• TF2 Emporium 37
    3,000 replies, posted
[QUOTE=The Inzuki;30733304][img]http://i.imgur.com/kvO0p.png[/img] Damn you Blender and your baking :frown: Can anyone help?[/QUOTE] Check your UV for any overlapping bits. Also, there are some options you can enable, I believe AO Bake and shit, that gets rid of that muck gray color. Its been too long since I've done any modeling.
[QUOTE=Sottalytober;30734233]So I'm trying to figure out why the shades on the two ends of the tail are a different shade then the rest of the shark, and if it will affect the end product. Any ideas? [img]http://filesmelt.com/dl/whydiff.png[/img][/QUOTE] Something with smoothing groups, or merged mesh, I dunno.
Also: [img]http://dl.dropbox.com/u/900111/killicons_uber.jpg[/img] Yay, I managed to make the brass knuckles look good (it took a lot of attempts) I also tried a thing with the Detonator. I prefer it, tell me what one you like most (orange or faded, flare is a seperate icon obvs) Also got a stone head and a new shovel and a syringe gun of some such in there. And an attempt at a Huntsman icon that actually shows the bow, eh? (Hell-met's very old idea)
Orange explosion for Deto looks nice. Unsure what those three swords are supposed to be doing, but of the three in my opinion, the faded gray impact seems the better looking one.
[QUOTE=goon165;30730133]The UVW unwrap for my new Heavy melee, The Minefields. [img]http://cache.gyazo.com/2a24c5884243dd31c590379ca6f767cf.png[/img] [img]http://gyazo.com/67d0764806679aadc14669d1844ff75b.png[/img] [img]http://cache.gyazo.com/4b70db21c55aa3c7addf921d55e898cb.png[/img] Not sure why I have to minimize empty space though, could some one explain that?. [img]http://gyazo.com/e80713781094c0737c46be490d52f27f.png[/img] also, good?[/QUOTE] sorry if late but you can also reuse uvs if components are the same (edit - copy, paste) for example those rivets you can edit so that they all share the same UV space which in turn gives you more overall space to work with
[QUOTE=Vaught;30734344]Orange explosion for Deto looks nice. Unsure what those three swords are supposed to be doing, but of the three in my opinion, the faded gray impact seems the better looking one.[/QUOTE] It's an attempt at bleed damage but nobody could decide what the best one was (or I think they might have all decided faded, but I didn't like it)
those boots (wow im behind when i dont know what the new weapons are) look odd - can you toy around with one boot? maybe also show a knee in a position to kick or stomp or whatever they do and shouldn't bleed use the red drop to be consistent with the other bleed kill icons?
[QUOTE=NeoDement;30734300]Also: [img]http://dl.dropbox.com/u/900111/killicons_uber.jpg[/img] Yay, I managed to make the brass knuckles look good (it took a lot of attempts) I also tried a thing with the Detonator. I prefer it, tell me what one you like most (orange or faded, flare is a seperate icon obvs) Also got a stone head and a new shovel and a syringe gun of some such in there. And an attempt at a Huntsman icon that actually shows the bow, eh? (Hell-met's very old idea)[/QUOTE] A portion of the Tomislav is cut off at the bottom.
The Mantreads should have more of a downward stomp effect. Like, have both heels pointed downwards, with little starbursts.
[QUOTE=Contrails;30734427]those boots (wow im behind when i dont know what the new weapons are) look odd - can you toy around with one boot? maybe also show a knee in a position to kick or stomp or whatever they do and shouldn't bleed use the red drop to be consistent with the other bleed kill icons?[/QUOTE] Valve's bleed icons aren't consistent at all, I did the Shiv one and it uses a brown blood drop, they did the southern hospitality one and it uses a grey impact. The scout sword doesn't have one at all, so I'm providing them with three options (and hoping they pick red blood drop, [i]personally[/i]. The boots are a sort of goomba stomp type damage, you land on someone's head and it sometimes kills them. I'll try and make it look a bit more crushy, we'll see. [QUOTE=Psychopath12;30734454]A portion of the Tomislav is cut off at the bottom.[/QUOTE] Ha, oops. Fixed.
A.B.A Survivor and I need an artist for the WWI map. any volunteers? and a coder aswell [editline]26th June 2011[/editline] [QUOTE=Pvt. Martin;30733365]I think I'll try my hands at making a WWI themed TF2 Map. Though I havn't had experiance with mapping. but just to start: [b]What gamemode should it be?[/b] [i][img]http://www.facepunch.com/fp/ratings/winner.png[/img] : Capture points (Attack / Defend) CP [img]http://www.facepunch.com/fp/ratings/zing.png[/img]: Capture points (Standard Control Point) CP [img]http://www.facepunch.com/fp/ratings/information.png[/img]: Capture the Intelligence (CTF) [img]http://www.facepunch.com/fp/ratings/heart.png[/img]: Territorial Control (TC)[/i] I can't promise It'll be spectacular, but it'll be a first.[/QUOTE] Me and ABA are going to go for a CP (both Standard and CP) and TC. as well as a special map if we can get a coder to help and even if we can do it.
[QUOTE=Vaught;30734296]Check your UV for any overlapping bits. Also, there are some options you can enable, I believe AO Bake and shit, that gets rid of that muck gray color. Its been too long since I've done any modeling.[/QUOTE] I don't think it's an overlapping error, unless I'm missing something.. [img]http://i.imgur.com/V1hFa.png[/img]
[IMG]http://dl.dropbox.com/u/2672923/50calibersnipersample9.jpg[/IMG] Fully textured this time and now with 4 variations. I'll only use one of the styles certainly. Your comments are most welcome as always.
[QUOTE=Pvt. Martin;30734681]A.B.A Survivor and I need an artist for the WWI map. any volunteers? and a coder aswell [editline]26th June 2011[/editline] Me and ABA are going to go for a CP (both Standard and CP) and TC. as well as a special map if we can get a coder to help and even if we can do it.[/QUOTE] You should start out with small accomplishable goals, not steamroll into a huge great project or it will never get finished. Just get a simple cp alpha out first and then once you've refined the layout to be fun for everyone and for all classes while keeping it from being one sided then start worrying about how to fit it in to be a WWI map. Trust me, just getting a map to beta phase with people enjoying the map is hard enough, i've been playing and now hosting tf2maps.net testing gamedays for like 2 years and not many competent mappers get even that far without losing focus
we are, Im working on a cude map design in Paint.net now for an idea of the layout of the map. The map will have 5 capture points. Two will be the final capture points for both sides , two will be the "frontline", and the neutral capture point will be in a small french town. Though that's the description of the crude map I drew up. It's subject to change.
[QUOTE=Pvt. Martin;30735030]we are, Im working on a cude map design in Pain.net now for an idea of the layout of the map. The map will have 5 capture points. Two will be the final capture points for both sides , two will be the "frontline", and the neutral capture point will be in a small french town. Though that's the description of the crude map I drew up. It's subject to change.[/QUOTE] so 5cp? now where TPG's Mapping Thread when you need it....
I was just comparing my version of the Nailgun to Valve's... Man I can't hold a candle to that beautiful beast.
[QUOTE=Roninsmastermix;30734851]Fully textured this time and now with 4 variations. I'll only use one of the styles certainly. Your comments are most welcome as always.[/QUOTE] Top right is great, but I'd toss in a lighter tone of metal for the barrel and maybe the magazine.
[QUOTE=The Inzuki;30734824]I don't think it's an overlapping error, unless I'm missing something.. [img]http://i.imgur.com/V1hFa.png[/img][/QUOTE] You see that little spear looking thing right there? That's bad, it's causing almost all your problems. Your UV is bad, not Blender. [editline]27th June 2011[/editline] [img]http://gyazo.com/92e1f61047e9c10802b0fbf74d1775eb.png[/img] Smug motherfucker
Got most of the shark modeled but I can't figure out what shape to get the snout. Need to work on it tommorow.
From what I gather, it's impossible to get team colours working for the Dueling/Employee badges because they have the skin rigged to use one specified inside [i]items_game.txt[/i] For example, the bronze badges have this bit that tells it to use skin 2 at all times: [i]"visuals" { "skin" "2" "use_per_class_bodygroups" "1" }[/i] I assume I could take care of the rank colour issue by just linking up different models for each rank since they all have their own item entry, but also from what I gather, there's no real way to go about editing [i]items_game.txt[/i] anymore. Lost cause or is there a simple fix I should start bashing my head into my desk for missing?
[QUOTE=Eeshton;30735474]You see that little spear looking thing right there? That's bad, it's causing almost all your problems. Your UV is bad, not Blender.r[/QUOTE] Well yeah, I knew it was a problem with my UV and not Blender. I'm not sure which parts I should Mark Seam, but I guess I should mark some more parts.
[QUOTE=NeoDement;30734300]Also: [img]http://dl.dropbox.com/u/900111/killicons_uber.jpg[/img] Yay, I managed to make the brass knuckles look good (it took a lot of attempts) I also tried a thing with the Detonator. I prefer it, tell me what one you like most (orange or faded, flare is a seperate icon obvs) Also got a stone head and a new shovel and a syringe gun of some such in there. And an attempt at a Huntsman icon that actually shows the bow, eh? (Hell-met's very old idea)[/QUOTE] Why did you remove the spike from the Splendid Screen?
[QUOTE=Smashman;30736230]Why did you remove the spike from the Splendid Screen?[/QUOTE] the default style is no spike, so it makes perfect sense
[QUOTE=Hell-met;30736334]the default style is no spike, so it makes perfect sense[/QUOTE] But the spike is [i]cool[/i]. Anyway, can anyone help me replicate the colorings other stuff from: [quote][img]http://i.imgur.com/fHt9q.jpg[/img][/quote] I want to take some shots from other maps and make a whole bundle of new backgrounds. [editline]27th June 2011[/editline] Also, feel free to use that as a background.
[img]http://i.imgur.com/7Y4Ou.png[/img] I'm fairly new to modeling with Blender, so please critique this. It's supposed to be the 12.7mm pistol from the Fallout games.
I'm sorry to ask but what happened to Royzo? I havent been following the threads so i dont know.
[QUOTE=NeoDement;30734300]Also: [img]http://dl.dropbox.com/u/900111/killicons_uber.jpg[/img] Yay, I managed to make the brass knuckles look good (it took a lot of attempts) I also tried a thing with the Detonator. I prefer it, tell me what one you like most (orange or faded, flare is a seperate icon obvs) Also got a stone head and a new shovel and a syringe gun of some such in there. And an attempt at a Huntsman icon that actually shows the bow, eh? (Hell-met's very old idea)[/QUOTE] thicken the details on the statue-head a little?
neo you could try the stabbed/headshotted figure whit a boot hitting his head. it may not be the best idea but you can try it
Right! Baby question times(uwaaaah) First: Can't figure out how to rig a hat to a bone. How do I do that? Second: When hat is in game, the new part I've added is COMPLETELY missing. Any help with that? [editline]27th June 2011[/editline] should probably say I'm using Blender.
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