[QUOTE=Lexar;34908134]your new dp kinda scares me pocket medic. i jumped when i first saw it =|. its not horrible, it just caught me off guard.[/QUOTE]
[t]http://pnmedia.gamespy.com/planetquake.gamespy.com/fms/images/potd/3255/1181476429_medium.jpg[/t]
[t]http://www.katsbits.com/images/news/quake_wars/quake_wars_oppressor_1.jpg[/t]
strogg oppressor
for some reason i've always been fascinated by the strogg, mostly the heavy tank, makron and oppressor. freakish backstory, amazingly detailed in their drawn concept art and overall pretty damn cool to look at.
but yeah, enough strogg. back to the pikmin models!
I'll release a mod soon-ish. Woop! :v:
[QUOTE=Urser;34905113]Valve's .smds are wonky, so don't use them.
You're going to have to decompile the Pyro's .mdl, open the .smd, and rerig the hat to his "bip_head" bone. The reason your hat isn't moving with the model in its current form is because "bip_headEnd" doesn't actually exist in the current models, so it's technically not attached to anything.[/QUOTE]
damn, alright, thanks, i'll get right on that.
[QUOTE=Totenkreuz;34905211]Guys how can I improve this.
[IMG]http://i.imgur.com/A4JcR.png[/IMG][/QUOTE]
Bigger bridge, lower down, shorter lens for starters
[QUOTE=Totenkreuz;34905211]Guys how can I improve this.
[IMG]http://i.imgur.com/A4JcR.png[/IMG][/QUOTE]
you can start by actually modeling a pair of aviators, and not just extruding a plane.
[QUOTE=Venezuelan;34908976]Bigger bridge, lower down, shorter lens for starters[/QUOTE]
Noted. Thanks man.
[editline]28th February 2012[/editline]
[QUOTE=Sparkwire;34909011]you can start by actually modeling a pair of aviators, and not just extruding a plane.[/QUOTE]
In time.
I'm uploading a rar with the Demoman and Pyro decompiled, complete with animations. Feel free to use 'em as rigging-files.
I think its time i take a break. Keep making awesome stuff guys.
Pretty much the same, I am taking a break from tf2 in general to work on a source mod. I got some really cool stuff to release when I do get back to it.
[QUOTE=Quinnjdq;34909347]Pretty much the same, I am taking a break from tf2 in general to work on a source mod. I got some really cool stuff to release when I do get back to it.[/QUOTE]
Well mine is a short one, maybe a week at most before i go back to my list of things to do.
I put the piano up as a mod on gamebanana, I'll make a release here when the next emporium is ready and I'll also make it replace more things
[url]http://www.gamebanana.com/tf2/skins/115433[/url]
[QUOTE=Totenkreuz;34905211]Guys how can I improve this.
[IMG]http://i.imgur.com/A4JcR.png[/IMG][/QUOTE]
"Dat Ass, glasses"
[url]http://dl.dropbox.com/u/4379567/modelling/2012/decompiledplayers.rar[/url]
Here is a rar with the complete SMD things for Demoman and Pyro. Contains bodygroup bits and, dun dun dun, messed up animation smds!
Probably I'm late but is that a 4 slots GL at 2:02?
[media]http://www.youtube.com/watch?v=CDvHRPDUyC4&feature=player_embedded[/media]
[QUOTE=Zannabluke;34909761]Probably I'm late but is that a 4 slots GL at 2:02?
[media]http://www.youtube.com/watch?v=CDvHRPDUyC4&feature=player_embedded[/media][/QUOTE]
yes
[QUOTE=Thatrandomuser;34905548][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=14182&searchtext="][IMG]http://i.imgur.com/PlmgB.png[/IMG][/URL]
Scotland Yard, Kilt for Demo[/QUOTE]
Does he wear it over his trousers, or did you model in legs too?
The former.
[QUOTE=Jetamo;34909752][url]http://dl.dropbox.com/u/4379567/modelling/2012/decompiledplayers.rar[/url]
Here is a rar with the complete SMD things for Demoman and Pyro. Contains bodygroup bits and, dun dun dun, messed up animation smds![/QUOTE]
Messed up animations?!!?!
HELL YEA!!!
Also, if it's wanted I can go ahead and decompile all the player models and upload them somwhere.
I will only really do it if people want it though.
Know what's awesome?
Rigging.
[img]http://i.imgur.com/lpmh9.jpg[/img]
Know what's not awesome?
Clipping.
[img]http://i.imgur.com/KtITk.jpg[/img]
[b]IMPORTANT NOTE[/b]
Whoever is going to host the next emporium, please contact me and/or NassimO.
We got you covered on the content, just that none of us wants to host.
Thank you.
[img]http://i.imgur.com/y9xWQ.jpg[/img]
Christ, how horrifying.
I would like to host the next emporium but i bet there are better candidates v:v:v
[QUOTE=A_Guardian;34910705][img]http://i.imgur.com/y9xWQ.jpg[/img][/QUOTE]
for some reason i immediately heard the sound of the huntsman's bowstring
Should be simple enough but rigging this thing is giving me a headache. It's just not stretching correctly no matter how I rig the back-flap to the head/spine 3 bones...
[img]http://i.imgur.com/gbtLA.jpg[/img]
[img]http://i.imgur.com/j3u6h.jpg[/img]
As you can see it's stretching just fine on one side of it but the other side is crunching because his standard pose makes him look slightly to the left. Any rig masters have any recommendations on what to do with this, or would I have to scrap my original helmet flap and start over to get a different mesh?
I nominate myself to host the next emporium, there were no complaints last time ([url]http://www.facepunch.com/threads/1097515[/url])
[QUOTE=sasurai;34910795]Should be simple enough but rigging this thing is giving me a headache. It's just not stretching correctly no matter how I rig the back-flap to the head/spine 3 bones...
[img]http://i.imgur.com/gbtLA.jpg[/img]
[img]http://i.imgur.com/j3u6h.jpg[/img]
As you can see it's stretching just fine on one side of it but the other side is crunching because his standard pose makes him look slightly to the left. Any rig masters have any recommendations on what to do with this, or would I have to scrap my original helmet flap and start over to get a different mesh?[/QUOTE]
Try rigging everything but the very bottom to the head.
With the bottom line of vertices rigged to the neck-bip.
I would like to host an emporium too, never did that before.
[QUOTE=A_Guardian;34910971]Try rigging everything but the very bottom to the head.
With the bottom line of vertices rigged to the neck-bip.[/QUOTE]
Hmmm, thanks I'll try that pretty shortly... are you sure you don't mean spine_3? Or do you actually mean neck?
[QUOTE=sasurai;34910795]Should be simple enough but rigging this thing is giving me a headache. It's just not stretching correctly no matter how I rig the back-flap to the head/spine 3 bones...
[img]http://i.imgur.com/gbtLA.jpg[/img]
As you can see it's stretching just fine on one side of it but the other side is crunching because his standard pose makes him look slightly to the left. Any rig masters have any recommendations on what to do with this, or would I have to scrap my original helmet flap and start over to get a different mesh?[/QUOTE]
That topology looks really inefficient :|
As for rigging, have you tried looking at how the pyro mesh in that area is weighted to its bones? That's how I tend to start off.
[QUOTE=sasurai;34911059]Hmmm, thanks I'll try that pretty shortly... are you sure you don't mean spine_3? Or do you actually mean neck?[/QUOTE]
I don't know.
I just rigged to pyro and have immediately forgotten the name of the bone.
Let me check.
bip_neck is what I've got.
And spine three would be all the way down near the collar.
you should rig the neck cover to the neck.
Of course, it is fabric.
So I think come hardcore rigging is in your future.
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