[QUOTE=Communist Cake;19961586]It's a good texture, although, you could have made the front of the eye round. Just a suggestion, I'm not flaming or anything, but before you start modeling for source, you should learn how to model.[/QUOTE]
That's probably best, I literally just modeled that as a first model for the Source engine. I've modeled before, very basic, I'm not good though.
[QUOTE=Communist Cake;19961586]but before you start modeling for source, you should learn how to model.[/QUOTE]
Or you can teach yourself modelling by modelling for Source.
[QUOTE=EDDY TT;19959451]Don't worry, at least I'm not making the heavy into a bear or the spy into a raccoon.[/QUOTE]
at least that shit is actually artistic and cool instead of gluing a fucking fox tail on the scout's butt
I'm ashamed of you reag
p.s. dont diss the circus pack, its not like you'll make anything close to it
While it's not really my place to say so, this is how i think the other class-specific hat stacks should go when you get around to them, Idle:
Scoot-Wearing Batter's Helmet, Bonk Helm on top of it, Baker Boy sitting on top of Bonk helm (could be hanging over one of the Bonk cans?)
Soldier-Wearing Stash, Tyrant's Helm on his regular helmet, with Stainless Pot hanging on the horn that isn't broken
Pyro-Wearing Brigade Helmet, with Beanie on top of it, and Glove hanging off of propeller on the beanie.
Heavy-Wearing Football Helmet, with Toque on top of it, and Ushanka on top of the Toque's little ball.
Engineer-Wearing Mining Light, with Texas Ten Gallon on top of it, and Engineer's Cap is sitting on the middle of the Ten Gallon
Sniper-Wearing Trophy Belt, with Panama on top of it, and Master's Yellow Belt draped somewhere on the Panama
Spy- Fedora with the Billycock sitting on top of it (nothing much you can do since the spy only has 2 hats now. Maybe have the Bowler from the Modest Pile on the bottom of all 3?)
[QUOTE=Corporal Yippie;19962066]at least that shit is actually artistic and cool instead of gluing a fucking fox tail on the scout's butt
I'm ashamed of you reag
p.s. dont diss the circus pack, its not like you'll make anything close to it[/QUOTE]
It's not like I'm gonna release it anyway, it's only my 3rd ever model I've made.
Plus it is gonna be more of a test model anyway.
I don't understand how to get tf2 style textures. I'm trying to make a metal, but i can't the paint brush style metal i want, does anybody have a good tutorial or anything?
[img]http://img25.imageshack.us/img25/6538/counterhat.jpg[/img]
VERY ugly, VERY coarse initial design. Usually ideas/improvements come to me while modelling, so I can just use this as a basic layout help.
First one to see the reference in those lightbulbs wins.
Those bulbs are so not like the daleks.
[QUOTE=Knuckle;19962665][IMG]http://img25.imageshack.us/img25/6538/counterhat.jpg[/IMG]
VERY ugly, VERY coarse initial design. Usually ideas/improvements come to me while modelling, so I can just use this as a basic layout help.
First one to see the reference in those lightbulbs wins.[/QUOTE]
Bottom-right image is goatse?
[QUOTE=EDDY TT;19962786]Those bulbs are so not like the daleks.[/QUOTE]
Wow, first person to reply gets it right. I guess the reference was more obvious than I thought.
Darn. I was close though, right? Eh?
How about a field radio transmitter on his back and a giant antennae on his head.
[QUOTE=Corporal Yippie;19962066]p.s. dont diss the circus pack, its not like you'll make anything close to it[/QUOTE]
It's not like it'll ever come out.
[QUOTE=Mexican;19963792]It's not like it'll ever come out.[/QUOTE]
female scout says hello
[QUOTE=Knuckle;19962665][IMG]http://img25.imageshack.us/img25/6538/counterhat.jpg[/IMG]
VERY ugly, VERY coarse initial design. Usually ideas/improvements come to me while modelling, so I can just use this as a basic layout help.
First one to see the reference in those lightbulbs wins.[/QUOTE]
You might change the design of the base hat as well, to distinguish it from the Miner's Light and the regular one. Right now, it's just the default with a few lightbulbs slapped on. I know it's just a preliminary design, just offering some suggestions.
The miner's light is the same hat durp
I kind of want it to be a mining-light-esque hat. I think the principle (additions to a class's default hat such as the soldier's stash, the mining light, the trophy belt etc.) isn't explored enough by custom hat makers, and I think this kind of hat is a great addition on itself, it doesn't really need a special base, that would just distract from the lights, and I want the focus to be on them.
[QUOTE=Karmah;19964665]The miner's light is the same hat durp[/QUOTE]
That's what I was saying, durp.
[editline]06:24PM[/editline]
I guess it could be cool, but I can't really judge until I see an actual model.
[editline]06:24PM[/editline]
Also, this:
[IMG]http://dl.dropbox.com/u/2319552/warrior_helm_1.png[/IMG]
[editline]06:25PM[/editline]
And a back shot: [IMG]http://dl.dropbox.com/u/2319552/warrior_helm_2.png[/IMG]
[QUOTE=Corporal Yippie;19963967]female scout says hello[/QUOTE]
Female scout times 18 plus the time it takes to completely mod the game and make a map says hey back.
not having any damn luck finding somewhere to upload the ambience pack
With mediafire it was 10MB over the limit and filesmelt is being a dick.
[QUOTE=Pie_Tony;19965263]not having any damn luck finding somewhere to upload the ambience pack
With mediafire it was 10MB over the limit and filesmelt is being a dick.[/QUOTE]
[url]www.dropbox.com[/url]
Like the idea, but it could use some work on the contours of the thicker areas. Also, the regular areas now look really flimsy. It looks even thinner than the spy's mask, and why would the Soldier run around with a helmet that protects his head less than a spy's mask?
Edit: @galago.
This for Snupers SMG
[img]http://world.guns.ru/smg/fn_p90_1.jpg[/img]
I don't think that would fit into the TF2 visual style and time period.
Damn 10ers. :|
Can anybody help me with texturing? i wanna know how to make metal tf2 style :( haaaalp
Edit: Haha hopefully i'll get my question answered now for it is the first post of page 21 :D
[QUOTE=Corporal Yippie;19921054]nah, make a nest with an actual eagle in it[/QUOTE]
I did- but then I got high.
[IMG]http://dl.dropbox.com/u/2319552/egghead_1.png[/IMG]
[QUOTE=Populus89;19959120]Yes...-no, I mean-
Nevermind , here's what the situation looks like:
Max:
Polys: 6000
Tris: 12 000
Model Viewer:
Polys: 24 000
So from my understanding, the model viewer treats triangles as separate polys, while max treats faces as poly.[/QUOTE]
Posting this again. Could anyone help me? 3ds max says I'm at 6 000 poly and 12 000 tris.
Model viewer says I'm at 24 000 poly. So what does Valve want limited? The number of poly, the number of tris, uncompiled or compiled?
The best way to get an answer may be to ask Valve themselves since any time someone talks about it they seem to use the words [I]I think.[/I]
[QUOTE=PandaPooPs;19966564]The best way to get an answer may be to ask Valve themselves since any time someone talks about it they seem to use the words [I]I think.[/I][/QUOTE]
I don't want to stress Robin.
But oh well.
Sorry, you need to Log In to post a reply to this thread.