• TF2 Emporium V
    2,001 replies, posted
[QUOTE=IdleTard;19969247]I'm lazy right now to make a minipromo, I'll post it tomorrow. In the meantime, you can get the medic's hat stack here: [url]http://www.fpsbanana.com/skins/83466[/url][/QUOTE] I'll make it.
dudes, i need some help with UVW unwrap. i'm following this guide: [url]http://forums.steampowered.com/forums/showthread.php?t=1109465[/url] but can't understand well what to do, i made the lollipop, but i dunno what to do next: here's a print: [img]http://i42.photobucket.com/albums/e324/MogPiece/screenloli.jpg[/img]
[QUOTE=Laurn;19970522]dudes, i need some help with UVW unwrap. i'm following this guide: [URL]http://forums.steampowered.com/forums/showthread.php?t=1109465[/URL] but can't understand well what to do, i made the lollipop, but i dunno what to do next: here's a print: [IMG]http://i42.photobucket.com/albums/e324/MogPiece/screenloli.jpg[/IMG][/QUOTE] What the hell is that.
[QUOTE=loled;19970542]What the hell is that.[/QUOTE] [img]http://uniquetraveldestinations.files.wordpress.com/2009/10/lollipop.jpg[/img] i'm a noob btw.
[QUOTE=Laurn;19970561][IMG]http://uniquetraveldestinations.files.wordpress.com/2009/10/lollipop.jpg[/IMG] i'm a noob btw.[/QUOTE] Then what are those random spikes on the side of his body?
[QUOTE=loled;19970596]Then what are those random spikes on the side of his body?[/QUOTE] The model's bones.
okay, i learned how to select the parts with th unwrap, but i can't select the other part of the model. i cant select the stick, help D:
[url=http://www.fpsbanana.com/skins/download/83466][img]http://img130.imageshack.us/img130/9942/medicshatstack.png[/img][/url]
Hey guys, I'm having a problem with my Pyro hat. For some reason the bone "Bip_head" keeps getting rotated or something, idk. Basically when i compile the model it ends up connecting sideways with the "Bip_Head" joint. Whats even stranger is i compile it fine with JUST the head bip but when i try to add more (For jiggle-bones) it starts to attach sideways Quite frankly its annoying as hell, is there any type of QC command that will force the bones to behavior properly? I'm using Maya.
[QUOTE=NeoDement;19970105]You could possibly fix it by assigning the offending vertices to the shoulder bone (clavicle)[/QUOTE] My thoughts exactly, but I'm reticent to alter the bones again. Thanks to the jigglebones the root bone (bip_head) was rotating and it was a pain in the ass to fix. Tweaking the .qc I managed to fix it in the idle stance almost completely for all weapons, so I'm going to leave it like that. When is most noticeable is in times where you won't have the time for look for it, ie: a pyro chasing you with the flamethrower. It's a nice compromise, I think. [QUOTE=xpod1;19970726][url=http://www.fpsbanana.com/skins/download/83466][img]http://img130.imageshack.us/img130/9942/medicshatstack.png[/img][/url][/QUOTE] Wow, thank you xpod. Definitely better than the one I could do, I'm terrible thinking up names and flavor text :( [QUOTE=treythepunkid;19972978]Hey guys, I'm having a problem with my Pyro hat. For some reason the bone "Bip_head" keeps getting rotated or something, idk. Basically when i compile the model it ends up connecting sideways with the "Bip_Head" joint. Whats even stranger is i compile it fine with JUST the head bip but when i try to add more (For jiggle-bones) it starts to attach sideways Quite frankly its annoying as hell, is there any type of QC command that will force the bones to behavior properly? I'm using Maya.[/QUOTE] I had EXACTLY the same problem when adding the jigglebones for my TV hat. To fix it I had to create an extra bone as a bridge between the bip_head bone and the actual jigglebones. With that extra bone I kept the rotation (more accurately, I guessed I had the same orientation as before) of the bip_head bone before adding the jigglebones, and it worked nicely in the end :D
[QUOTE=IdleTard;19973582]I had EXACTLY the same problem when adding the jigglebones for my TV hat. To fix it I had to create an extra bone as a bridge between the bip_head bone and the actual jigglebones. With that extra bone I kept the rotation (more accurately, I guessed I had the same orientation as before) of the bip_head bone before adding the jigglebones, and it worked nicely in the end :D[/QUOTE] A bridge bone is a great idea! I was deleting the jiggles bones, rotating the head bip then re-doing the bones for the jiggles bones from the head bip then compiling it to see how it looked. I got it working in the end, but it still confuses me as to why it happens in the first place. I edit the original Maya examples of the characters that are in the SDK to just leave the mesh and head bone. Yet it still causes the bones to rotate when ever you add more than just the bip_head. Is there a difference between the Maya versions of the characters they give us and the ones that are officially in the game?
Someone should make a sombrero for the soldier. Not because it makes sense though, just because it goes with my name. :v:
My next project: [IMG]http://filebox.me/files/44wg3d0md_Cleavermachete_comparison.png[/IMG] Getting the texture to look TF2-like was a bitch. Does it look like tf2 or should I work on it a bit more?
[QUOTE=treythepunkid;19973646]A bridge bone is a great idea! I was deleting the jiggles bones, rotating the head bip then re-doing the bones for the jiggles bones from the head bip then compiling it to see how it looked. I got it working in the end, but it still confuses me as to why it happens in the first place. I edit the original Maya examples of the characters that are in the SDK to just leave the mesh and head bone. Yet it still causes the bones to rotate when ever you add more than just the bip_head. Is there a difference between the Maya versions of the characters they give us and the ones that are officially in the game?[/QUOTE] Bridge bone is the solution. Also make sure that bip_head is the root. You want all hat-bones to follow the rotation of bip_head, not the other way around.
[QUOTE=Mexican;19973727]Someone should make a sombrero for the soldier. Not because it makes sense though, just because it goes with my name. :v:[/QUOTE] Sombrero for Pyro.
[QUOTE=Epidemick;19973829]My next project: [IMG]http://filebox.me/files/44wg3d0md_Cleavermachete_comparison.png[/IMG] Getting the texture to look TF2-like was a bitch. Does it look like tf2 or should I work on it a bit more?[/QUOTE] Two problems: The metal between the cleaver and the wood isn't refitted to the new blade. The hole in the cleaver isn't a hole.
Yeah the "hole" is actually a big bulging cylinder and I'm trying to "carve" it out of the big blade but I don't know how :(
Can you teach me, master?
Pro boolean Convert to editable poly Clean up the horrible mess
Pro . . . boolean? [editline]03:24PM[/editline] I am but a little grasshopper
I gotta go out, so you'll have to go make friends with Google.
[QUOTE=Laurn;19970522]dudes, i need some help with UVW unwrap. i'm following this guide: [url]http://forums.steampowered.com/forums/showthread.php?t=1109465[/url] but can't understand well what to do, i made the lollipop, but i dunno what to do next: here's a print: [img]http://i42.photobucket.com/albums/e324/MogPiece/screenloli.jpg[/img][/QUOTE] Sorry if somebody answered this already, but i'm answering it. You did the first step, select the Unwrap UVW modifier. Then hit the +, go to faces and click back into the 3D view and select the model. Hold Ctrl + A, until all the faces turn RED. on the right side, hit the big button that says Edit. it'll be a picture of your model. Go up to Mapping (i think) Flatten maps. The default settings should be fine. Then go to Tools, and at the bottom it is like "render UV template" or something. Click it, and then hit the bottom button. A window will pop up showing you your template. You can go back and change the colors until you get what you like for that, and when you render it, hit the save button and save it. Then photoshop it up and import it as a material with "M". In the material editor, click a new sphere that's still gray. Go down a little bit until you see "Diffuse (gray box) then a light gray square. Click on the gray sphere, click on bitmap, and find your UV that you made in photoshop. Import it, then grab the sphere with the texture on it and drag and drop onto the model. Then in the material editor, right below the box filled with spheres, click on the cube with checkers on it. Your model should be textured. waBAM! Wow tat took me like 2 minutes to write, i'm proud. Oh, you seem to have to merge the cylinder and the stick, which i don't know how to do lol. I do all my modeling in XSI mod tool :)
I still find 3dsmax has a long winded way to uvwrap unlike maya, click once on menu, click twice on settings, click another once on apply, bam uvwrap done.
[QUOTE=EDDY TT;19975240]I still find 3dsmax has a long winded way to uvwrap unlike maya, click once on menu, click twice on settings, click another once on apply, bam uvwrap done.[/QUOTE] Why yes, because all models are simple cylinders, spheres and cubes that don't need advanced mesh unwrapping.
-snip-
One question:Most of these [b]AWESOME[/b] skins are coustom models.So when i join a sv_pure server,i see nothing.Is there a console command so i can switch back to the standard models wihtout deleting them?
[QUOTE=Populus89;19956422]35000 :v: I've just realised the poly count on the exported model quadruples. Brb optimising.[/QUOTE] OR you release the nice high-poly version here and the ugly ass low poly optimized version to valve
[QUOTE=Populus89;19975500]Why yes, because all models are simple cylinders, spheres and cubes that don't need advanced mesh unwrapping.[/QUOTE] Even with complex models, like that wooden pallet with the nails in only took me a few seconds to wrap nicely... But then everyone to their own.
[QUOTE=Zebus;19975223]Sorry if somebody answered this already, but i'm answering it. You did the first step, select the Unwrap UVW modifier. Then hit the +, go to faces and click back into the 3D view and select the model. Hold Ctrl + A, until all the faces turn RED. on the right side, hit the big button that says Edit. it'll be a picture of your model. Go up to Mapping (i think) Flatten maps. The default settings should be fine. Then go to Tools, and at the bottom it is like "render UV template" or something. Click it, and then hit the bottom button. A window will pop up showing you your template. You can go back and change the colors until you get what you like for that, and when you render it, hit the save button and save it. Then photoshop it up and import it as a material with "M". In the material editor, click a new sphere that's still gray. Go down a little bit until you see "Diffuse (gray box) then a light gray square. Click on the gray sphere, click on bitmap, and find your UV that you made in photoshop. Import it, then grab the sphere with the texture on it and drag and drop onto the model. Then in the material editor, right below the box filled with spheres, click on the cube with checkers on it. Your model should be textured. waBAM! Wow tat took me like 2 minutes to write, i'm proud. Oh, you seem to have to merge the cylinder and the stick, which i don't know how to do lol. I do all my modeling in XSI mod tool :)[/QUOTE] Dude, Thanks a lot. brb, okay, lets do it.
[QUOTE=MadMaxJ;19977207]One question:Most of these [b]AWESOME[/b] skins are coustom models.So when i join a sv_pure server,i see nothing.Is there a console command so i can switch back to the standard models wihtout deleting them?[/QUOTE] No. :smithicide:
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