[QUOTE=Roninsmastermix;30787006][img]http://dl.dropbox.com/u/2672923/commandoengiesample4.jpg[/img]
[media]http://www.youtube.com/watch?v=U3HG-LjmtBY[/media]
more shots...
Some obvious bugs there on the palm. Will be working around that.[/QUOTE]
looks like you broke the smoothing on engie
[editline]30th June 2011[/editline]
[QUOTE=JimmyA;30787639][url=http://www.mediafire.com/file/m6aqrhq12oagx40/HipsterAsFuck.rar][img]http://i1091.photobucket.com/albums/i383/burningspaceship/promo_new.png[/img][/url]
Tell me your secrets glasses(TELL ME ANY FUCKING PROBLEMS I DIDN'T ENCOUNTER ANY)
[editline]29th June 2011[/editline]
Professor Speks replacement if you were unaware[/QUOTE]
what do they replace?
ok so its a texture for the Professor Speks... what did you change exactly? they look the same to me
oh wait I see, you made them black and wrote mann co on them
BTW my Professor's Peculiarity fix applies to the Speks as well since they use the same texture (and is the same model)
[QUOTE=Spybreak;30786837]Cappin the point. That's a paddlin..[/QUOTE]
Yeah, I'm just making it a frat paddle now. They're cooler (and ass-beatier) anyway.
Is someone fixing the Professor speks having transparency on the inner part of the lens?
has anyone made a teamcolored proof of purchase yet
[QUOTE=Sexy Robot;30787705][img]http://gyazo.com/ab29b0fef03147263e451fc88ddd7e76.png[/img]
Dohoho WIP.[/QUOTE]
It is so sexy......I must have it!
Has anyone made a fix to scout's "negativevocalization04?" He doesnt lip sync or say it, at all.
Svdl, could you or someone recompile the Rambo hair to replace the Desert Marauder?
[img]http://tf2mods.net/downloads/screenshots/175492a5c2.jpg[/img]
Golly this thread moves fast, so I might seem a little late, but could the Cadaceus/Asclepios debate be settled with styles?
[QUOTE=blaholtzen;30787681]looks like you broke the smoothing on engie
[editline]30th June 2011[/editline]
what do they replace?
ok so its a texture for the Professor Speks... what did you change exactly? they look the same to me
oh wait I see, you made them black and wrote mann co on them
BTW my Professor's Peculiarity fix applies to the Speks as well since they use the same texture (and is the same model)[/QUOTE]
I'm still making more less-shitty ones and once I can model actual replacements
Current status of Engineer pack.
[quote][img]http://dl.dropbox.com/u/11531727/engineerpack.png[/img][/quote]
[QUOTE=Hideous_;30789146][img]http://gyazo.com/467ec5eef78d8a9c66239b1f3e2556bc.png[/img]
Kaboom[/QUOTE]
I would increase the thickness of the loading slots or whatever they're called. They just look way to small, and in TF2 the size is usually exaggerated to be larger.
[QUOTE=DoctorStranglov;30789216]I would increase the thickness of the loading slots or whatever they're called. They just look way to small, and in TF2 the size is usually exaggerated to be larger.[/QUOTE]
They are currently the same size as the regular grenade loading slots, and slightly longer.
[img]http://gyazo.com/d398869913b2559b2c86c47af1dd18c3.png[/img]
Basic composition of it. Back of stock and the stock in general needs lot of work.
[QUOTE=Hideous_;30789146][img]http://gyazo.com/467ec5eef78d8a9c66239b1f3e2556bc.png[/img]
Kaboom[/QUOTE]
What is this? Some kind of Demoknight sword?
Oh it's not? I'm sorry, here at Valve we only accept swords for Demoknights!
On a serious note, I'm tired of swords. I hope this will make it in, just for not being a Demo melee.
[QUOTE=Hideous_;30789235]They are currently the same size as the regular grenade loading slots, and slightly longer.[/QUOTE]
I thought it was a revolver.
[QUOTE=Hideous_;30789274][img]http://gyazo.com/63c4970b0eb81cc2a9f0c3bf870b7276.png[/img]
Comparison[/QUOTE]
I'm not a big fan of the empty room between the grenade chambers. Either you should make them bigger to fill out the emptyness, or just put something fancy in there to fill the room.
[QUOTE=Benvil;30789302]I'm not a big fan of the empty room between the grenade chambers. Either you should make them bigger to fill out the emptyness, or just put something fancy in there to fill the room.[/QUOTE]
I agree, definitely. Not gonna make the chambers bigger, but I gotta think of *something*.
I did put this in the middle:
[img]http://gyazo.com/d4bef74d34d6510c8351a84f777254f6.png[/img]
[QUOTE=Hideous_;30789392]Not gonna make the chambers bigger[/QUOTE]
why
[img]http://gyazo.com/4c388ae30b330174a4bd074572296be1.png[/img]
Chamfered the edges, and removed the tape thingy until I can figure out what to do with it properly.
[img]http://dl.dropbox.com/u/31534917/welldamn.png[/img]
I just put it on the sniper because I think he's neat. I don't know which class it'll be for yet.
[QUOTE=mixshifter;30789412]why[/QUOTE]
Cause then they'd be twice as big as the grenades.
[QUOTE=Hideous_;30789463]Cause then they'd be twice as big as the grenades.[/QUOTE]
sooo? isn't looking better more important than making sense?
[QUOTE=mixshifter;30789508]sooo? isn't looking better more important than making sense?[/QUOTE]
If it's something this obvious then no.
[QUOTE=Hideous_;30789235]They are currently the same size as the regular grenade loading slots, and slightly longer.[/QUOTE]
Try to have something replacing the gaps then.
It just looks a bit odd otherwise.
[editline]01:20am[/editline]
Ninja'd allot.
Ignore me.
Put plates of metal on each of the gaps
[img]http://gyazo.com/9f0ff38ec95bc1832e1669e9bf0644b8.png[/img]
Made the cylinder more interesting and added a floppy sight
Stupid question - How do I check the polycount on my model? I've got blender open and it tells me the amount of vertices, edges, and faces, but I'm not sure what the actual polycount for it is.
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