• TF2 Mod Emporium 48 - Spooky & Scary Edition
    10,000 replies, posted
[QUOTE=Constructor;37579054]why does tal need to remove the cloth? It's not like it's too hard to just have it there..[/QUOTE] Not the cloth. The pouch (including the cloth and tool in it). Side faces of the pouch get too dense, and he thinks all looks better clean. I prefer it with the pouch, but we will try both options if possible. I have no idea about sculpting Also, fucking Slash avatar ftw
[QUOTE=eddy-tt-;37579053]What are you trying to do exactly? Because to me it looks like you didn't use the smd exporter right.[/QUOTE] [QUOTE=ArakanI;37579073]What stuff? Exporting, rigging, animating?[/QUOTE] Just doing a pistol replacement. No new animations or anything. I assume I rigged it correctly. So something either went wrong in exporting the SMD or the QC. Mebbe.
[img]http://puu.sh/12Up3[/img]
[QUOTE=NapyDaWise;37579169][img]http://puu.sh/12Up3[/img][/QUOTE] Maybe it could be quite traslucent. I think it would attract too much attention being that white
[QUOTE=donhonk;37579166]Just doing a pistol replacement. No new animations or anything. I assume I rigged it correctly. So something either went wrong in exporting the SMD or the QC. Mebbe.[/QUOTE] Looks like a rigging issue (which is a little odd considering all you need to do is really just bind it all to one bone), what exporter are you using?
[QUOTE=Petachepas;37579193]Maybe it could be quite traslucent. I think it would attract too much attention being that white[/QUOTE] Or spookvision only
[QUOTE=donhonk;37579166]Just doing a pistol replacement. No new animations or anything. I assume I rigged it correctly. So something either went wrong in exporting the SMD or the QC. Mebbe.[/QUOTE] So its weighted to one bone, and if you enter the paint weight tool and choose the bone its supposed to be weighted to the entire model turns white? And when you exported the model, did you place the model(polygons assigned under the membership editor) and the bone its weighted to in the reference layer?
[QUOTE=NapyDaWise;37579169][img]http://puu.sh/12Up3[/img][/QUOTE] How about a patch? [IMG]http://img690.imageshack.us/img690/5711/ss20120907at09patch.png[/IMG]
[QUOTE=ArakanI;37579258]So its weighted to one bone, and if you enter the paint weight tool and choose the bone its supposed to be weighted to the entire model turns white? And when you exported the model, did you place the model(polygons assigned under the membership editor) and the bone its weighted to in the reference layer?[/QUOTE] Yes to all of the above. Well, quick clarification when you say the bone its weighted to do you mean I should only export the "gun" bone and the gun model? Not the gun model and root bone? (Which would make this pretty simple to fix if true, heh.) [QUOTE=eddy-tt-;37579223]Looks like a rigging issue (which is a little odd considering all you need to do is really just bind it all to one bone), what exporter are you using?[/QUOTE] The one Valve provides for Maya 2011.
[QUOTE=Petachepas;37579163]Not the cloth. The pouch (including the cloth and tool in it). Side faces of the pouch get too dense, and he thinks all looks better clean. I prefer it with the pouch, but we will try both options if possible. I have no idea about sculpting Also, fucking Slash avatar ftw[/QUOTE] Put the cloth on engy's belt
[QUOTE=donhonk;37579305]Yes to all of the above. Well, quick clarification when you say the bone its weighted to do you mean I should only export the "gun" bone and the gun model? Not the gun model and root bone? (Which would make this pretty simple to fix if true, heh.) The one Valve provides for Maya 2011.[/QUOTE] You could export it with the whole skeleton, would only make the smd slightly larger, but it should still work. I could try and export the file and compile it and see if i get the same problem, just upload a .mb or a .ma file with the model weighted too the skeleton.
[QUOTE=donhonk;37579305]Yes to all of the above. Well, quick clarification when you say the bone its weighted to do you mean I should only export the "gun" bone and the gun model? Not the gun model and root bone? (Which would make this pretty simple to fix if true, heh.) The one Valve provides for Maya 2011.[/QUOTE] No you should be exporting the model with the bone, your problem is clearly you haven't weighted/binded it to the bone correctly, also make SURE the bone you are binding to is named right, for example pistols by default binds to weapon_bone and the magazine binds to weapon_bone_2.
Guys I think this is almost done, but I covered up his tie rouges style, but I'm not sure what to add there. [url]http://p3d.in/bkaqk[/url]
[QUOTE=ArakanI;37579073]What stuff? Exporting, rigging, animating? Updated the shape some on the rocket launcher, added some seams and placed some rivets on it too get a feel for how it would look when they are textures. Will keep some rivets where you can see them when viewing the weapon from first person. [IMG]http://nukeaduke.com/img/TheScreamshark3.jpg[/IMG][/QUOTE] Why is this so high poly?
[QUOTE=Eeshton;37579445]Why is this so high poly?[/QUOTE] 3500 tris without rivets(which is only for show and for baking), not that high right?
[QUOTE=ArakanI;37579477]3500 tris without rivets(which is only for show and for baking), not that high right?[/QUOTE] Not bad it looks like it is 10k or something :p
[QUOTE=Jalcober;37579570]Not bad it looks like it is 10k or something :p[/QUOTE] Hehe, that would mean that I'm an awesome modeler ;P . It's exactly 3554 triangles, but I could remove some edges from the bevels and get it really close to 3k tris, but hey. Why make it any lower and less smooth. [IMG]http://nukeaduke.com/img/TheScreamshark4.jpg[/IMG] UVed and AO baked, if anybody feel like texturing it I'm more then happy to let you do it(for a piece of the revenue of course)! [IMG]http://nukeaduke.com/img/TheScreamshark5.jpg[/IMG]
Did the person in the last emporium ever make the Max Payne life mod thing? I would like to take a stab at it, but just wondering, if anyone knew.
[QUOTE=Totenkreuz;37579070]The veil doesn't cover soldiers nose. Is that intentional?[/QUOTE] Yes it is intentional. In testing stuff I found that if I put the veil over his nose it both caused problems with flexes, and also almost completely obscured the soldier's face. Which looked bad on both accounts.
[QUOTE=Sexy Robot;37579658]Yes it is intentional. In testing stuff I found that if I put the veil over his nose it both caused problems with flexes, and also almost completely obscured the soldier's face. Which looked bad on both accounts.[/QUOTE] Oh ok.
[url]http://www.livestream.com/ashtonslivestream[/url] Gonna finish what I started yesterday.
[QUOTE=Eeshton;37580051][url]http://www.livestream.com/ashtonslivestream[/url] Gonna finish what I started yesterday.[/QUOTE] And you thought my rocket launcher was high poly ;P
[QUOTE=Sexy Robot;37578426][URL="https://dl.dropbox.com/u/9411074/RELEASES/warpigfixes/soldierwarpigfix.zip"][IMG]https://dl.dropbox.com/u/9411074/RELEASES/warpigfixes/warpigfixes.png[/IMG][/URL] I'll be updating the expansion in a mo. [editline]penis[/editline] If I missed anything, notify me.[/QUOTE] Can you post some comparison screenshots in regards to the paint?
[QUOTE=ArakanI;37580607]And you thought my rocket launcher was high poly ;P[/QUOTE] What? I thought you modeled each rivet individually, and I was right, I wasn't expecting you to do a normal bake because that's usually not done for weapons.
I'm currently working on the Portable Dispenser model with Totenkreuz, and were trying to add the screen for it. It appears that it is on a seperate texture from the original Dispenser. Could anyone help us out on making that apart of the model?
R.I.P Eeshton. Cause of death: modeling complications. [url]http://puu.sh/12Wyq[/url]
[QUOTE=omitrix212;37580791]R.I.P Eeshton. Cause of death: modeling complications. [url]http://puu.sh/12Wyq[/url][/QUOTE] he left us too soon... :'(
[QUOTE=omitrix212;37580791]R.I.P Eeshton. Cause of death: modeling complications. [url]http://puu.sh/12Wyq[/url][/QUOTE] now we'll never see him finish that piano he started making ;_;
[QUOTE=Gamemaster1379;37570249]Since it got page peasanted, I'll try once more. I had a sniper set idea for a Halloween costume. The idea is a Japanese sniper set. So far, some ideas are: A rice hat for sniper [img]http://www.combatsportsupply.com/images/products/detail/P10_NN14_1.JPG[/img] The Soldier already has one, but it's not quite as cone shaped and a little less conventional than the stereotypical hat. I could see the more cone shaped design warranting its own item. For his melee and a misc (maybe two), I think a kodachi would be fitting. [img]http://www.trueswords.com/images/prod/c/aoshi_kodachi_sword_sm_540.jpg[/img] A kodachi is a short sword that was meant to be used for both offense and defense in battles. I believe it was typically dual wielded. The length was about half a katana, I believe. I would imagine this would be ideal for sniper since not many things can fit the blade length of his weapons well--this would be an exception. The animations would do the blade length justice. However, there is still the thought of it being traditionally dual wielded. I can see two ways to approach this. One way is to give him a misc that is a kodachi sheath for his back (make it adjacent to his quiver pack). Kodachi sheathes (like the one above) are open on both ends to hold a kodachi at each end. Therefore, one end could have a kodachi and the other could be empty since he is using it. Alternatively, there is another way to approach this. Sniper's melee animations usually involve one arm at his side and the other actively swinging or holding the blade. The arm at his side would allow him to hold something--a second blade, perhaps. Obviously, the second blade would be purely for show and not actually be used in combat. It would be a way to get around making new animations, though. Which reminds me, the Objector animations would have to be used because sniper's stock melee animations involve using both hands to crit swing, whereas the Objector animations do not. I'm not too terribly sure what else could be added to the set, there is still room for a second misc as well as a few other potential weapons. A [url=http://www.trueswords.com/images/prod/c/aoshi_kodachi_sword_sm_540.jpg]Yumi[/url] bow could be made for sniper using Huntsman animations, perhaps? Given how involved this is, I could see this being its own thing and not for NotLU2, but nonetheless, I thought I'd throw it out there. [editline]6th September 2012[/editline] Alternatively, these could be used in the suggestion I just made in the post above. :v: Same animation concept and all.[/QUOTE] I take it there's no interest on this concept at all? It is pretty farfetched, but I'll give it one last shot. :v:
[QUOTE=Totenkreuz;37579440]Guys I think this is almost done, but I covered up his tie rouges style, but I'm not sure what to add there. [url]http://p3d.in/bkaqk[/url][/QUOTE] Guys pls.
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