[QUOTE=Frying Dutchman;36582302]Pencil drawing has come to life!
To add, it's currently quite flat on the sides. Maybe round them up or add some more depth?[/QUOTE]
I was thinking about some unnecesary details (tape), but I think I'm going to simply resize it horizontally and add some nails
also, it's badly placed and in sniper's hands, so it looks a little (very) off and empty. The way scout holds his scattergun makes it a little pointless to add thousands of details in that area
also I'm still wondering how does this lever-action bolt-action shotgun work
[QUOTE=Cowabanga;36581958]Cowa and Hazza are proudly presenting you:
[h2]THE DEMOFACE IN 3D![/h2]
You can see it in action [URL="http://p3d.in/IO2p9"]here![/URL][/QUOTE]
this is why you wanted the cow texture? i regret everything
I wonder how a version of the laser rifle from Dystopia would work in TF2 for the Sniper.
Explanation: The laser rifle works via a charge-up that increases to a peak, then decreases back to nothing. You can fire at any time, but only at the peak do you get the full power of the shot. The higher the charge is, the more visually identifiable the targeting player is.
[QUOTE=DatHarry;36582497]this is why you wanted the cow texture? i regret everything[/QUOTE]
its amazing
Trying out some team colors.
Medics pants so far.
[img]http://dl.dropbox.com/u/24102295/teamcolors.jpg[/img]
Gonna try a team colored orange as well.
The hat pattern is too cluttered.
I can help if ya want, should be fixed quite quickly.
I love that undershirt thing
Okay, so I'm looking at doing some rigging similar to the Balloonicorn. decompiling gives me no mesh and no jigglebones for the qc. Does anybody have a good decompile of these or no?
Have I mentioned how much I am currently ABUSING 3d-coat? The 3d sculpting program!?
I know, I haven't, but hey, I have something terrible to share.
It starts... from this video
[video=youtube;H0BUysglCZA]http://www.youtube.com/watch?v=H0BUysglCZA&feature=plcp[/video]
Then I got a hold of it, creating this
[IMG]http://i43.photobucket.com/albums/e351/Kirbypop/Strangestpossiblycreepiestclipever.png[/IMG]
Oh, and it gets worse, I put this on the heavy's face
[IMG]http://i43.photobucket.com/albums/e351/Kirbypop/strangestpossiblycreepiestheavyever.png[/IMG]
Then the worst part? He is now ingame and up for download!
[IMG]http://i43.photobucket.com/albums/e351/Kirbypop/Heavface.png[/IMG]
If you want to download it, just a warning, I still have no idea how to make team-coloured textures as of yet...
[url]http://www.2shared.com/file/2apDzmig/Bigmouth_Heavy.html[/url]
[QUOTE=Cowabanga;36581958]Cowa and Hazza are proudly presenting you:
[h2]THE DEMOFACE IN 3D![/h2]
[IMG]http://puu.sh/F7Pi[/IMG]
[IMG]http://puu.sh/F7PB[/IMG]
You can see it in action [URL="http://p3d.in/IO2p9"]here![/URL][/QUOTE]
The bad smoothing, it burns.
You can't just apply smooth shading and be done with it, you have to set-up smoothing groups so things that are sharp actually look sharp, like the edges of the boards in your model.
[QUOTE=Kirbypop;36582775]Have I mentioned how much I am currently ABUSING 3d-coat? The 3d sculpting program!?
I know, I haven't, but hey, I have something terrible to share.
It starts... from this video
[video=youtube;H0BUysglCZA]http://www.youtube.com/watch?v=H0BUysglCZA&feature=plcp[/video]
Then I got a hold of it, creating this
[IMG]http://i43.photobucket.com/albums/e351/Kirbypop/Strangestpossiblycreepiestclipever.png[/IMG]
Oh, and it gets worse, I put this on the heavy's face
[IMG]http://i43.photobucket.com/albums/e351/Kirbypop/strangestpossiblycreepiestheavyever.png[/IMG]
Then the worst part? He is now ingame and up for download!
[IMG]http://i43.photobucket.com/albums/e351/Kirbypop/Heavface.png[/IMG]
If you want to download it, just a warning, I still have no idea how to make team-coloured textures as of yet...
[url]http://www.2shared.com/file/2apDzmig/Bigmouth_Heavy.html[/url][/QUOTE]
That is the scariest fucking thing I have ever seen in my entire life.
[QUOTE=Wackoweasel;36582847]That is the scariest fucking thing I have ever seen in my entire life.[/QUOTE]
Well, that might be bad, but I also made his shoulder bird. its some sort of chicken
[IMG]http://i43.photobucket.com/albums/e351/Kirbypop/heavdemonicchickenmax.png[/IMG]
I... I have no idea why I am doing these
About to retex the front of the gun, looks messy
[QUOTE=Frying Dutchman;36582702]The hat pattern is too cluttered.
I can help if ya want, should be fixed quite quickly.[/QUOTE]
The hat is already with a texturer.
[sp] And it's not psyke. Totally not psyke.[/sp]
[IMG]https://dl.dropbox.com/u/6909475/promo.jpg[/IMG]
Is this a good workshop promo for my Spy knife?
[QUOTE=Wowza!;36582970][IMG]https://dl.dropbox.com/u/6909475/promo.jpg[/IMG]
Is this a good workshop promo for my Spy knife?[/QUOTE]
I would generally say more blur, but I am obsessed with blur to an unhealthy level (like my obsession with chickens) but yeah, that looks good enough to me. shows the functionality as well as the different angles of it. Great work I say!
[EDIT/OFFTOPIC]
I am tempted to make a Kirby with that Cyriak mouth now... Well, its either that or experiment making a weapon through 3d-coat for tf2 so... I'll do just that
hey this actually looks decent/average which is way better than my other models
[img]http://i.imgur.com/yMBSB.png[/img]
[QUOTE=Nexosz;36583190]hey this actually looks decent/average which is way better than my other models
[img]http://i.imgur.com/yMBSB.png[/img][/QUOTE]
Wow, that looks awesome. I know, not textured yet, but that base model is brilliant
accidentally pressed some random keys and managed to get this sweet pose but then hlmv crahsed for some reason so sry for terrible view and whiteness
[img]http://i.imgur.com/zKcSm.png[/img]
gonna remodel the lever because it goes through the trigger, + it doesn't sit well in scout's hands, but that's easy to fix
[t]http://i.imgur.com/KcdR6.jpg[/t]
now time to cry myself to sleep every night for the next two months, figuring out how to unwrap and texture properly
[editline]ur bum[/editline]
bonus
[img]http://i.imgur.com/hR6fE.png[/img]
[QUOTE=Nexosz;36583327]accidentally pressed some random keys and managed to get this sweet pose but then hlmv crahsed for some reason so sry for terrible view and whiteness
[img]http://i.imgur.com/zKcSm.png[/img]
gonna remodel the lever because it goes through the trigger, + it doesn't sit well in scout's hands, but that's easy to fix
[t]http://i.imgur.com/KcdR6.jpg[/t]
now time to cry myself to sleep every night for the next two months, figuring out how to unwrap and texture properly[/QUOTE]
What program did you use to make the gun out of interest? I know 3dsmax and Maya's UV Mapping systems if you need a hand with those. Actually, if that is the case, go ahead and add me over steam. I can talk you through it as much as I can
I know how unwrapping works perfectly - bah, I'm so good I don't even use this one in 3dsmax to unwrap, I use roadkill instead
I just simply have no idea how to pack it all into that squareish workzone properly to reduce distortions and other crap, + i can already see the unwrapping process taking more than "a few hours"
i'm talking about whole generations
[editline]hey these are fake editlines[/editline]
anyway, I'm going to bed now, maybe I'll manage to force myself to unwrap this tomorrow, thanks for the help tho
[QUOTE=Nexosz;36583456]I know how unwrapping works perfectly - bah, I'm so good I don't even use this one in 3dsmax to unwrap, I use roadkill instead
I just simply have no idea how to pack it all into that squareish workzone properly to reduce distortions and other crap, + i can already see the unwrapping process taking more than "a few hours"
i'm talking about whole generations
[editline]hey these are fake editlines[/editline]
anyway, I'm going to bed now, maybe I'll manage to force myself to unwrap this tomorrow, thanks for the help tho[/QUOTE]
Ah, i see. Well, as I said before, if you need help with that then gimme a yell. I found my strengths in 3d is more towards texturing somehow, and UV Mapping is an interesting part of Materials/Shaders/The lot.
[B]EDIT[/B]
Imagine this perched on your shoulder
[IMG]http://i43.photobucket.com/albums/e351/Kirbypop/Strangestpossiblycreepiestkirbyever.png[/IMG]
Possible new avatar for myself?
God help us
speaking of that scattergun
[img]http://dl.dropbox.com/u/17923674/Modeling/scatergoon.PNG[/img]
the only problem I had with it was the size of the foregrip, in firstperson it just sorta floats
[QUOTE=Vonwilbur;36583807]speaking of that scattergun
[img]http://dl.dropbox.com/u/17923674/Modeling/scatergoon.PNG[/img]
the only problem I had with it was the size of the foregrip, in firstperson it just sorta floats[/QUOTE]
I still maintain that omitting the scope causes the gun to lose its purpose.
Without a scope, it's a cool-looking scattergun that for some reason is bolt action and lever action at the same time. With a scope, it would be a sawed-off sniper rifle. Completely illogical but dangerous and brutal, just like the Scout himself. The addition of a scope would also make the gun appear much more snubnosed and bulky - something that's good for a scattergun - without actually having an unrealistically wide barrel.
(For those who weren't there/don't remember pointless stuff like that: I came up with the idea of a Scattergun being a sawed-off Sniper Rifle. Larate liked the idea and drew a proper concept for it, but omitted the scope. VonWilbur made that model based on that design and I started shouting about scopes. If I remember correctly, a scope was eventually added as an experiment. Several people thought it looked dumb, I thought it looked really cool.)
[QUOTE=Vonwilbur;36583807]speaking of that scattergun
[img]http://dl.dropbox.com/u/17923674/Modeling/scatergoon.PNG[/img]
the only problem I had with it was the size of the foregrip, in firstperson it just sorta floats[/QUOTE]
good thing I didn't go to bed then, otherwise i'd wake up and instantly regret my previous decisions
time to pick a different concept art thennn
In Blender, the polycount for one of the LODs for my knife is 468, but when I export it as a SMD then import the SMD into Blender, the polycount's 2922. Is this something I should be worried about?
[QUOTE=Wowza!;36584012]In Blender, the polycount for one of the LODs for my knife is 468, but when I export it as a SMD then import the SMD into Blender, the polycount's 2922. Is this something I should be worried about?[/QUOTE]
sounds like there were some awkward n-gons, then it triangulated
[QUOTE=Wowza!;36584012]In Blender, the polycount for one of the LODs for my knife is 468, but when I export it as a SMD then import the SMD into Blender, the polycount's 2922. Is this something I should be worried about?[/QUOTE]
Did you make sure that you didn't accidentally add 4 copies of the knife?
I'm sure it happens all the time.
[QUOTE=tso;36584071]sounds like there were some awkward n-gons, then it triangulated[/QUOTE]
I used the Dissolve tool to remove edge loops, could that have caused it?
[QUOTE=Kirbypop;36582775]Oh, and it gets worse, I put this on the heavy's face
[IMG]http://i43.photobucket.com/albums/e351/Kirbypop/strangestpossiblycreepiestheavyever.png[/IMG]
Then the worst part? He is now ingame and up for download!
[IMG]http://i43.photobucket.com/albums/e351/Kirbypop/Heavface.png[/IMG]
If you want to download it, just a warning, I still have no idea how to make team-coloured textures as of yet...
[url]http://www.2shared.com/file/2apDzmig/Bigmouth_Heavy.html[/url][/QUOTE]
Someone please make this work with teamcolors and bodygroups
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