[QUOTE=ned_ballad;33933518]that jaw seems kind of square.[/QUOTE]
Yeah.
I'm gonna figure out whats missing before i round it, just so i dont end up with like 600 new faces.
I'm sitting at 763 tris, but i know i will up with a whole lot more if i round then add something.
Rounderedered the jaw a little.
(Mainly made the bottom rounded and added and then moved some faces one the jaw.)
[img_thumb]http://i.imgur.com/honWU.png[/img_thumb]
So many skulls.
[img_thumb]http://i.imgur.com/SGMrL.png[/img_thumb]
[QUOTE=Frying Dutchman;33933479]Good thing that I already have an xmas penis made.[/QUOTE]
show me plz
[QUOTE=Frying Dutchman;33878301][IMG]http://i.imgur.com/R1PNY.gif[/IMG]
[/QUOTE]
Specially for you HyperTails.
Now to finish the new ones.
[QUOTE=Whomobile;33932970]OK, for my Doctor Who Themed Scarf, I need to work out how to make it flex with the Medic's body like how the Steel Pipes bend with the Soldier's arms. anyone know how to do that in Blender or can point me to a guide that shows you how to do it?[/QUOTE]
Sorry to repost, but I really want some help with this.
[QUOTE=Whomobile;33933666]Sorry to repost, but I really want some help with this.[/QUOTE]
Its all about rigging.
You just have to make it fit the mesh and fit it to the bones along the back.
(bip_spine (Most likely all of them.) and bip_neck are most likely all you will need.)
Rigging is the only reason i havent gotten around to finishing my baker scarf.
But i also have less experience with rigging then most 4 year olds.
So i might be wrong.
Someone correct me if i am. (And i most likely am in at least one area.)
[QUOTE=psyke;33933716][media]-snip lol-[/media]
[i]Cowboys[/i][/QUOTE]
I need to know how you made that face.
[img_thumb]http://i.imgur.com/ObiV6.png[/img_Thumb]
[IMG]http://i.imgur.com/3HdY1.png[/IMG]
[IMG]http://www.facepunch.com/fp/ratings/clock.png[/IMG] First one
[IMG]http://www.facepunch.com/fp/ratings/information.png[/IMG] Edited original
[IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG] Edited original with lil ol man
[IMG]http://www.facepunch.com/fp/ratings/palette.png[/IMG] Funny text
I prefer the second one and last but what about you guys?
[QUOTE=A_Guardian;33933753]I need to know how you made that face.[/QUOTE]
[img]http://i.imgur.com/aEPBS.png[/img]
[QUOTE=Frying Dutchman;33933761][IMG]http://i.imgur.com/3HdY1.png[/IMG]
[IMG]http://www.facepunch.com/fp/ratings/clock.png[/IMG] First one
[IMG]http://www.facepunch.com/fp/ratings/information.png[/IMG] Edited original
[IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG] Edited original with lil ol man
[IMG]http://www.facepunch.com/fp/ratings/palette.png[/IMG] Funny text
I prefer the second one and last but what about you guys?[/QUOTE]
First, and last edited with the first's fist.
[editline]adasd[/editline]
Actually, no, second and last.
the man laughing is its own "kill" icon used for a critical hit.
[QUOTE=psyke;33933781][img]http://i.imgur.com/aEPBS.png[/img][/QUOTE]
I will have to save that image and use it later.
(If you dont mind sharing your rape face preset.)
[QUOTE=ned_ballad;33933801]the man laughing is its own "kill" icon used for a critical hit.[/QUOTE]
If that's directed at me, I know. If directed at Dutchman, I think he knows too.
[QUOTE=ned_ballad;33933801]the man laughing is its own "kill" icon used for a critical hit.[/QUOTE]
Wait, when does it appear ingame?
[QUOTE=psyke;33933306]Soldier Baubles.
HHG got a unique icon. so why not.[/QUOTE]
[IMG]http://i.imgur.com/grVmz.png[/IMG]
@AlfieSR the icon appears when you hit someone with a critical hit which forces them to laugh.
[QUOTE=NuggetWarmer;33932665]If it had facial flexes I would.[/QUOTE]
Dude, I don't care if it gets stretched from North pole to South, I just wanna have that on my Heavy.
[QUOTE=Frying Dutchman;33933874][IMG]http://i.imgur.com/grVmz.png[/IMG]
@AlfieSR the icon appears when you hit someone with a critical hit which forces them to laugh.[/QUOTE]
Is it only on the client of the person who punched? I've never seen it and i've been critted by that thing quite a lot.
snip
[editline]28th December 2011[/editline]
[QUOTE=Frying Dutchman;33933197][IMG]http://i.imgur.com/7B9f6.png[/IMG]
Need to do the last couple, and I would like some opinions on wether or not to remove the alternate Phloggy and Manmelter ones.
Advice on what to fix or alter is also welcome.
Alternate Neodement icons got scrapped fyi[/QUOTE]
Cool stuff. My thoughts:
Engie Shotgun is crazy overdetailed. Ingame that will be all blurry, it's okay to make icons a bit inaccurate by scaling up or down certain details.
Engie Wrench has too many coil segments, ingame it will look blurry. Remove a segment or two and make the gap between segments bigger.
Phlog is sweet. I'd add some more detail to the blob at the top, and maybe remove some detail near the nozzle.
Manmelter is cool too. Not sure the projectile is very accurate, but I like it. The white coil or whatever that is in the middle is pretty thick, maybe the line thickness could be unified more.
The impact effect on the Pyro axe isn't very well fitted. Feel free to use free transform and puppet warp to make impact effects fit your needs, if they turn out too blurry you can clean them up with polygonal lasso afterwards.
Still not sure about the double hit Pyro axe effect, I'm going to try and make a new impact involving outlines.
Too many spots on the wrapping paper for Scout, especially the small ones near the middle. They should also be faded out a bit.
Bauble should be removed, it's a lot clearer what Valve's one is.
I'll try and work out how to draw a fist rotated to match the others, assuming that's what the "Alternate NeoDement style" is. A light fabric overlay would probably do the trick... Leave at least that one to me though, please c:
Love the laughter impact effect. Good job.
Spycicle is a problem. I'm thinking by using a fully opaque stroke with a semi-transparent inner fill, and maybe the colour of the electro-sapper rather than brown, it might be possible to make it look good without the Spy's wrist.
Anyway, they're all awesome.
[editline]28th December 2011[/editline]
Maybe a more shotgun-like muzzleflash for the Engie Shotgun, as I based the one you're currently using on the rocket launcher. You can't really tell though.
All done. Unwrap time.
[IMG]http://i.imgur.com/0b32S.png[/IMG]
What does unwrap mean in terms of modelling?
[QUOTE=HyperTails;33934297]What does unwrap mean in terms of modelling?[/QUOTE]
Cutting out and flattening parts of the model so they can be textured.
[IMG]http://goanna.cs.rmit.edu.au/~gl/teaching/Interactive3D/2011/images/uv-unwrap.jpg[/IMG]
[QUOTE=HyperTails;33934297]What does unwrap mean in terms of modelling?[/QUOTE]
Basically you flatten the model for texturing. It's like turning a cube into 6 squares.
[QUOTE=HyperTails;33934297]What does unwrap mean in terms of modelling?[/QUOTE]
Selecting the faces of the model and laying them out in a neat order, like a bearskin pelt, to make the model texture-able.
m'kay yeah the other guys have a better way of explaining it
[IMG]http://i.imgur.com/1na9x.png[/IMG]
Thanks for all the advice Neo, still going trough my older ones and testing them out.
All the suggestions and advice from the emporium also helps out a bunch so keep it coming.
Last time I tested the Pomson (engie shotgun) it was quite clear and it looked good but will revisit it again.
As for the impact effects I hate those as I never seem to get them right.
Anyhow time to test and redo stuff.
[QUOTE=Totenkreuz;33934314]Basically you flatten the model for texturing. It's like turning a cube into 6 squares.[/QUOTE]
[QUOTE=DeRosaJ;33934324]Selecting the faces of the model and laying them out in a neat order, like a bearskin pelt, to make the model texture-able.
m'kay yeah the other guys have a better way of explaining it[/QUOTE]
Mustache party!
How are you guys loading 2 weapons in HLMV at the same time?
[QUOTE=NeoDement;33934149]
Engie Shotgun is crazy overdetailed. Ingame that will be all blurry, it's okay to make icons a bit inaccurate by scaling up or down certain details.
[/QUOTE]
[URL="http://steamcommunity.com/id/createvi/screenshot/631860948254113035"]I don't have any blurriness ingame.[/URL]
Just a note but all the icons I create are vector paths so I can scale them freely without quality loss.
And a whole lot of my icons are actually inaccurate when you closely compare it to the weapons, All for the sake to get them as recognizable and sharp as possible ingame.
[editline]28 December[/editline]
Well no blurriness at all is a bit optimistic but the Pomson looks good and stays intact with its glorious details for the biggest part.
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