The Slate one would look good as a blue teamcolour if you can find a matching red, I don't think that bright yellow is a good default color.
Looks good, though.
[QUOTE=Noizeblaze;36636263]That's a good point that I failed to consider, though I was instructed to change it on the Emporium chat. In an earlier incarnation of the design, I had intended to design an ammo case for it:
[IMG]http://speedcap.net/img/62229c533c0215f19b57ee32e369fbdb/d9238e6a.png[/IMG]
Though I rather struggled to get it to look interesting or good.[/QUOTE]
For what class?
[QUOTE=AlfieSR;36636389]The Slate one would look good as a blue teamcolour if you can find a matching red, I don't think that bright yellow is a good default color.
Looks good, though.[/QUOTE]
[thumb]https://dl.dropbox.com/u/32006613/Models/aliencap_4_15.png[/thumb][thumb]https://dl.dropbox.com/u/32006613/Models/aliencap_4_14.png[/thumb]
I didn't want to go exactly slate because it would ruin the point of that paint on this hat, so I went for a close second
[QUOTE=Hawt Koffee;36636316]I would totally model that[/QUOTE]
Damn, too late
[QUOTE=LolzMan1325;36635689]If you ask me, everything submitted to the workshop should be APPROVED first before it actually gets there to prevent that kind of crap from being posted.[/QUOTE]
The whole reason the workshop exists is so the public can do all the leg work with 'approving' stuff by upvoting them rather than Valve having to go through contribute submissions and filter all the crap themselves and waste their work hours. The time that would be spent doing it the way you'd like wouldn't create any return on their time invested compared to other things. By dividing the work between all of us, the fans, everyone can spend like 5 minutes a week helping out and the place looks considerably better than without our votes
[editline]5th July 2012[/editline]
[QUOTE=Noizeblaze;36635719]One idea I'd been wanting to do for a while was design item sets that employ the Doctor Grordbort's weapon's animations in more conventional weaponry. With the Classic update coming, I thought I could finally throw my hat into the ring with this Pomson 6000 replacement:
[IMG]http://i1185.photobucket.com/albums/z360/noizeblaze/ClassicUpdateShotgunRefinedDesign-1.jpg[/IMG]
Any critiques relevant to the design would be appreciated, and if you're a modeller looking to besmirch your reputation by making one of my rubbish designs, please feel free to do so.
I am also intending to make a wrench to complement it as well, but more on that [URL="https://developer.valvesoftware.com/wiki/Valve_Time"]whenever[/URL] I get to it.
[sp]Yes, it's designed to fire bullets on purpose.[/sp][/QUOTE]
Being that the Pomson isn't a hit-scan weapon, bullets or shells don't make much sense to me. Maybe ask Chao to make a particle where it shoot out Nut & Bolts, i.e. Metal, like the unusual effect, floating in a anti-grav looking cloud to replace the current particles?
[QUOTE=Noizeblaze;36636263]That's a good point that I failed to consider, though I was instructed to change it on the Emporium chat. In an earlier incarnation of the design, I had intended to design an ammo case for it:
[IMG]http://speedcap.net/img/62229c533c0215f19b57ee32e369fbdb/d9238e6a.png[/IMG]
Though I rather struggled to get it to look interesting or good.[/QUOTE]
I know someone already said it but who ever models this~
Can you make both a Pompson and Widow Maker version? This is amazing~
...huh, what would I need a baseball bat for? And where's the oil I ordered WAIT SCOUT NO
[url=http://www.mediafire.com/?x6kya7a4oyarvad][img]http://img832.imageshack.us/img832/4372/petroliopromo.png[/img][/url]
[t]http://img802.imageshack.us/img802/1858/petrolio.png[/t]
Inspiration and VMT by F[B]r[/B]ying Dutchman
...who's still allowed to finish his version
f[B]R[/B]ying Dutchman :I
And damnit I had an unfinished skin with that :v:
[QUOTE=Pako;36636799]...huh, what would I need a baseball bat for? And where's the oil I ordered WAIT SCOUT NO
[url=http://www.mediafire.com/?x6kya7a4oyarvad][img]http://img832.imageshack.us/img832/4372/petroliopromo.png[/img][/url]
[t]http://img802.imageshack.us/img802/1858/petrolio.png[/t]
Inspiration and VMT by Flying Dutchman[/QUOTE]
Too much envmap
It should look fine ingame
[QUOTE=lemonade1950;36636821]Too much envmap[/QUOTE]
Might be because I use sexy cubemaps from Blaholtzen in modelviewer.
It looks fine ingame.
Also had a look at the texture and it's mighty fine.
The difference between env maps ingame and in modelviewer is pretty annoying
And the fact that item_test has like no env map whatsoever :/
(the map i mean)
[QUOTE=DeRosaJ;36637002]And the fact that item_test has like no env map whatsoever :/
(the map i mean)[/QUOTE]
Another mystery solved.
[QUOTE=DeRosaJ;36637002]And the fact that item_test has like no env map whatsoever :/
(the map i mean)[/QUOTE]
Build your own test map like I did \:v:/
(or i could just release mine to the public)
Edit: Rate useful if you want me to release it to the public, disagree if you don't
[QUOTE=DeRosaJ;36637002]And the fact that item_test has like no env map whatsoever :/
(the map i mean)[/QUOTE]
Are you sure? I tested the Optical Delusion there and reflections definitely showed up...
Progress on the horse for the 4 horsemen thing.
[img]http://speedcap.net/img/534aef216ed7f43c3428d07964649ef5/97777ef9.png[/img]
The shape is on both sides now so the easy part is done. The hard part for this will be shaping the head right.
Even if these wont really fit the tf2 universe, I still plan on workshopping them. Its also great modelling practice.
[URL="https://dl.dropbox.com/u/7534716/Dumpster/HighresDD.zip"][IMG]https://dl.dropbox.com/u/7534716/Dumpster/Highresfix.png[/IMG][/URL]
I guess I should post this now.
[QUOTE=NeoDement;36637072]Are you sure? I tested the Optical Delusion there and reflections definitely showed up...[/QUOTE]
I'm not certain, but when I was making the Molotov Cocktail for Pyro (which had the reflectivity of the Demoman's bottle in the model viewer), I tested it in that map and I couldn't notice any reflectivity
I just wish there was more area to item_test, like an outdoor area and whatnot, 'cause I can't make a map to save my life
[url=http://postimage.org/][img]http://s8.postimage.org/kduj9o339/look.png[/img][/url]
Serious look of the serious man.It's based on some people from Central Committee of the CPSU
[QUOTE][IMG]http://i.imgur.com/Po4HO.jpg[/IMG][/QUOTE]
[url]http://p3d.in/yAoKO[/url]
Making progress
Just can't seem to test it in modelviewer since it doesn't load anything anymore...
[URL="https://dl.dropbox.com/u/32006613/limedragon_testchamber_1.zip"][IMG]https://dl.dropbox.com/u/32006613/promo_limedragon_testchamber_1.png[/IMG][/URL]
[quote=readme]Limedragon Test Chamber by Lime Flavored Dragon
[URL]http://steamcommunity.com/id/lemonade1950/[/URL]
~~ Features ~~
## Public Version 1 ##
-Open spawns with a wall in between
-Dark room (press the button behind the spawn to access it)
-Wide open space
-Uber platforms (Blue gives uber, red removes it) (requires sv_cheats 1 to work)
-Particle button (currently only shoots the flamethrower particles)
-Lights in the dark room for silhouette testing
-A red, indestructible, infinite ammo level 3 Sentry with bullet filter on the roof for airblast/rocket jumping practice
[/quote]
[thumb]http://cloud-2.steampowered.com/ugc/920108508482002796/6846CD17F00E0C3D622908E1FA2E36A34C63E3F7/[/thumb][thumb]http://cloud.steampowered.com/ugc/920108508482004807/B8E63C37A44E9077421914EBE82845E57FAB0876/[/thumb][thumb]http://cloud.steampowered.com/ugc/920108508482007194/7668C563EAF7B99D54C0BF99D3C2CED26FAD7CC0/[/thumb][thumb]http://cloud.steampowered.com/ugc/920108508482008443/3672300DA57B0FD8970477CE3F5CDF92F2A91F7D/[/thumb][thumb]http://cloud-2.steampowered.com/ugc/920108508482011565/2D78C44D267CE8946F8732D5E771973981452FD4/[/thumb][thumb]http://cloud.steampowered.com/ugc/920108508482010472/27C018C616165EE74C610C9DDA0D4D059D70B70E/[/thumb]
[sp]I hope map releases are allowed here[/sp]
[B]Suggestions would be greatly appreciated[/B]
[img]http://speedcap.net/img/bb50f18f75103348554e2753238f8163/e01eb410.png[/img]
[img]http://speedcap.net/img/bb50f18f75103348554e2753238f8163/26d16a56.png[/img]
I predict much arm clipping
whole thing would have to be flipped
[QUOTE=Bapaul;36638101][url]http://p3d.in/yAoKO[/url]
Making progress
Just can't seem to test it in modelviewer since it doesn't load anything anymore...[/QUOTE]
Try "unload weapon"
[QUOTE=BY;36625886][IMG]https://dl.dropbox.com/u/38202962/gmod.png[/IMG]
Seems to be the case.[/QUOTE]
Sorry for not doing this yesterday, but for those without GMod that would like the Meet the Medic Props, here you go:
[url]http://downloads.thedalokohsclub.com/mtmproppack1.zip[/url]
*EDIT* MY POWER HAS RETURNED TO ME AFTER 5 DAYS!
I drew a a pompson and phlogistinator design that is similar to svdl's artstyle fitting gordbot stuff:
[URL=http://imageshack.us/photo/my-images/804/20120705164113487.jpg/][IMG]http://img804.imageshack.us/img804/5374/20120705164113487.jpg[/IMG][/URL]
[URL=http://imageshack.us/photo/my-images/269/20120705164101924.jpg/][IMG]http://img269.imageshack.us/img269/7196/20120705164101924.jpg[/IMG][/URL]
[thumb]https://dl.dropbox.com/u/32006613/Models/aliencap_5_3.png[/thumb][thumb]https://dl.dropbox.com/u/32006613/Models/aliencap_5_2.png[/thumb]
Still paintable
Speaking of paintability, [URL="https://dl.dropbox.com/u/32006613/paint_reference.htm"]added a direct link to the paintability VMT commands in my paint reference[/URL]
Posting this minigun I made for the Heavy here. Too lazy to unwrap it right now, and would like some criticism before I do.
[url]http://p3d.in/ta6CE/shadeless[/url]
[IMG]https://dl.dropbox.com/u/35490615/Mini%20Ray%20Gun/Minifuck.JPG[/IMG]
[QUOTE=boomsta_;36640662]Posting this minigun I made for the Heavy here. Too lazy to unwrap it right now, and would like some criticism before I do.
[url]http://p3d.in/ta6CE/shadeless[/url][/QUOTE]
Pics?
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