[QUOTE=AyesDyef;37400091]Jeez Engie, when did you get such a butt chin.[/QUOTE]
It's Sir Buttchinson!
I feel like doing a TWEWY music pack for MvM, what tracks do you guys like?
[QUOTE=The Lone Spy;37398914]The only logical thing which comes to mind my is he wants the Minecraft models replace the TF2 models. But I don't find much logic on that anyway.[/QUOTE]
[t]http://cloud.steampowered.com/ugc/524907827307439930/9F673A812C9E7A87A4C05534D3C46CD1B2983469/[/t]
[t]http://cloud-2.steampowered.com/ugc/524907827287027388/55D681C57127FE790A991BE48D724B17EC3C76F2/[/t]
I remember doing something like that a long time ago
[QUOTE=WiltheKid;37401511][t]http://cloud.steampowered.com/ugc/524907827307439930/9F673A812C9E7A87A4C05534D3C46CD1B2983469/[/t][/QUOTE]
May I have this spy one?
Please?
[QUOTE=Constructor;37399408][url=http://dl.dropbox.com/u/40395733/lug.rar][IMG]http://dl.dropbox.com/u/40395733/lugipromo.png[/IMG][/url]
Just for you, Deodorant <3[/QUOTE]
Hnnghohogodyes.
[QUOTE=Constructor;37400469][t]http://dl.dropbox.com/u/40395733/stuff.png[/t]
Everyone loves WIP shots, right?
Ducksink is texturing the set. The textures in this image are my poopy base textures.[/QUOTE]
HnnghohgodYES!
[QUOTE=light dasher;37401504]I feel like doing a TWEWY music pack for MvM, what tracks do you guys like?[/QUOTE]
Deja Vu and Long Dream
Woah nice set constructor!
Also I am probably done with the head, now doing retopology and eyes. Then body. If anyone still has some suggestions/advices, please tell me as I want to get the best result and please the community:
Perpective:
[IMG]https://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00073.png[/IMG]
Font:
[IMG]https://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00074.png[/IMG]
Side:
[IMG]https://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00075.png[/IMG]
[QUOTE=WiltheKid;37401511][t]http://cloud.steampowered.com/ugc/524907827307439930/9F673A812C9E7A87A4C05534D3C46CD1B2983469/[/t]
[t]http://cloud-2.steampowered.com/ugc/524907827287027388/55D681C57127FE790A991BE48D724B17EC3C76F2/[/t]
I remember doing something like that a long time ago[/QUOTE]
Release this, its too funny not to.
[QUOTE=Tal;37401887]Woah nice set constructor!
Also I am probably done with the head, now doing retopology and eyes. Then body. If anyone still has some suggestions/advices, please tell me as I want to get the best result and please the community:
[IMG]https://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00075.png[/IMG][/QUOTE]
It seems like there MAY not be enough upper lip for his moustache.
Looks good anyway, but what's with the giant eyeholes again?
Also, his brow looks kinda wonky, seems too far in.
Yeah just fixed several things:
sharp edge along the nose, sharp edge along eyebrow part and a small thing on the outer side of the eye rim.
About the eye sockets: they have the right size, though it might look strange. I will add eyelids over them and then you will notice that it fits perfectly.
Remember: this is a sculpt, I will have to retopologize it ( model it again over the high-poly sculpt) and thats where i add the eyes and eyelids and fix small things.
And yes there is enough space for the moustache.
[QUOTE=Tal;37402074]Yeah just fixed several things:
sharp edge along the nose, sharp edge along eyebrow part and a small thing on the outer side of the eye rim.
About the eye sockets: they have the right size, though it might look strange. I will add eyelids over them and then you will notice that it fits perfectly.
Remember: this is a sculpt, I will have to retopologize it ( model it again over the high-poly sculpt) and thats where i add the eyes and eyelids and fix small things.
And yes there is enough space for the moustache.[/QUOTE]
Is it going to replace the VSH Saxton model once it's done?
I think his nostrils are a bit tilted upwards, the nose doesn't seem the same as it does on the picture for some reason
Altered my western sniper concept and added scout:
[IMG]http://puu.sh/YGNV[/IMG]
Shared hat, shared poncho/bandana misc, shared moneybag secondary, scout has his own revolver primary and sniper has his own facial hair with optional cigar misc
[QUOTE=MilesPyrower;37402591]Altered my western sniper concept and added scout:
[IMG]http://puu.sh/YGNV[/IMG]
Shared hat, shared poncho/bandana misc, shared moneybag secondary, scout has his own revolver primary and sniper has his own facial hair with optional cigar misc[/QUOTE]
The corks on the snipers hat is quite a clever touch
[QUOTE=MilesPyrower;37402591]Altered my western sniper concept and added scout:
[IMG]http://puu.sh/YGNV[/IMG]
Shared hat, shared poncho/bandana misc, shared moneybag secondary, scout has his own revolver primary and sniper has his own facial hair with optional cigar misc[/QUOTE]
Reminds me of this:
[video=youtube;NUj6Pcu71kk]http://www.youtube.com/watch?v=NUj6Pcu71kk[/video]
[QUOTE=NeoDement;37402661]awesome, go make it[/QUOTE]
It's somehting i'm gonna make after i've finished all the halloween stuff I plan to do.
[QUOTE=Damian0358;37402668]Reminds me of this:
[video=youtube;NUj6Pcu71kk]http://www.youtube.com/watch?v=NUj6Pcu71kk[/video][/QUOTE]
[media]http://www.youtube.com/watch?v=q3F7xQHNO8w[/media]
And this is the best moment of that video.
[QUOTE=coverop;37402715][media]http://www.youtube.com/watch?v=q3F7xQHNO8w[/media]
And this is the best moment of that video.[/QUOTE]
[video] [url]http://www.youtube.com/watch?v=VJTjgClLgVE&feature=watch_response[/url] [/video] Best responce tho.
Well, this is rigged, but I feel it's not done yet. Any ideas?
[img]https://dl.dropbox.com/u/9500538/grease-gun.png[/img]
Side by side comparison with the Soda Popper by the way.
I started working on constructors thing
[IMG]http://puu.sh/YHf7[/IMG]
[QUOTE=Skunkrocker;37402778]Well, this is rigged, but I feel it's not done yet. Any ideas?
[img]https://dl.dropbox.com/u/9500538/grease-gun.png[/img]
Side by side comparison with the Soda Popper by the way.[/QUOTE]
huge
[B]I need some help:[/B]
I'm trying to create a material that uses self illumination and is paintable at the same time. Now the problem is when I enable the "$blendtintbybasealpha" it screws up the shaders and I have no idea why (it starts flickering in game and looks all red and yellow in HLMV). Since I don't want to make the whole model paintable I need to use that parameter. The files and alpha channels are all set up correct and it's working fine when I use either self illumination or painting but it's breaking when I use both at the same time. Does anybody have a clue? Here's the vmt...
[CODE]"VertexLitGeneric"
{
// Material: -----------------------------------------------------------------
"$basetexture" "models/player/items/test"
"$surfaceprop" "default"
//"$nocull" "1"
//"$nodecal" "1"
"$yellow" "0"
// Normal map: ---------------------------------------------------------------
//"$bumpmap" "models/player/items/test_normal"
// Lightwarp: ----------------------------------------------------------------
"$lightwarptexture" "models/lightwarps/weapon_lightwarp"
"$halflambert" "1"
//"$glowcolor" "1"
// Detail: -------------------------------------------------------------------
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
// Paintability: -------------------------------------------------------------
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "0"
"$colortint_base" "{255 0 255}"
"$colortint_tmp" "[0 0 0]"
"$color2" "{255 255 0}"
// Illumination: -------------------------------------------------------------
"$selfillum" "1"
"$selfillummask" "models/player/items/test_selfillum"
"$selfillumtint" "[1 1 1]"
// Phong lighting: -----------------------------------------------------------
//"$basemapalphaphongmask" "1"
//"$normalmapalphaenvmapmask" "1"
//"$phongexponenttexture" "models/player/items/test_spec"
"$phong" "1"
"$phongexponent" "5"
"$phongboost" "1"
"$phongfresnelranges" "[.1 .4 1]"
// Rim lighting: -------------------------------------------------------------
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" "2"
// Cloaking: -----------------------------------------------------------------
"$cloakPassEnabled" "1"
// Proxies: ------------------------------------------------------------------
"Proxies"
{
"weapon_invis"
{
}
"vm_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
[/CODE]
Also: can someone explain what $yellow and $glowcolor are for?
Thanks for your help
[QUOTE=Gadget | TF2M;37402987][B]I need some help:[/B]
I'm trying to create a material that uses self illumination and is paintable at the same time. Now the problem is when I enable the "$blendtintbybasealpha" it screws up the shaders and I have no idea why (it starts flickering in game and looks all red and yellow in HLMV). Since I don't want to make the whole model paintable I need to use that parameter. The files and alpha channels are all set up correct and it's working fine when I use either self illumination or painting but it's breaking when I use both at the same time. Does anybody have a clue? Here's the vmt...
[CODE]"VertexLitGeneric"
{
// Material: -----------------------------------------------------------------
"$basetexture" "models/player/items/test"
"$surfaceprop" "default"
//"$nocull" "1"
//"$nodecal" "1"
"$yellow" "0"
// Normal map: ---------------------------------------------------------------
//"$bumpmap" "models/player/items/test_normal"
// Lightwarp: ----------------------------------------------------------------
"$lightwarptexture" "models/lightwarps/weapon_lightwarp"
"$halflambert" "1"
//"$glowcolor" "1"
// Detail: -------------------------------------------------------------------
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
// Paintability: -------------------------------------------------------------
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "0"
"$colortint_base" "{255 0 255}"
"$colortint_tmp" "[0 0 0]"
"$color2" "{255 255 0}"
// Illumination: -------------------------------------------------------------
"$selfillum" "1"
"$selfillummask" "models/player/items/test_selfillum"
"$selfillumtint" "[1 1 1]"
// Phong lighting: -----------------------------------------------------------
//"$basemapalphaphongmask" "1"
//"$normalmapalphaenvmapmask" "1"
//"$phongexponenttexture" "models/player/items/test_spec"
"$phong" "1"
"$phongexponent" "5"
"$phongboost" "1"
"$phongfresnelranges" "[.1 .4 1]"
// Rim lighting: -------------------------------------------------------------
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" "2"
// Cloaking: -----------------------------------------------------------------
"$cloakPassEnabled" "1"
// Proxies: ------------------------------------------------------------------
"Proxies"
{
"weapon_invis"
{
}
"vm_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
[/CODE]
Also: can someone explain what $yellow and $glowcolor are for?
Thanks for your help[/QUOTE]
yellow is for jarate of course.
[QUOTE=Tal;37401887]Woah nice set constructor!
Also I am probably done with the head, now doing retopology and eyes. Then body. If anyone still has some suggestions/advices, please tell me as I want to get the best result and please the community:
Perpective:
[IMG]https://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00073.png[/IMG]
Font:
[IMG]https://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00074.png[/IMG]
Side:
[IMG]https://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00075.png[/IMG][/QUOTE]
I said this earlier but i really think you should reference the faces of the classes, most notably soldier and medic as they have many similar features.
You might also want to take into consideration that in the portrait he is making a face and that he wouldn't look that way if he had his face muscles relaxed.
For the sake of comparison I made this comparison picture with soldier making a similar face
[img]https://dl.dropbox.com/u/39556064/NotHale.jpg[/img]
(and got carried away with the editing)
I think the areas near the mouth where you have subtle lines should probably be corners with stronger angles, as in, the middle part between the mouth and the chin should go in more
and the cheeks should be a bit smoother, the strong line you have there seems to be misinterperated from the light/shadow on his right cheek? (Medic would be good to reference in both of thees areas)
I also don't see the strong line at the sides of your head on the portrait
The nose is also off, the nostrils are too far out and the middle part of it is too small. It should look more like soldiers except pointed down more and with a stronger edge between the middle and the nose wings.
[editline]25th August 2012[/editline]
[QUOTE=MilesPyrower;37402591]Altered my western sniper concept and added scout:
[IMG]http://puu.sh/YGNV[/IMG]
Shared hat, shared poncho/bandana misc, shared moneybag secondary, scout has his own revolver primary and sniper has his own facial hair with optional cigar misc[/QUOTE]
I love it on sniper but not so fond of it on scout, but idk, might turn out better than i think
and i don't think a revolver for scout is worth trying tbh, better to make some action lever rifle, would still fit the theme and it wouldn't need new anims
[QUOTE=Constructor;37402978]huge[/QUOTE]
It only looks huge because he compare it to the soda-popper. It's probably not much bigger/smaller than the vanilla Scattergun.
[QUOTE=MilesPyrower;37402591]Altered my western sniper concept and added scout:
[IMG]http://puu.sh/YGNV[/IMG]
Shared hat, shared poncho/bandana misc, shared moneybag secondary, scout has his own revolver primary and sniper has his own facial hair with optional cigar misc[/QUOTE]
Please make Scout's scarf for engie
I got a question,
[quote=murphy7][t]http://www.abload.de/img/fempyro673z.jpg[/t]
Redux of the "Femme Pyro" mod from Fanciest of Pants from gamebanana. I always liked the idea and design of the mod, altough the textures and execution on some parts were quite bad, so I decided to redo it. Improved mesh, fixed all the smoothing, added those straps, baked normals and all that fancy stuff + edited the proportions to remove the "granny look". Also combined this mod with my high poly pyro head which I did for the tf2 improvement pack by nassimo and blaholtzen.
For comparision here is the original:
Femme Pyro on Gamebanana
Just noticed I fucked up the emblems, got to fix them.[/quote]
Whatever the hell happened to this?
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