• TF2 Emporium V
    2,001 replies, posted
Is there a way to import the smoothing groups from an official model? I have to incorporate the original engi's hardhat but it's giving me some trouble, as it works fine as a mesh, but whenever I try to apply a skin modifier (so it moves with the head instead of being a static model) it loses the smoothgroups, and I'm trying to reapply them but there's some funky stuff going on (polygons belonging to multiple smoothgroups) so if I could import them in some way that's be awesome.
[QUOTE=BaronVonFail;20007295]Just thought i should post a quick preview of my shitty modeling skills as i was too lazy to do so last night and i just got back from college and all so drum roll please. I present to you rubbish [IMG]http://i867.photobucket.com/albums/ab235/BaronVonFail/Forum%20linking/Progress.png[/IMG][/QUOTE] Alright, maybe that is pretty cool. I know it's been done before, I swear it! Anyway, continue :D
[QUOTE=Galago;20009286]Alright, maybe that is pretty cool. I know it's been done before, I swear it! Anyway, continue :D[/QUOTE] I looked through the emporium's I - V and the old daimao one and i couldn't find one, ill take your word for it thou :3. Hope mine turns out better
[QUOTE=BaronVonFail;20009348]I looked through the emporium's I - V and the old daimao one and i couldn't find one, ill take your word for it thou :3. Hope mine turns out better[/QUOTE] [img]http://www.cubeupload.com/files/c44400marchinghatingame.jpg[/img] From Steam forums.
[QUOTE=Mnemosynaut;20009687][img]http://www.cubeupload.com/files/c44400marchinghatingame.jpg[/img] From Steam forums.[/QUOTE] AH well thank you. mine looks a bit crap in comparison :/
[QUOTE=EDDY TT;20006879]I use it for minor things, mainly because it loads quicker than Maya. Its still a useful tool, even if it is limited.[/QUOTE] Maya and 3DS Max are $3495. How the fuck does almost everyone in this thread afford this shit? And if you've got a job, how do you find the spare time for learning and making models and hats? Plus I find it annoying that they're both sold/developed by Autodesk so I don't understand why they have to offer different products instead of merging them together. Sigh... I guess I have to stick with Blender. I'm just starting to learn how to model, I made a soda can and exported it as an .smd! Yay!
[QUOTE=Poke-Dude;20010319]Maya and 3DS Max are $3495. How the fuck does almost everyone in this thread afford this shit? And if you've got a job, how do you find the spare time for learning and making models and hats? Plus I find it annoying that they're both sold/developed by Autodesk so I don't understand why they have to offer different products instead of merging them together. Sigh... I guess I have to stick with Blender. I'm just starting to learn how to model, I made a soda can and exported it as an .smd! Yay![/QUOTE] First of all, i have 6 days left on my 3dsmax trial, second, there is a black market (where everything is free) on the internet, i bet at least half the people here stole the software.
[QUOTE=Poke-Dude;20010319]Maya and 3DS Max are $3495. [B]How the fuck does almost everyone in this thread afford this shit?[/B] And if you've got a job, how do you find the spare time for learning and making models and hats? Plus I find it annoying that they're both sold/developed by Autodesk so I don't understand why they have to offer different products instead of merging them together. Sigh... I guess I have to stick with Blender. I'm just starting to learn how to model, I made a soda can and exported it as an .smd! Yay![/QUOTE] I will refer you to my avatar.
[QUOTE=Galago;20010506]I will refer you to my avatar.[/QUOTE] This, but mine is wearing a tophat and is smoking.
[QUOTE=Zebus;20010401]First of all, i have 6 days left on my 3dsmax trial, second, there is a black market (where everything is free) on the internet, i bet [B]at least half[/B] the people here stole the software.[/QUOTE] Hah! You think 1/2 of the people here (most likely 15-18) payed ~3 thousand dollars for software to mod a video game?! :v:
[QUOTE=Knuckle;20009221]Is there a way to import the smoothing groups from an official model? I have to incorporate the original engi's hardhat but it's giving me some trouble, as it works fine as a mesh, but whenever I try to apply a skin modifier (so it moves with the head instead of being a static model) it loses the smoothgroups, and I'm trying to reapply them but there's some funky stuff going on (polygons belonging to multiple smoothgroups) so if I could import them in some way that's be awesome.[/QUOTE] apply the smooth modifier and set it to auto.
[QUOTE=Poke-Dude;20010319]Maya and 3DS Max are $3495. How the fuck does almost everyone in this thread afford this shit? And if you've got a job, how do you find the spare time for learning and making models and hats? Plus I find it annoying that they're both sold/developed by Autodesk so I don't understand why they have to offer different products instead of merging them together. Sigh... I guess I have to stick with Blender. I'm just starting to learn how to model, I made a soda can and exported it as an .smd! Yay![/QUOTE] Maya has a PLE edition which you can do some christian magic with.
[QUOTE=Sparkwire;20010732]apply the smooth modifier and set it to auto.[/QUOTE] One rather crappy method is to import it into 3DS Max 7 (or older) and save it as a .MAX, then re-open it in the new version of Max you normally use. I can do this for you if you want because I already have Max 7 installed. To be honest, auto-smooth is good enough.
[QUOTE=Sparkwire;20010732]apply the smooth modifier and set it to auto.[/QUOTE] Doesn't work. [QUOTE=NeoDement;20010828]To be honest, auto-smooth is good enough.[/QUOTE] Isn't for the hard-hat, it smooths too much on the top (ridge gets smoothed too) and not enough (bottom doesn't get smooth) at the same time. [QUOTE=NeoDement;20010828]One rather crappy method is to import it into 3DS Max 7 (or older) and save it as a .MAX, then re-open it in the new version of Max you normally use. I can do this for you if you want because I already have Max 7 installed. [/QUOTE] It'd be awesome if you could do that. Also, another question, is it possible to use more than one UVW unwrap?
Anyone else ever have a problem where jiggle bones jiggle into the model and get stuck inside it?
[QUOTE=Knuckle;20010875]Doesn't work. Isn't for the hard-hat, it smooths too much on the top (ridge gets smoothed too) and not enough (bottom doesn't get smooth) at the same time. It'd be awesome if you could do that. Also, another question, is it possible to use more than one UVW unwrap?[/QUOTE] [url]http://dl.dropbox.com/u/900111/engineer.max[/url]
Aww, it doesn't work :( Smoothing is fucked, top of the helmet isn't smoothed properly :/ Thanks for the effort though <3
But that's the official smoothing.
Not when I import it into 3DS Max 2010 from the freshly decompiled official model. [editline]12:17AM[/editline] Some WIP pictures to keep you guys eager :) I'm going on a trip tomorrow for a week so I won't be able to work on it then (will only have laptop with me for studying and anime-watching purposes). Anyway, here's how far I've come so far, gotta figure out how to get those textures animated (or doesn't it show in the model viewer?), and how to get it to light up in the dark (like the mining light). [img]http://img695.imageshack.us/img695/6835/screen1dv.jpg[/img] [img]http://img171.imageshack.us/img171/3833/screen2hn.jpg[/img] [img]http://img526.imageshack.us/img526/3747/screen3pd.jpg[/img] [img]http://img526.imageshack.us/img526/3955/screen4l.jpg[/img]
Just a quick little blocking of the colours i will add more detail to them cos i think it obviously need it i just cant texture to well or have much experience at it (first time uvw unwrapping and all that jazz) [IMG]http://i867.photobucket.com/albums/ab235/BaronVonFail/Forum%20linking/Blockedcolours.png[/IMG] P.S not done the plume as I'm still not happy with it.
[QUOTE=Poke-Dude;20010319]Maya and 3DS Max are $3495. How the fuck does almost everyone in this thread afford this shit? And if you've got a job, how do you find the spare time for learning and making models and hats? Plus I find it annoying that they're both sold/developed by Autodesk so I don't understand why they have to offer different products instead of merging them together. Sigh... I guess I have to stick with Blender. I'm just starting to learn how to model, I made a soda can and exported it as an .smd! Yay![/QUOTE] Some schools actually can allow students to get 1 full year free if they are learning to model with 3DS Max or any other AutoDesk application in their schools for their own independent study at home. Others, as stated, use a special little bay on the internet involving people who travel by sea and board people's boats to steal their goods. Yeah. Alright. :pcgaming: P.S. BaronVonFail it's looking good so far, but yeah fix the fur at the top. Also I would suggest to move the beginning of the plume down just a smidge. It doesn't usually start at the very top of the side like that.
Okay so the animated texture works 100% ingame :D To-do list: - Find out if it's possible to have it light itself if the light is on (mining light effect + on/off timer, maybe with a special kind of animated texture?) - Fix a gib-related issue. I discovered it by chance but apparently TF2 thinks it's a cool plan to spawn a hardhat gib even if you're not wearing it. So now you get 2 hardhat on death, one with blood (a gib) and one with the lights attached (your hat falling off).
And I think I'm done here: [IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/done.jpg[/IMG] Belt, label, arrow are jiggle'd.
Honestly, I love the idea and model, I just think the textures need some minor adjustments. Of course, feel free to ignore them if you disagree. - the normal map looks too detailed/noisy to me. I'm sure that it's how metal looks like in real life, but I think it'd look more TF2-like if you removed it or kept it limited to a few areas (eg. around the dents it'd be more "dimple-ey"). - The colours are a bit too saturated. Most parts are fine but the little valve and the brown and green parts (soup cans?) look too saturated for TF2 imho. Again, I love the model itself and the idea behind it, I just think it needs a bit of finetuning :).
Worked on this today, a replacement for the FaN: [IMG]http://i47.tinypic.com/inermo.jpg[/IMG] [IMG]http://i49.tinypic.com/yfkm0.jpg[/IMG] Basically my aproximation to that sawn-off shotgun posted a couple of pages ago. [url]http://img138.imageshack.us/img138/2469/elephantgunbydejaesbe.png[/url] Right now it looks like crap without a texture, there are a couple of smoothing errors I have to fix and of course I need to finish the barrels, but just wanted a crit on it for the moment.
[QUOTE=BaronVonFail;20012640]Just a quick little blocking of the colours i will add more detail to them cos i think it obviously need it i just cant texture to well or have much experience at it (first time uvw unwrapping and all that jazz) [IMG]http://i867.photobucket.com/albums/ab235/BaronVonFail/Forum%20linking/Blockedcolours.png[/IMG] P.S not done the plume as I'm still not happy with it.[/QUOTE] makes me wish I'd have put more effort into my one ahh the laziness
[QUOTE=Knuckle;20013692]Honestly, I love the idea and model, I just think the textures need some minor adjustments. Of course, feel free to ignore them if you disagree. - the normal map looks too detailed/noisy to me. I'm sure that it's how metal looks like in real life, but I think it'd look more TF2-like if you removed it or kept it limited to a few areas (eg. around the dents it'd be more "dimple-ey"). - The colours are a bit too saturated. Most parts are fine but the little valve and the brown and green parts (soup cans?) look too saturated for TF2 imho. Again, I love the model itself and the idea behind it, I just think it needs a bit of finetuning :).[/QUOTE] Personally, I want to see some pics of the viewmodel and worldmodel. I think that'll represent how well it does or doesn't fit into the game.
[QUOTE=Populus89;20013545]And I think I'm done here: [IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/done.jpg[/IMG] Belt, laber, arrow are jiggle'd.[/QUOTE] :gizz: looks great!
On the elephant gun, try moving the barrels closer together if you can
[QUOTE=PandaPooPs;20013903]Personally, I want to see some pics of the viewmodel and worldmodel. I think that'll represent how well it does or doesn't fit into the game.[/QUOTE] [IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/Tmp/1.jpg[/IMG][IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/Tmp/2.jpg[/IMG][IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/Tmp/3.jpg[/IMG][IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/Tmp/5.jpg[/IMG] Plus I'll be sending it to you for beta testing soon. :)
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