• TF2 Emporium 37
    3,000 replies, posted
When will Royzo-dono return? =(
[QUOTE=Zero_;30727270]When will Royzo-dono return? =([/QUOTE] Never :smith:
[QUOTE=Recurracy;30726514]next emporium shall be mine. I don't want to hear any complaining.[/QUOTE] Smashman allready asked if he could do the next one bro [QUOTE=Sexy Robot;30727228][IMG]http://gyazo.com/ede2f99fde4386d6c65305fafbc411c3.png[/IMG][/QUOTE] I think the metal looks good but the wood's texture need work, maybe some more grain to it [QUOTE=EVIL9000;30727054]Guess I'l have to post in this one to if I want more feedback [img]http://evilart.biz/Files/WIP/mac10_2models.jpg[/img][/QUOTE] Are you looking for feedback on the model or the texture? Because i think the texture could do with some noise / brushstrokes
[QUOTE=johnlmonkey;30727460]Never :smith:[/QUOTE] I'm sure he is moving on up in life.
I'm hosting the next Emporium with Saint Jimmy doing the Expansion.
You guys act like Daimao doesn't come here anymore. He's here more often than you think, he's just not talking. Royzo's really the only one who's fallen off the radar.
[img]http://img155.imageshack.us/img155/7387/unleddvm.png[/img] Now what the fuck do I do?. I'm serious, I've never gotten this far, someone help. please?
[img]http://dl.dropbox.com/u/19211711/fucking%20heavys.PNG[/img] Still need help with this one, i've messed around a bit, but with absolitelty NO luck what so ever. What i did: Made a new layer and renamed it "Alpha" Painted in black where is bullet belt is on the texture added the line to my VMT that pogo said. For reference, here is my VMT as it currently is: [quote]"VertexLitGeneric" { "$basetexture" "models\player\hvyweapon\hvyweapon_blue" "$bumpmap" "models\player\hvyweapon\hvyweapon_normal" "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf" "$detailscale" "5" "$detailblendfactor" .01 "$detailblendmode" 6 "$yellow" "0" "$one" "1" "$phong" "1" "$phongexponent" "20" "$phongboost" ".3" "$lightwarptexture" "models/player/pyro/pyro_lightwarp" "$phongfresnelranges" "[.3 1 8]" "$halflambert" "0" [i]"$alphatest" "1"[/i] // Rim lighting parameters "$rimlight" "1" // To enable rim lighting (requires phong) "$rimlightexponent" "4" // Exponent for phong component of rim lighting "$rimlightboost" "2" // Boost for ambient cube component of rim lighting // Cloaking "$cloakPassEnabled" "1" "360?$color2" "[ 0.8 0.8 0.8 ]" "Proxies" { "spy_invis" { } "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 30 } "BurnLevel" { "resultVar" "$detailblendfactor" } "YellowLevel" { "resultVar" "$yellow" } "Equals" { "srcVar1" "$yellow" "resultVar" "$color2" } } } [/quote]
[QUOTE=EVIL9000;30727054]Guess I'l have to post in this one to if I want more feedback [img]http://evilart.biz/Files/WIP/mac10_2models.jpg[/img][/QUOTE] I love that, too bad I already have an SMG model.
[QUOTE=goon165;30727933][img]http://img155.imageshack.us/img155/7387/unleddvm.png[/img] Now what the fuck do I do?.[/QUOTE] Weld some of the faces together to get natural shapes in the UV map Watch this, it might help: [url]http://www.screencast.com/users/natetheartist/folders/Jing/media/c536ccce-4c8a-4fda-bd2e-94a138325353[/url]
[QUOTE=bigbadrick;30727662]I'm sure he is moving on up in life.[/QUOTE] Why? When? How? So many questions!
[QUOTE=theharribokid;30727607]Are you looking for feedback on the model or the texture? Because i think the texture could do with some noise / brushstrokes[/QUOTE] ah sorry, model please. thing isn't uvmapped yet, its just a shader with some colour atm. [QUOTE=Detroit Matt;30727182]What is the buckle on the front buckling on?[/QUOTE] nothing, purely cosmetic, just to break up the space a bit
[QUOTE=Digivee;30727962][img]http://dl.dropbox.com/u/19211711/fucking%20heavys.PNG[/img] Still need help with this one, i've messed around a bit, but with absolitelty NO luck what so ever. What i did: Made a new layer and renamed it "Alpha" Painted in black where is bullet belt is on the texture added the line to my VMT that pogo said. For reference, here is my VMT as it currently is:[/QUOTE] Probably because you're doing it wrong. You using photoshop?
wrong thread [editline]26th June 2011[/editline] [QUOTE=Pie_Tony;30728142]Probably because you're doing it wrong. You using photoshop?[/QUOTE] Yes, i am
[QUOTE=Pie_Tony;30727212]also have some less eyebrow'd hair. [img]http://dl.dropbox.com/u/6993235/Experimental/Tesla%27s%20hair/Untitled-34.png[/img][/QUOTE] I still say that the hair looks more brown than black.
[QUOTE=Digivee;30728161]wrong thread [editline]26th June 2011[/editline] Yes, i am[/QUOTE] Photoshop has a habit of not saving Alphas properly. Also it seems that you're missing a certain line from the VMT, although I can't remember it. [url]http://www.gamebanana.com/skins/68881[/url] There's something about transparency in this skin's vmt. check it out. To get around photoshop not saving alphas properly, save them as a .tga and import them in vtfedit.
[QUOTE=MugenOverlord;30728559]Photoshop has a habit of not saving Alphas properly. Also it seems that you're missing a certain line from the VMT, although I can't remember it. [url]http://www.gamebanana.com/skins/68881[/url] There's something about transparency in this skin's vmt. check it out. To get around photoshop not saving alphas properly, save them as a .tga and import them in vtfedit.[/QUOTE] The thing about it is that i HAVE been saving them as TGAs and importing them, just because i expected and error to happen like that
[QUOTE=Digivee;30728589]The thing about it is that i HAVE been saving them as TGAs and importing them, just because i expected and error to happen like that[/QUOTE] Are you creating a new layer instead of a new Channel?
[QUOTE=Digivee;30728589]The thing about it is that i HAVE been saving them as TGAs and importing them, just because i expected and error to happen like that[/QUOTE] Oh yeah, and save them as "Alpha 1". Forgot that part.
[QUOTE=Pie_Tony;30728660]Are you creating a new layer instead of a new Channel?[/QUOTE] Yes i am [QUOTE=MugenOverlord;30728745]Oh yeah, and save them as "Alpha 1". Forgot that part.[/QUOTE] The layer? because i was just renaming mine "Alpha" and saving it like that
[QUOTE=Smashman;30727774]I'm hosting the next Emporium with Saint Jimmy doing the Expansion.[/QUOTE] Nope, Recurrancy is already hosting the next emporium
I miss Royzo so much. :frown:
[QUOTE=Digivee;30728800]Yes i am The layer? because i was just renaming mine "Alpha" and saving it like that[/QUOTE] You should be creating a new channel, layers just get overlaid on the image.
[QUOTE=Digivee;30728800]Yes i am The layer? because i was just renaming mine "Alpha" and saving it like that[/QUOTE] Erm. The alpha isn't controlled by a layer. It's controlled by selection if you're in Photoshop elements, and by a channel if you're in CS5. Which are you on?
[QUOTE=Digivee;30728800]Yes i am The layer? because i was just renaming mine "Alpha" and saving it like that[/QUOTE] [img]http://dl.dropbox.com/u/18271121/TF2/crap/alpha.png[/img] click channels, create new channel.
[QUOTE=EVIL9000;30728027]ah sorry, model please. thing isn't uvmapped yet, its just a shader with some colour atm.[/QUOTE] Then I think the magazine is a bit too long and thing, try messing with the proportions of it. The circles on the side look a bit arbitrary, not sure if that what there even there for. Some chips/dent/damage might help it too.
by the time you all posted that, i had already figured it out thanks anyways
Rigging and animating is easy. Texturing is hard :(
and then suddenly a school of turtles appear in my window. [img]http://gyazo.com/53fb14d2cd1e9eeb57ceb41adc86f497.png[/img] accompanied by two starfish.
[QUOTE=Luigi30;30729096]Rigging and animating is easy. Texturing is hard :([/QUOTE] I beg to differ. .... [sp]I can't model for shit .___.[/sp]
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