• TF2 Emporium V
    2,001 replies, posted
Looks amazing! I'm eager to try it out.
[QUOTE=Populus89;20014128][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. :)[/QUOTE] Looks great, but here's what I suggest for a V2, if you make one: Make the baseball bat handle the sandman and make one of the cans soup. The soldier has a lot of soup cans.
Looks great, just work on the coffee and beans cans, they look bit out of place.
the temperature gauge sticking out looks a bit weird
[QUOTE=Kinglah Crab;20014584]the temperature gauge sticking out looks a bit weird[/QUOTE] [QUOTE=Donksuli;20014500]Looks great, just work on the coffee and beans cans, they look bit out of place.[/QUOTE] It's made out of scrap. How can anything look right?...
[QUOTE=Populus89;20014128][IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/Tmp/5.jpg[/IMG][/QUOTE] Oops. You forgot to smooth the normals on the inside of those pipe holes. Also, adding some ambient occlusion to your texture would add a lot more depth and interest to the weapon as a whole, especially underneath that coathanger. But, it's beta. Maybe you just haven't got around to it yet. Keep it up.
[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] With student discount, it's $350. Still too expensive in my opinion.
Oh shi- The self-illumination was simpler than I'd dared hope, just a question of adding an alpha channel to both frames (on and off), add $selfillum 1 to the .vmts and voila. Awesomesauce. Now to make proper textures (better looking + team coloured details).
[QUOTE=Knuckle;20011804][img]http://img171.imageshack.us/img171/3833/screen2hn.jpg[/img][/QUOTE] You could relatively easily make those lights light up when the engie attacks, or if not, at least make them sine. [editline]07:51PM[/editline] Damn it, you're a ninja, knuckle.
[QUOTE=Populus89;20014621]It's made out of scrap. How can anything look right?...[/QUOTE] So is pyro's main weapon. That's not an excuse. :) Just work on the texture a bit. Add soup rations there we know soldier likes or something. Make them have weird labels. Mann Co's Mr Beans or something.
[QUOTE=OpethRockr55;20014928]Oops. You forgot to smooth the normals on the inside of those pipe holes. Also, adding some ambient occlusion to your texture would add a lot more depth and interest to the weapon as a whole, especially underneath that coathanger. But, it's beta. Maybe you just haven't got around to it yet. Keep it up.[/QUOTE] Already fixed the smoothing. Ambient occlusion? Just shading the texture right, you don't suppose there's a map for that?
[QUOTE=Donksuli;20015089]So is pyro's main weapon. That's not an excuse. :)[/QUOTE] Speaking of that, someone needs to make a flamethrower that's made of: a (team colored) gascan, a lighter, a metal pipe, a lot of duct tape, and a (team colored) garden hose.
[QUOTE=Populus89;20015131]Already fixed the smoothing. Ambient occlusion? Just shading the texture right, you don't suppose there's a map for that?[/QUOTE] I'll kindly refer you to this tutorial, it helped me greatly, you can easily awesomify your base texture with it (if you just paint plain colours + maybe some designs, then take the baked texture and put it on top as a multiply layer in PS): [media]http://www.youtube.com/watch?v=2e0SEaSXrhA[/media] [editline]03:05AM[/editline] [QUOTE=Baboo00;20015074]You could relatively easily make those lights light up when the engie attacks, or if not, at least make them sine. [editline]07:51PM[/editline] Damn it, you're a ninja, knuckle.[/QUOTE] Well the point of the hat was that those lights would blink at different speeds, creating a binary counter effect. Being the nerd I am, I thought that it was a nice idea, and I figured this kind of basic electronics is exactly the kind of thing the engi would be tinkering with on his spare time.
[QUOTE=Knuckle;20015323]Well the point of the hat was that those lights would blink at different speeds, creating a binary counter effect. Being the nerd I am, I thought that it was a nice idea, and I figured this kind of basic electronics is exactly the kind of thing the engi would be tinkering with on his spare time.[/QUOTE] Okay, that is better than my idea. So are you planning on making it cycle through all the numbers that can be made with four lights?
Already did. Wasn't hard at all. I just rigged each light to use a different vmt, which pointed at the same vtf, but with different animatedtextureframerate values (4, 2, 1 and 0.5 respectively for lamps 0, 1, 2 and 3).
[QUOTE=Knuckle;20015323]I'll kindly refer you to this tutorial, it helped me greatly, you can easily awesomify your base texture with it (if you just paint plain colours + maybe some designs, then take the baked texture and put it on top as a multiply layer in PS): [media]http://www.youtube.com/watch?v=2e0SEaSXrhA[/media] [editline]03:05AM[/editline] Well the point of the hat was that those lights would blink at different speeds, creating a binary counter effect. Being the nerd I am, I thought that it was a nice idea, and I figured this kind of basic electronics is exactly the kind of thing the engi would be tinkering with on his spare time.[/QUOTE] Oh wow, thanks a MILLION! I always wondered how Valve gets this effect!
Sounds pretty cool.
[QUOTE=Populus89;20015630]Oh wow, thanks a MILLION! I always wondered how Valve gets this effect![/QUOTE] You're welcome :) Some additions to the tutorial (I didn't agree with him on some points): - If you have overlapping areas (areas that are mirrored and therefore overlapping to save texture space) just move the duplicates off the UVW map (out of the little blue square) and they won't render. Simply move them back once you rendered the AO texture. A LOT easier than breaking your object down and hiding it or whatever he suggests. - Usually I'll give the object to be rendered a default material (dull grey) with two adjustments; I change the grey to white (makes it more neutral when using it as a mulitply layer in PS, it will only darken those areas that need darkening) and depending on the object and the effect I want to create I give it some self-illumination. Eg. the drinking hat didn't need that last part, but for some reason the pyro hat did. It all depends on the darkness/grittyness of the effect you're trying to achieve, and having self-illumination at at least 5 makes sure that you can easily delete the background (black parts) without deleting any of the rendered texture that happens to be completely dark.
[QUOTE=Populus89;20014128][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. :)[/QUOTE] I reckon remove the names of what the cans are, or at least make it look better. I also think it needs to be a tad lighter.
You should either give the cans proper labels or remove the text from them.
And do something about the way the meter is just sort of sticking out, maybe add some more glue.
The meter looks like it's defying physics or something. But OH MY GOD THAT LAUNCHER IS BEAUTIFUL <3
Holy Shit: [IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/nice.jpg[/IMG] Now to adjust the shiny.
Woah.
I creamed my pants.
[QUOTE=Populus89;20017239]Holy Shit: [IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/nice.jpg[/IMG] Now to adjust the shiny.[/QUOTE] Would be cool if it was a unique weapon. But as a custom model/skin to replace the rocket launcher and see tons of people running around with a junkyard bazooka just doesn't seem right.
WTFFFFUUUU Raging @ my model right now. I CAN'T GET IT TO DISPLAY THE BLUE TEXTURE ARGH. For some reason it loads all the other textures fine (there's 6 per team, 1 hardhat (default textures, should also work with retextured engis), 1 base for the custom parts minus the glass on the lamps and 1 for each lamp's glass), but the blue base texture (with a nice little blue wire connecting the lamps to the control/battery box instead of a red one) doesn't get displayed, while the blue hat texture (blue hardhat is slightly less orange than red hardhat) works fine D:<
In modelviewer, or in-game?
Modelviewer doesn't do team-colours on hats anyway (at least not for me), and I'm talking about ingame.
Fuff. You better start checking filenames and VMT paths.
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