[QUOTE=BloodNThunder;35043300]Well I did admit my flaws.
Give me some time to learn how to model. I'll give this sword some more polys to smooth out the curves as well as make some acceptable lod models.[/QUOTE]
It's more that it's not [i]your[/i] model...
Rescaling it doesn't make it yours... It's ok to have a look at other models to see how they're done when you're starting, but you should try actually creating [i]something[/i]! (Unless you are literally just trying to get WoW models into TF2, which is a terrible idea)
I would be more impressed if it was just a crudely modified cuboid or something... :/
- I know the compiling process is nontrivial in itself, which is why it's a shame that you chose to use it on this...
Well, he still needs to learn how to compile models, at least he learned something.
[editline]8th March 2012[/editline]
[QUOTE=Jalcober;35042046]Progress on the pyro fireman hat.
[URL="www.vec3obj.com/re.html?id=112"][IMG]http://www.vec3obj.com/imgs/ptail112.png[/IMG][/URL][/QUOTE]
I just tried to get it to work, updated my java and the link thing started working, but it gets to connected and stops loading.
[QUOTE=Eeshton;35043445]Well, he still needs to learn how to compile models, at least he learned something.
[/QUOTE]
Actually I now know how to compile models.
I still don't have any sense of modeling.
Yes it is quick and dirty but only because I want learn how compile before I learn how to create and/or refine. I've now learn how to compile now its on to learn how to manipulate vertices and edges.
[QUOTE=Eeshton;35043445]Well, he still needs to learn how to compile models, at least he learned something.
[editline]8th March 2012[/editline]
I just tried to get it to work, updated my java and the link thing started working, but it gets to connected and stops loading.[/QUOTE]
Checkout this thread for solutions.
[url]http://www.polycount.com/forum/showthread.php?t=90819[/url]
Its still a beta app so it might just be a problem with your computer/java.
[editline]8th March 2012[/editline]
Nvm im getting the same problem now. Its probably a problem with their servers.
[QUOTE=psyke;34962502][img]http://dl.dropbox.com/u/25325795/brawl.png[/img]
[i]ROUND ONE. FIGHT [/i][/QUOTE]
I've been gone for so long and I was catching up with the Emporium, but I just have to stop and admire this for a second.
I love all of these sets so much <3
[QUOTE=Ian;35044009]I've been gone for so long and I was catching up with the Emporium, but I just have to stop and admire this for a second.
I love all of these sets so much <3[/QUOTE]
The best part is they're so different yet fit the art style pretty well.
so uh
why does in Model Viewer, the texture looks shitty when unzoomed:
[img]http://i.imgur.com/BzOuX.jpg[/img]
and when I zoom it looks normal?
[img]http://i.imgur.com/S2jxC.jpg[/img]
[QUOTE=Segab;35045244]so uh
why does in Model Viewer, the texture looks shitty when unzoomed:
[img]http://i.imgur.com/BzOuX.jpg[/img]
and when I zoom it looks normal?
[img]http://i.imgur.com/S2jxC.jpg[/img][/QUOTE]
dammit I had that problem a long time ago and I wish I could remember how I fixed it
The seams on your UV map are showing because you didn't put any padding on your texture. You can turn padding on during your AO bake (I usually do 5 or so pixels).
The seams show up because when you compile your model, mipmaps are produced (smaller versions of your texture to optimise performance) that are projected onto the model at larger distances. Because the image file is smaller, the border between the base colour and the background colour becomes anti-aliased, creating a mix between the two (in your case brown and black/red and black). The padding of extra pixels means that the mipmap has extra pixels of the base colour to prevent the black from spilling over.
Whew.
Hats of the past era entry V
Privates service helmet
[img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/58e19d2e.png[/img]
[img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/2e6c9579.png[/img]
[img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/015b7e70.png[/img]
[img]http://dl.dropbox.com/u/25325795/style.png[/img]
[I] Get more outa' yer paint. [/i]
[QUOTE=psyke;35045397][img]http://dl.dropbox.com/u/25325795/style.png[/img]
[I] Get more outa' yer paint. [/i][/QUOTE]
These are sexy. Also triggered an idea: we need more Assassin's Creed items, to celebrate AC3. Hidden gun for engi using the short circuit anims wouldn't be a bad idea.
[QUOTE=psyke;35045397][img]http://dl.dropbox.com/u/25325795/style.png[/img]
[I] Get more outa' yer paint. [/i][/QUOTE]
I'd work on getting the skinning on scouts feet fixed first
seriously every time you and ronin come out with another model it just feels too "rushed"
[QUOTE=Hawt Koffee;35045468]I'd work on getting the skinning on scouts feet fixed first
seriously every time you and ronin come out with another model it just feels too "rushed"[/QUOTE]
The skinning?
oh nice helmet. i didn't spot it
it fits scout pretty well
is the scratch spec-mapped?
[QUOTE=Hawt Koffee;35045361]Hats of the past era entry V
Privates service helmet
[img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/58e19d2e.png[/img]
[img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/2e6c9579.png[/img]
[img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/015b7e70.png[/img][/QUOTE]
I can already see the comments:
"iz just soldrs helmet 4 scotu"
[QUOTE=teddthebucfan;35045526]I can already see the comments:
"iz just soldrs helmet 4 scotu"[/QUOTE]
There's good reason for workshop submissions having those comparison pictures lately.
Frying pan vs Not frying pan, for instance :v:
[QUOTE=psyke;35045512]The skinning?
oh nice helmet. i didn't spot it
it fits scout pretty well
is the scratch spec-mapped?[/QUOTE]
Skinning IE: weight mapping
IE: this
[img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/3fa9740f.png[/img]
*see stretching
[QUOTE=Hawt Koffee;35045638]Skinning IE: weight mapping
IE: this
[img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/3fa9740f.png[/img]
*see stretching[/QUOTE]
*See valve infact changed the model from our version
Probably try and fix it when we get the engineer version/style put through.
mm Valve re-rig everything these days
[QUOTE=Urser;35045335]The seams on your UV map are showing because you didn't put any padding on your texture. You can turn padding on during your AO bake (I usually do 5 or so pixels).
The seams show up because when you compile your model, mipmaps are produced (smaller versions of your texture to optimise performance) that are projected onto the model at larger distances. Because the image file is smaller, the border between the base colour and the background colour becomes anti-aliased, creating a mix between the two (in your case brown and black/red and black). The padding of extra pixels means that the mipmap has extra pixels of the base colour to prevent the black from spilling over.
Whew.[/QUOTE]
Checking "no level of detail"/"no mipmaps" on the vmt fixed it. Well, maybe not fixed, but it's a work-around.
[QUOTE=MugenOverlord;35045457]These are sexy. Also triggered an idea: we need more Assassin's Creed items, to celebrate AC3. Hidden gun for engi using the short circuit anims wouldn't be a bad idea.[/QUOTE]
Tomahawk for Sniper, call it a day. :v:
[QUOTE=Segab;35045244]so uh
why does in Model Viewer, the texture looks shitty when unzoomed:
[img]http://i.imgur.com/BzOuX.jpg[/img]
and when I zoom it looks normal?
[img]http://i.imgur.com/S2jxC.jpg[/img][/QUOTE]
Your mip filters are set up wrong.
[IMG]http://dl.dropbox.com/u/22648677/etc/vtf.png[/IMG]
Change these options around, I recommend sinc with no sharpening as a general purpose filter and blackman with no sharpen when you really don't want any sharpening.
[QUOTE=install gentoo;35046498]Your mip filters are set up wrong.
[IMG]-img of VTF Edit optons-[/IMG]
Change these options around, I recommend sinc with no sharpening as a general purpose filter and blackman with no sharpen when you really don't want any sharpening.[/QUOTE]
Is there any links to something that shows and tells you what these different options do?
Hai gais look at hear wat I founded!!!111one! And I sticked it back together and showded you the--AAAAAAAAAAAH! *Saxton Hale appears and rips limbs off with bare hands*
Here's another promo image I did for the Cryogenator:
[t]http://dl.dropbox.com/u/64876296/Cryo_BPPg2.jpg[/t]
Also, the Cryogenator now has custom flame particles! Szraneraxtq helped me make them, and there are two styles to choose from. Since it has custom flame particles, it replaces the Phlogistinator this time.
[B]Screenshots:
Liquid Nitrogen style
[/B]
[t]http://cloud.steampowered.com/ugc/487752257709420159/4B55D253DB4BB5999A62451DB620FCB5D62302DA/[/t]
[t]http://cloud.steampowered.com/ugc/487752257709418269/CE2806C98C038BBAB6D36725D40DDCFCFAD82272/[/t]
[B]Snowy Style[/B]
[t]http://cloud.steampowered.com/ugc/487752257709421457/5CE94784D7FDC4297DE14191DF8E20C95BE70EA5/[/t]
[t]http://cloud.steampowered.com/ugc/487752257709419099/3F89464C2DBAC5FBBB15E4BF839075B6BDC7945A/[/t]
[B]On kill[/B]
[t]http://cloud.steampowered.com/ugc/487752257709417260/CAFCA518C7303BCC273E44B5E05B9AE5FFFB5D7B/[/t]
[t]http://cloud.steampowered.com/ugc/487752257709416392/36CEFDB1AB49FE654FC11C0C15F304118BCDB643/[/t]
[URL="http://dl.dropbox.com/u/64876296/Cryogenator_Phlogistinator_LiqNitroparticles.zip"][IMG]http://dl.dropbox.com/u/64876296/CryoPromo_Liqn2.png[/IMG][/URL]
[URL="http://dl.dropbox.com/u/64876296/Cryogenator_Phlogistinator_Snowyparticles.zip"][IMG]http://dl.dropbox.com/u/64876296/CryoPromo_Snowy.png[/IMG][/URL][url="http://steamcommunity.com/sharedfiles/filedetails/?id=15169"][img]http://i109.photobucket.com/albums/n53/Eanny/WorkshopPromoExtention.png[/img][/url]
[B]ENJOY! [/B]:v:
Oh, if you're wondering why the heavy bot in the second screenshot is holding a phlogistinator, its because of the give weapon plugin that I installed on my server. I gave all the bots a phlogistinator to test the particles.
[QUOTE=theharribokid;35046675]Is there any links to something that shows and tells you what these different options do?[/QUOTE]
Just try them out, you can see the different mip levels in VTFedit with the mipmap box. Google should give you some info on how each of the mipmap filters work though.
[t]http://cloud.steampowered.com/ugc/506892556130206220/51244601A3CEE54274450387C7966E9295D6EA3C/[/t]
Decided to make the Husk's mask thing from Killing Floor
I'm having a modeling withdrawal. The only two models I'm working on:
- one that I'm doing as a collab, the other person is fixing shit tomorrow
- the other is on my laptop which is a bitch to boot up, and all that's left is the textures anyway
SOMEONE GIVE ME IDEAS AAAAAAA I NEED SOMETHING TO MODEL MY HANDS ARE ITCHY LIKE FLIES ARE ON THEM FUCK FLIES AAAAA
[QUOTE=Da3dalus;35047168]I'm having a modeling withdrawal. The only two models I'm working on:
- one that I'm doing as a collab, the other person is fixing shit tomorrow
- the other is on my laptop which is a bitch to boot up, and all that's left is the textures anyway
SOMEONE GIVE ME IDEAS AAAAAAA I NEED SOMETHING TO MODEL MY HANDS ARE ITCHY LIKE FLIES ARE ON THEM FUCK FLIES AAAAA[/QUOTE]
a good hat for medic.
[QUOTE=Da3dalus;35047168]I'm having a modeling withdrawal. The only two models I'm working on:
- one that I'm doing as a collab, the other person is fixing shit tomorrow
- the other is on my laptop which is a bitch to boot up, and all that's left is the textures anyway
SOMEONE GIVE ME IDEAS AAAAAAA I NEED SOMETHING TO MODEL MY HANDS ARE ITCHY LIKE FLIES ARE ON THEM FUCK FLIES AAAAA[/QUOTE]
Make some new buildings for the Engineer. They need some more mods.
[QUOTE=Da3dalus;35047168]I'm having a modeling withdrawal. The only two models I'm working on:
- one that I'm doing as a collab, the other person is fixing shit tomorrow
- the other is on my laptop which is a bitch to boot up, and all that's left is the textures anyway
SOMEONE GIVE ME IDEAS AAAAAAA I NEED SOMETHING TO MODEL MY HANDS ARE ITCHY LIKE FLIES ARE ON THEM FUCK FLIES AAAAA[/QUOTE]
I may get dumbvoted for this, but [URL="http://www.facepunch.com/threads/1160227/49"]here's[/URL] my sketch dump again. I haven't added anything to if in quite a while (the duration of emporium 45, I think), so if you've looked recently and not seen anything you liked, you don't have to bother looking again.
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