• TF2 Mod Emporium 48 - Spooky & Scary Edition
    10,000 replies, posted
[URL="http://dl.dropbox.com/u/100681318/Updated%20Prankster%20Sneakers.zip"][IMG]http://i738.photobucket.com/albums/xx24/TheRealFierceDeity/PranksterSneakers.png[/IMG][/URL] The predecessor to the Bootie Time brought back into the game, now with jingling bells included. Enjoy prancing around Goldrush with these more fitting team colored Jester wear. Replaces the Bootie Time, because it's not even Christmas you dim-buckets! You can keep your rubber christmas tree hats on all you want, but it will only lower your own self-esteem. Included is an optional Southie Arlecchino replacement for the Big Elfin' Deal, because hey if your going to convert one thing from Christmas mall Elf wear to Renaissance fair Jester wear, why not the other? Here, have a screenshot: [IMG_thumb]http://cloud-2.steampowered.com/ugc/576713578079891501/69E4F48DE7BA8D61FB5D957F3682BE7D38773949/[/IMG_thumb]
[img]http://i.cubeupload.com/KES8W9.png[/img]
[QUOTE=Ducksink;37420306]Doing some promos [thumb]http://i.imgur.com/6RjBZ.png[/thumb] ill make some more l8r[/QUOTE] Could I have a shot at making one for the hat?
[QUOTE=Sparkwire;37420617]the sculpt should look like saxton hale from the get-go[/QUOTE] what we're talking about saxton hale, not royzo
What I want to know, is what the fuck is going on with his mouth? It looks like he's sticking his tongue out over his top lip. I... I went looking for images of this and I regret it. Next wtf question: His eyes, what the hell is with those eyes?? Looks like all those terrible zombie movies where the skull makeup protrudes really obviously from the face
[QUOTE=mixshifter;37420799]what we're talking about saxton hale, not royzo[/QUOTE] im not sure what you mean by that
:(
[QUOTE=Sparkwire;37420813]im not sure what you mean by that[/QUOTE] Royzo = [U]Skeleton[/U] Incomplete Saxton Hale Model = Basic [U]skeleton[/U] of the model That's my best guess at it.
[QUOTE=Tal;37420937]:([/QUOTE] I reckon you can save it but you definitely shouldn't be retopologising yet, plus those eyes are throwing everything off wayyy more than you might think
Did anyone here read the, like, ten previous pages where he stated multiple times that those are the eye-sockets, and not the eyes? They are usually a lot bigger that human eyes FYI. And you can't compare that to Saxton Hale until he models the moustache.
[QUOTE=Manibogi;37420963]Did anyone here read the, like, ten previous pages where he stated multiple times that those are the eye-sockets, and not the eyes? They are usually a lot bigger that human eyes FYI. And you can't compare that to Saxton Hale until he models the moustache.[/QUOTE] I've never seen a WIP sculpt with weird eye sockets like that though, I know they're not meant to be final eyes but they are VERY off putting
I am sculpting the eyes tomorrow then importing into modeling app and continuing retopo. Also doing ears, inner mouth and minor fixing. Hope you guys will like it after I add facial hair and hat ( and also see that its Saxton Hale).
the hale model is still very basic, chill guys its going great
[QUOTE=Tal;37420937]:([/QUOTE] What you want to be doing is something akin to this: [img]http://www.cgarena.com/freestuff/tutorials/max/hulk/lo-poly-VS-Hi-poly.jpg[/img] You basically sculpt up the high poly model with all the details on, don't care about optimisation but slap all the necessary detail onto it until it looks as best as possible. This should include the eyes, facial wrinkles etc. Then when that's done optimise it as best you can by removing minute details like the detailed facial wrinkles, extra edge loops etc. When that's done you should have something that's about a third of the poly count of your original high poly. You can then use the high poly model to bake a normalmap so that the high detail stuff you got rid of is sort of overlayed on top without the increased polycount. Another thing you can do is stick the high poly baked map into the diffuse texture so you'll get the detail but it'll be flat and in the base texture, leaving the normalmap cheap. Apologies if you already knew this or if I came off patronising.
[QUOTE=Sparkwire;37420813]im not sure what you mean by that[/QUOTE] I was making a joke about how you claim the basic structure of a head model doesn't look like what the completed character looks like. However, Royzo is a skeleton, thus his basic head model would indeed look like him from the get-go.
[QUOTE=TheRealFierce;37420706]The predecessor to the Bootie Time brought back into the game, now with jingling bells included. Enjoy prancing around Goldrush with these more fitting team colored Jester wear. Replaces the Bootie Time, because it's not even Christmas you dim-buckets![/QUOTE] oh man that's great, the green looks really of place normally I kinda wish valve would stick something in like that as a style for the bootie time e: actually non-holiday styles on all holiday items would be pretty neat but that'll never happen :(
Okay, so I'm trying to Hex [url=http://i158.photobucket.com/albums/t106/Bondjiffy1613/promo1.png]this[/url] into a c_model using [url=http://gamebanana.com/tf2/tuts/media/10307]this[/url] as a tutorial. Is this the right way to go?
I was bored today [url="http://steamcommunity.com/sharedfiles/filedetails/?id=92102099"][img]http://cloud-2.steampowered.com/ugc/921238949569070675/3274C5158C41D94906D88DB0AC49FC268E7D37B9/[/img][/url] [media]http://www.youtube.com/watch?v=3LxSGPOUO88&feature=player_embedded[/media]
[QUOTE=Jitters;37422057]Okay, so I'm trying to Hex [url=http://i158.photobucket.com/albums/t106/Bondjiffy1613/promo1.png]this[/url] into a c_model using [url=http://gamebanana.com/tf2/tuts/media/10307]this[/url] as a tutorial. Is this the right way to go?[/QUOTE] Wait so the model is originaly a w_model/v_model? I'm pretty sure those take a lot more work to convert to c_models then hexing similar weapons to other weapons, those usually only work on c_models.
[QUOTE=ned_ballad;37422195]I was bored today [url="http://steamcommunity.com/sharedfiles/filedetails/?id=92102099"][img]http://cloud-2.steampowered.com/ugc/921238949569070675/3274C5158C41D94906D88DB0AC49FC268E7D37B9/[/img][/url] [media]http://www.youtube.com/watch?v=3LxSGPOUO88&feature=player_embedded[/media][/QUOTE] This is one of the many reasons why we love you
[QUOTE=ned_ballad;37422195]I was bored today [url="http://steamcommunity.com/sharedfiles/filedetails/?id=92102099"][img]http://cloud-2.steampowered.com/ugc/921238949569070675/3274C5158C41D94906D88DB0AC49FC268E7D37B9/[/img][/url] [media]http://www.youtube.com/watch?v=3LxSGPOUO88&feature=player_embedded[/media][/QUOTE] I'm not a fan because it sounds more like hollow metal like comping around, say, a robot, instead of just clumps of metal smacking against the ground.
[QUOTE=WiltheKid;37422512]I'm not a fan because it sounds more like hollow metal like comping around, say, a robot, instead of just clumps of metal smacking against the ground.[/QUOTE] heh... I wonder why it sounds like a robot walking a metal grate... heh... wonder why that is. Maybe the robot walking on the grate was pitch shifted down 25% too [editline]27th August 2012[/editline] I tried to limit myself to just editing Source sounds, because I know Valve is pokey about licensing sounds and stuff, so I wanted to make sure there was no issue. Which is why it's really just giant robot walking sounds mixed with a very heavily pitch shifted and slightly sped up grate walking
Sortof on topic, id like to see a sound mod be made that makes the jumper flying sounds more like a jet plane, and another mod that makes it sound it sounds like n earthquake when landing from a rocket jump.
[url=http://www.mediafire.com/?lmstlddlgw96t7e][img]http://i.cubeupload.com/2W45nm.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=92117571][img]http://i.cubeupload.com/c71PFr.png[/img][/url] [url=http://www.mediafire.com/?i1g8xy03vil8p2y][img]http://i.cubeupload.com/8q90M8.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=92117288][img]http://i.cubeupload.com/c71PFr.png[/img][/url]
[QUOTE=kibbleknight;37422842]Sortof on topic, id like to see a sound mod be made that makes the jumper flying sounds more like a jet plane, and another mod that makes it sound it sounds like n earthquake when landing from a rocket jump.[/QUOTE] This one too: [media]http://www.youtube.com/watch?v=XCDKJQ3Z8bU[/media]
[QUOTE=TheRealFierce;37422214]Wait so the model is originaly a w_model/v_model? I'm pretty sure those take a lot more work to convert to c_models then hexing similar weapons to other weapons, those usually only work on c_models.[/QUOTE] Yes, the model was originally a w_model/v_model. So converting the SMG into a c_model using the 'cut and paste' tutorial method isn't going to work?
[QUOTE==DarkStar=;37423371]This one too: [media]http://www.youtube.com/watch?v=XCDKJQ3Z8bU[/media][/QUOTE] OH GOD YES. MAKE THIS HAPPEN.
[QUOTE=Manibogi;37420963]Did anyone here read the, like, ten previous pages where he stated multiple times that those are the eye-sockets, and not the eyes? They are usually a lot bigger that human eyes FYI. And you can't compare that to Saxton Hale until he models the moustache.[/QUOTE] Finally, someone got it right.
[QUOTE=Jitters;37423606]Yes, the model was originally a w_model/v_model. So converting the SMG into a c_model using the 'cut and paste' tutorial method isn't going to work?[/QUOTE] it will, just hex the w_ as a c_
[IMG]http://puu.sh/ZdtZ[/IMG] Can somebody tell me the name of the idiot who thought these were a better idea than sleeping? His name begins with "N".
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