What kind of material are you picturing? I'm envisioning some kind of dark but clear red satin bomber jacket, but it looks a bit too tight and straight for that.
...If that's not what you're modeling, imma go draw a concept. It sounds awesome.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=78718368&searchtext="]This guy[/URL] made me curious if it was possible to make actual shiny paints. The answer?
[IMG]http://speedcap.net/img/13c46c6e00d5e9d450cb39b7fe281ea6/c0a0038f.png[/IMG]
Kinda. Would need every paintable hat to have it's vmt edited and a new proxy would need to be coded though.
looks kinda weird to use the paint mask on certain hats (this one for instance)
[QUOTE=Deodorant;36517401]What kind of material are you picturing? I'm envisioning some kind of dark but clear red satin bomber jacket, but it looks a bit too tight and straight for that.[/QUOTE]
Its a dress vest. had what i consider a good color scheme but Quinn disagrees with it, saying that it looks horrible. It was Team Brown on the collar with team trim, the tie was cream spirit, and the shoulder bits were the same team brown.
More or less done with this helmet...
[img]https://dl.dropbox.com/u/900111/PilotsHelm.jpg[/img]
Not 100% sure about the visor down style.
Now for weapons :D
From your description it sounds like it would look pretty good, but botch team recognition. I think I'd still recommend silky teamcolors. It may look sort of tacky, but it'll be less likely to be flagged as incompatible.
[IMG]https://encrypted-tbn1.google.com/images?q=tbn:ANd9GcSUcbM_qLZNr6cnnYZd4C2Ilm2eT7E9zKEN1acrcWQbfSEcV8jZoQ[/IMG]
I take too long time to write stuff. I don't think Neo should give the Pyro a silky helmet.
race to make lollipop pyro melee go
[QUOTE=NeoDement;36517828]More or less done with this helmet...
[img]https://dl.dropbox.com/u/900111/PilotsHelm.jpg[/img]
Not 100% sure about the visor down style.
Now for weapons :D[/QUOTE]
I'd go with no envmap and the visor up style.
The envmap looks good normally, it only looks bad with the visor down style. I might just keep it because I know everybody in the workshop will moan if I don't include such a style.
Anyone thinking about modeling the items from this (Asides from the scorch shot) if Valve doesn't implement them?
[video=youtube;WUhOnX8qt3I]http://www.youtube.com/watch?v=WUhOnX8qt3I&feature=g-all-lik[/video]
EDIT: Just read the TF2 blog about how the items may be added, never mind then.
So is there gonna be another update beyond meet the pyro?
Or no?
[QUOTE=A_Guardian;36518843]So is there gonna be another update beyond meet the pyro?
Or no?[/QUOTE]
Day 3 isn't out yet so probably
[QUOTE=Bazkip;36519018]Day 3 isn't out yet so probably[/QUOTE]
I was thinking so, but there was the possibility that meet the pyro was it.
And source film maker seems to be a beta thing.
So there's another source beta for me to sign up for and not get into.
So, they are holding items back due to meet the pyro spoilers.
How are the items gonna spoilier somthing they already released?
Also, what they hell are they?
[QUOTE=A_Guardian;36519381]I was thinking so, but there was the possibility that meet the pyro was it.
And source film maker seems to be a beta thing.
So there's another source beta for me to sign up for and not get into.[/QUOTE]
[quote=TF2 Blog]Also! Because today's new items contain some Meet the Pyro spoilers, we're gonna hold off on announcing those until the update’s ready later today.[/quote]
[QUOTE=omitrix212;36518792]Anyone thinking about modeling the items from this (Asides from the scorch shot) if Valve doesn't implement them?
[/QUOTE]
"Also! Because today's new items contain some Meet the Pyro spoilers, we're gonna hold off on announcing those until the update’s ready later today."
They're probably adding them.
I know I said it in the MtP thread, but I'll repeat it here because I'm a cheap moocher:
Anyone here with a good item submission on their hands want to credit a bunch of us (with us getting no profits at all of course) to increase our chances of getting into the SFM beta? Not sure how we would select people though.
-snip-
Meet the Pyro is out? Yeah, cool, whatever.. You know what you should be [I]really[/I] excited about? Bomber jackets!
[IMG]http://img696.imageshack.us/img696/9431/brownbomber.png[/IMG]
I realized a bit too late that I forgot to draw most of the headphones, which isn't a big deal, and also the beige fabric wraps on his hands, which made me question my sanity.
[QUOTE=Deodorant;36521434]Meet the Pyro is out? Yeah, cool, whatever.. You know what you should be [I]really[/I] excited about? Bomber jackets!
[IMG]http://img696.imageshack.us/img696/9431/brownbomber.png[/IMG]
I realized a bit too late that I forgot to draw most of the headphones, which isn't a big deal, and also the beige fabric wraps on his hands, which made me question my sanity.[/QUOTE]
Too big for neutral colors, gonna have to team color that shit
[QUOTE=Venezuelan;36521488]Too big for neutral colors, gonna have to team color that shit[/QUOTE]
Yeah, that was another thing I realized too late. If it was slightly more open it could possible work with neutral colors, but dark team colors would probably look ok too. Thanks for turning my pagepeasant into a pageking by the way. :D
Why dumb, Dutchman?
So, I'm trying to jigglebone this monster. I have a fairly good behavior down for walking animations. It will swing back and forth, but not too far out thankfully. So I'm happy there, but I have two problems that I could use some help with.
[IMG]http://i.imgur.com/l2y4Q.png[/IMG]
1. Whenever the jigglebones move at all, they frequently snap back to their ref pose and begin jiggling again. Is there any reason why it's doing this? I want the jigglebones to remain fluid and not just magically spawn back straight and move again.
2. Whenever the pyro jumps, the jigglebones go apeshit and the rope "tangles up" in itself, being spastic and cutting a bunch of jutted angles. I want the rope to stay straght and not do this. Any ideas? (Sometimes the hook flips upside down andtangles into the cables too)
Even more open wouldn't work, scouts move fast, they're a blur, they need a lot of team coloring. The Marty McFly jacket being orange basically killed team identification and it wasn't even very bigBut I like the idea of a bomber jacket. Would at least go with that bomber hat no one wears :v:
Don't know if appropriate but p3d emailed me again,
-For all of you with ATI video cards, and having the shaded models coming up black, they have a solution for that
-Secondly, call me stupid for not knowing all this, but I asked if it was possible to have the TF2 lightwarps as an option to the p3d model viewer, I thought that it would make it easier to review your textures etc. because I don't know how the compiling and all works (might be as easy as you all say but I just don't know how to okay?)
And they responded pretty interested, asking if someone who knows more about it than I could contact them about it on the ins and outs of how those work
TF2 p3d
Yes please.
[QUOTE=Deodorant;36521434]Meet the Pyro is out? Yeah, cool, whatever.. You know what you should be [I]really[/I] excited about? Bomber jackets!
[IMG]http://img696.imageshack.us/img696/9431/brownbomber.png[/IMG]
I realized a bit too late that I forgot to draw most of the headphones, which isn't a big deal, and also the beige fabric wraps on his hands, which made me question my sanity.[/QUOTE]
This would technically be impossible to make and it still retain high quality, due to the poly limits for cosmetics, unless it was a brand new player model.
[QUOTE=kibbleknight;36521808]the poly limits for cosmetics[/QUOTE]
the thing no one follows anymore?
[QUOTE=Venezuelan;36521844]the thing no one follows anymore?[/QUOTE]
I follow it and loads of other people. I agree with kibble, it would be very difficult to get in poly count without butchering the quality or having it really weird.
[QUOTE=Gamemaster1379;36521667]So, I'm trying to jigglebone this monster. I have a fairly good behavior down for walking animations. It will swing back and forth, but not too far out thankfully. So I'm happy there, but I have two problems that I could use some help with.
[IMG]http://i.imgur.com/l2y4Q.png[/IMG]
1. Whenever the jigglebones move at all, they frequently snap back to their ref pose and begin jiggling again. Is there any reason why it's doing this? I want the jigglebones to remain fluid and not just magically spawn back straight and move again.
2. Whenever the pyro jumps, the jigglebones go apeshit and the rope "tangles up" in itself, being spastic and cutting a bunch of jutted angles. I want the rope to stay straght and not do this. Any ideas? (Sometimes the hook flips upside down andtangles into the cables too)[/QUOTE]
1: Most likely the FPS limit on jigglebones. I don't have an exact number for this for Model Viewer, unfortunately.
2: You should look into angle constraints.
Also, if the rope is in that angled position when the pyro is just standing, you need to MASSIVELY increase your tip_mass
[QUOTE=Quinnjdq;36521925]I follow it and loads of other people. I agree with kibble, it would be very difficult to get in poly count without butchering the quality or having it really weird.[/QUOTE]
You can go over the limit if necessary. You usually shouldn't (hell most of the time you shouldn't even have to think about the limit if you're doing it right) but it's not at all a strict rule, lots of items break it. If you do, LODs are nice though.
Basically Valve gave a lower end limit to try and encourage better poly budgeting from the community but don't expect you to follow it all the time.
[QUOTE=Venezuelan;36522000]You can go over the limit if necessary. You usually shouldn't (hell most of the time you shouldn't even have to think about the limit if you're doing it right) but it's not at all a strict rule, lots of items break it. If you do, LODs are nice though.[/QUOTE]
I dunno, I purely try to stay at least 100 polys under limit.
[t]http://puu.sh/E5eW[/t]
also, we still need a bit of help with this
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