit it as-is because I can't think of any new additions :( [img_thumb]http://dl.dropbox.com/u/900111/koth_viaduct0027.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/900111/koth_viaduct0028.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/900111/koth_viaduct0029.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/900111/koth_viaduct0030.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/900111/koth_viaduct0031.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/900111/koth_viaduct0032.jpg[/img_thumb][/QUOTE] Oh god I hate it. :smug:
So anyone willing to do the Solider's stash Fix? Stash+Medals+Shoulderpad+Cuban Cigar.
So here's the deal facepunch... I made some revisions to that sword I posted a few pages back. But I cannot for the life of me figure out how to properly uvw unwrap the blighter in 3ds max 2010. Would any of you gents be able to point me in the direction of a tutorial or article that could enlighten me as to how to properly? All the ones I've found are incredibly simplistic with shit like "Durr hurr, just do a z-axis oriented cylinder and your done! :v:" which has left me with my proverbial thumbs up my ass. Also, because I'm kind of proud of it thus far here's an image of it. [IMG]http://imgur.com/ArKle.jpg[/IMG]
[QUOTE=Babycakes1377;19953147]So here's the deal facepunch... I made some revisions to that sword I posted a few pages back. But I cannot for the life of me figure out how to properly uvw unwrap the blighter in 3ds max 2010. Would any of you gents be able to point me in the direction of a tutorial or article that could enlighten me as to how to properly? All the ones I've found are incredibly simplistic with shit like "Durr hurr, just do a z-axis oriented cylinder and your done! :v:" which has left me with my proverbial thumbs up my ass. Also, because I'm kind of proud of it thus far here's an image of it. [IMG]http://imgur.com/ArKle.jpg[/IMG][/QUOTE] ... What's a blighter? :raise: I googled it and found nothing. Are those the ziggly bits? You can do either side of them on a flat planar, then the edges, each almost flat edges on a single planar as well, but stitch up the ends.
[QUOTE=AyesDyef;19953396]... What's a blighter? :raise: I googled it and found nothing. Are those the ziggly bits?[/QUOTE] I was just trying to tone down the vulgarity, I was referring to the model in its entirety. Sarcastic or not, any help in what I should google or seek out would be greatly appreciated. edit: I can follow what your saying, the problem is I don't understand how to get 3ds max to cooperate in doing it which is why I've been looking for a tutorial. Kind of a dumb case of I know what I want to do but don't know how to do it. Mainly I can't seem to work out the UI in general working with the uvw editing window.
[QUOTE=Babycakes1377;19953424]I was just trying to tone down the vulgarity, I was referring to the model in its entirety.[/QUOTE] Well it's a rather simple model. The blade would be a planar, both sides. The handle would be a cylindar, the end as well, but each of the ends that go in, seperate planar unwraps with "best align" on. The hilt could be done with a box unwrap. [QUOTE=Babycakes1377;19953424]edit: I can follow what your saying, the problem is I don't understand how to get 3ds max to cooperate in doing it which is why I've been looking for a tutorial. Kind of a dumb case of I know what I want to do but don't know how to do it. Mainly I can't seem to work out the UI in general working with the uvw editing window.[/QUOTE] Oh, well then! Make sure you're using the "uvw unwrap" modifier. My steps to unwraping is: Click "Edit..." in parameters, this'll open up the editing window (Edit UVWs). I go down to selection modes down bottom mid of that window and I select "Face Sub-object Mode", which means what ever I select in my work window, it selects it in the Edit UVWs window. I select the polygons I want to unwrap, then I move over to my modifier tools. I make sure I uncheck "Normalize Map" normalize map makes everything you unwrap, square. This is undesired because it causes texture stretching. I select one of the following, Planar, Pelt, Cylindrical, Spherical, Box, Spline, in the modifier area. Then I pick any of the aligns/fit until they as close as the shape of the actual poly selection. De-select, Planar, Pelt, Cylindrical, Spherical, Box, Spline, in the modifier area. At this point, your unwrapped piece will appear REALLY huge on the edit UVWs window, this is normal, just move it aside for now. Unselect your polygons and pick what you want to unwrap next, repeat until all polygons on the model are unwrapped properly. Select all the piece in the Edit UVWs window, and scale them all down at the same time to make sure they all remain in scale with each other. PUZZLE TIME, move/rotate all the pieces around until they fit nice and snug. When it's looking good, goto Tools > Render UVW Template. In the new window that appears, click the bottom most button, then click the diskette to save it. Take into photoshop. ??? Profit.
[QUOTE=AyesDyef;19953455]Well it's a rather simple model. The blade would be a planar, both sides. The handle would be a cylindar, the end as well, but each of the ends that go in, seperate planar unwraps with "best align" on. The hilt could be done with a box unwrap.[/QUOTE] Awesome, you just saved me a lot of experimentation. Now just to figure out how to work the UI on the editing tool well enough to do it. :P I understand how to select the faces I want to map and mostly how to select between unwrapping primitives. My issue seems to be getting the editing window to reflect these choices and to update. It seems to insist on simply producing a jumbled mess of the entire model at once that I can't seem to remove, change, or otherwise. What sucks is I know I'm doing something fundamentally wrong in the contols but can't put my finger on what.
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