[QUOTE=ArakanI;37479639]Would require some minor changes too the model, otherwise it would be a huge gap between the outer skin and the head.[/QUOTE]
I think it's an idea worth considering, because the hat might be a bit too big of a change if the skull and face are the same item, and if the face and the skull can't look good without each other then they don't make good separate items. Valve rarely makes items that covers the whole head, and if they do, they're usually restricted to Halloween only (not fullmoon).
[QUOTE=Simski;37479664]I think it's an idea worth considering, because the hat might be a bit too big of a change if the skull and face are the same item, and if the face and the skull can't look good without each other then they don't make good separate items. Valve rarely makes items that covers the whole head, and if they do, they're usually restricted to Halloween only (not fullmoon).[/QUOTE]
In order to fit the skull as a mask it would have to be larger then the actual head, and that looked really weird.
[QUOTE=ArakanI;37479780]In order to fit the skull as a mask it would have to be larger then the actual head, and that looked really weird.[/QUOTE]
Good point. I'm not suggesting you completely stop the skull version of the face thingie, but I still think it would be a good idea to make a separate version that is only the face and not the skull just in case the face could be good enough to work on its own, if Valve perhaps do not like the skull and face combo as a single item. (They do after all usually not like items that obscure the entire face)
[QUOTE=ArakanI;37479639]Would require some minor changes too the model, otherwise it would be a huge gap between the outer skin and the head.
Edit: Does characters have spec textures? Cant find any spec .vmt texture for the scouts body/head in the GCF file.[/QUOTE]
In tf2 spec/phong maps are done in the alpha channel of the diffuse map. Most .vmt files specify $basemapalphaphongmask '1'
[QUOTE=Simski;37479805]Good point. I'm not suggesting you completely stop the skull version of the face thingie, but I still think it would be a good idea to make a separate version that is only the face and not the skull just in case the face could be good enough to work on its own, if Valve perhaps do not like the skull and face combo as a single item. (They do after all usually not like items that obscure the entire face)[/QUOTE]
It's hard to fit the face around the scouts hair, the bangs stand up so much.
The upper lip looks really weird right now. but ill fix that once I'm done with the textures.
[img]http://nukeaduke.com/img/tf2ScoutHead7.jpg[/img]
[QUOTE=pogothemunty;37479843]In tf2 spec/phong maps are done in the alpha channel of the diffuse map. Most .vmt files specify $basemapalphaphongmask '1'[/QUOTE]
Yeah, i checked the alphas, might be the .vmt importer that acted up and didn't import the alpha channel.
[QUOTE=ArakanI;37479920]It's hard to fit the face around the scouts hair, the bangs stand up so much.
The upper lip looks really weird right now. but ill fix that once I'm done with the textures.
[img]http://nukeaduke.com/img/tf2ScoutHead7.jpg[/img]
Yeah, i checked the alphas, might be the .vmt importer that acted up and didn't import the alpha channel.[/QUOTE]
.vmt is the material
.vtf is the bitmap
Also try vtfedit [url]http://nemesis.thewavelength.net/index.php?c=178[/url]
The photoshop plugin doesn't work properly with alpha channels.
[QUOTE=pogothemunty;37479950].vmt is the material
.vtf is the bitmap
Also try vtfedit [url]http://nemesis.thewavelength.net/index.php?c=178[/url]
The photoshop plugin doesn't work properly with alpha channels.[/QUOTE]
Yeah, meant .vtf, and it was the PS plug-in i used. Ill give VTFEdit a try instead.
[QUOTE=ArakanI;37479920]It's hard to fit the face around the scouts hair, the bangs stand up so much.
The upper lip looks really weird right now. but ill fix that once I'm done with the textures.
[img]http://nukeaduke.com/img/tf2ScoutHead7.jpg[/img]
[/QUOTE]
It doesn't have the same appeal as the skull one does.
Skull one ees better.
[QUOTE=pogothemunty;37479950]
The photoshop plugin doesn't work properly with alpha channels.[/QUOTE]
Works fine for me.
[img]http://25.media.tumblr.com/tumblr_m9mbnnPGfW1rrtgbwo1_1280.png[/img]
[img]http://25.media.tumblr.com/tumblr_m9mbnnPGfW1rrtgbwo2_1280.png[/img]
Getting the markings down.
[QUOTE=ArakanI;37479920]It's hard to fit the face around the scouts hair, the bangs stand up so much.
The upper lip looks really weird right now. but ill fix that once I'm done with the textures.
[img]http://nukeaduke.com/img/tf2ScoutHead7.jpg[/img]
Yeah, i checked the alphas, might be the .vmt importer that acted up and didn't import the alpha channel.[/QUOTE]
Perhaps you would have an easier time covering his hair if you tried using the nose part instead of the lip part to cover it.
[QUOTE=Simski;37480053]Perhaps you would have an easier time covering his hair if you tried using the nose part instead of the lip part to cover it.[/QUOTE]
Changing that would require redoing most of the model. I don't think it's worth it.
[QUOTE=Gen. Cornwaffle;37479970]It doesn't have the same appeal as the skull one does.
Skull one ees better.[/QUOTE]
I personally like it better without, although I do like it with the skull too. I just see a lot of problems with the skull, which is why I think the skull should be a separate misc, and the face a hat. So they could work as independent items, but look good together.
Also ArakanI, regarding the issue you had with having the skull look odd because it has to cover the hair... Perhaps it could still look good even if you don't make it cover the hair. Make it a skull, with Scout's hairstyle. [t]http://img.mota.ru/upload/wallpapers/2011/05/02/22/04/24122/dIPzbv4euH-preview.jpg[/t]
[QUOTE=Gamemaster1379;37477427]Also, take three--since nobody will answer my question otherwise, here's a huge fucking picture to get attention.
[img]http://i.imgur.com/nTTpc.png[/img]
"Okay so I'm trying to rig that poncho that danger posted, and am running into a slight problem. Whenever I try to rig it to the shoulders, it behaves correctly, but the poncho doesn't move far enough up to not clip into his shoulders. Is there a way to increase the influence that a bone has on a vertex group?"[/QUOTE]
Yes there is, I could take a look at it if you want and then show/tell you what I did. If I get results that is.
honestly. that scout skull face is just the creepiest thing i have seen all week. uuuuggghguughghgh
I love how it appeared just as someone mentioned that nobody ever does any cool Halloween items for Scout :3
[editline]31st August 2012[/editline]
note: this is a compliment, not being snarky
[QUOTE=Simski;37480153]I love how it appeared just as someone mentioned that nobody ever does any cool Halloween items for Scout :3
[editline]31st August 2012[/editline]
note: this is a compliment, not being snarky[/QUOTE]
Thats why i choose to make it for the scout, I already had the idea and had just started on making the "hat" for the medic. But then someone posted about scouts not getting any love, so I switched over to him instead :D
I'm totally stuck on the textures now tho, I'm fine with modeling stuff. But texturing isn't something I'm as comfortable doing.
[QUOTE=NassimO PotatO;37479994]Works fine for me.[/QUOTE]
Which plugin do you use, and what version of photoshop? I've always had problems with exporting .vtf alpha layers out of photoshop
[QUOTE=psyke;37480051]
[img]http://25.media.tumblr.com/tumblr_m9mbnnPGfW1rrtgbwo2_1280.png[/img]
Getting the markings down.[/QUOTE]
yes please.
Keep the skull version, it looks like he went so fast his skin slipped off his head :v:
[QUOTE=NuggetWarmer;37478471][IMG]http://puu.sh/10BuU[/IMG]
its eggs[/QUOTE]
aw
oh well, how are you approaching it? what slot / class?
[QUOTE=Pako;37480283]Keep the skull version, it looks like he went so fast his skin slipped off his head :v:[/QUOTE]
[IMG]http://www.leftfootforward.org/images/2011/05/Jeremy-Clarkson-scummy-man.jpg[/IMG]
Woah.
[QUOTE=Venezuelan;37477332]this is a test to see if I'm famous[/QUOTE]
The main reason I'm not like falling out of my seat is that you're like... the fifth really awesome person I've met on here
Plus, I've decided to just start talking to you guys like normal, the only one I'd really have a hard time dealing with would be if Elbagast came on, he's kind of an idol of sorts
Anyways, sound mod progress:
Made the SHINE! music and yodeling the sound for achievements
Made the song Sky and Sea (music that plays during hidden levels like Sand Bird) the Rocket/Sticky Jump WHOOOSH sound, and now I need to do the following:
Ambience (:suicide:)
Finding a sample of the TOO BAD! death music and making that the deathcam swooping sound
Finding the spray sound effect and making that the sound of shadow mario's paintbrush in the opening cutscene
Then after that, it's mostly just being open for suggestions
[QUOTE=Pako;37480283]Keep the skull version, it looks like he went so fast his skin slipped off his head :v:[/QUOTE]
Or got smashed in the back of the head so violently the skull came out through his mouth :v:
[QUOTE=Old Hermit;37480339]The main reason I'm not like falling out of my seat is that you're like... the fifth really awesome person I've met on here[/QUOTE]
omg I'm awesome
[QUOTE=MiniGeek;37480323][IMG]http://www.leftfootforward.org/images/2011/05/Jeremy-Clarkson-scummy-man.jpg[/IMG]
Woah.[/QUOTE]
Is that JC Denton playing Burnout 3?
[QUOTE=Pie_Tony;37480439]Is that JC Denton playing Burnout 3?[/QUOTE]
[QUOTE][IMG]http://media.giantbomb.com/uploads/0/31/11235-jcd_large.png[/IMG][IMG]http://upload.wikimedia.org/wikipedia/commons/thumb/b/b9/Jeremy_Clarkson.jpg/230px-Jeremy_Clarkson.jpg[/IMG][IMG]http://www.morphthing.com/showimage/2/4249f123c7e37f5b87dda7fe2a0648dc/0/59659801/230px-Jeremy-Clarkson-jpg--11235-jcd-large-png.jpeg[/IMG][/QUOTE]
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