• TF2 Emporium XVI
    2,001 replies, posted
Messing around in 3Ds Max. Telescopic extensions on remotes :science:
[QUOTE=AshtonArdoin;22348168]While I do appreciate the support you are giving me, that isn't really a good idea, if you don't give the public what they want, then what's the point of making something for the public? [/QUOTE] I know, but when someones bitching about the stock not being put on the shoulder instead of under, it's just getting stupid and nit picky.
[QUOTE=Trunk Monkay;22349016]I know, but when someones bitching about the stock not being put on the shoulder instead of under, it's just getting stupid and nit picky.[/QUOTE] Eh. I don't want to cause any more arguement. Oh wait, new stock. [IMG]http://i45.tinypic.com/33wuxde.png[/IMG] Don't kill me. [B]EDIT[/B]: least it's a page kind with content, right?
[QUOTE=AshtonArdoin;22349132]Eh. I don't want to cause any more arguement. Oh wait, new stock. [IMG_thumb]http://i45.tinypic.com/33wuxde.png[/IMG_thumb] Don't kill me. [B]EDIT[/B]: least it's a page kind with content, right?[/QUOTE] It's not awful, but it could use a little bit of improvement. I'd say the first thing you should do is get together a good number of reference images to get a very good idea of what you want it to look like. [i]Never[/i] try to model anything unless you have something to work off of. Eyeballing it can only get you so far and your models will suffer for it. Get a good five or six images and sketch out what you want, with a side, front, and top view at the very least (it doesn't matter how great your drawing skills are, mine are mediocre, but even a simple sketch makes a big difference). Your stock, at the current moment, doesn't really look like a crossbow. Crossbow stocks look more like this: [img_thumb]http://www.alcheminc.com/plan.gif[/img_thumb] Or, if you want a more ornate example, with a slightly more interesting shape: [img_thumb]http://www.a2armory.com/images/crossbows/Shoulder_Stock_Crossbow.jpg[/img_thumb] Don't be discouraged if your model doesn't come out looking how you want it. I'm assuming you're new to modelling. You need to understand that 3D modelling is probably one of the most difficult forms of art out there, as you need an extremely good understanding of both working in a three-dimensional plane, as well as the mechanics of the program you're working with (whether it be 3DS Max, Blender, etc.) Trust me when I say that it'll take you at least a year or longer before you start creating models you're happy with. I've been messing with the program for well over two years now and I've only just started showing people my models. Sorry for the long post, I just wanted to give some helpful advice because I can understand how frustrating for someone new to modelling.
[QUOTE=IAmAnooB;22346214]I have some ideas for the medic, this is just like a wish-list of what I want medic to have. I'm not saying these ideas are super good or so, but I just thought I should share them. First of is a syringe alternative, it is lower and is sort of long, it shoots longer and larger needles and is single fire. Would be like 60-80% slower fire-rate and 10-20% more damage(this can be discarded), obviously it would be more accurate than the normal/bluatsauger. The other thing is that it would charge a meter, like buff-banner. That you can either use to heal faster or get faster ubercharge rate. So damage fills up the meter. The downside with this is, medic can't really shoot down people rushing him, he can't really rush/kill high health classes. But he could stay behind his teammates and shoot those needles at the other team to fill his meter and to be able to do his "main" job better. That was the syringe gun idea, here is my medigun idea, I know someone probably already thought something like this out. But here it goes, The main idea with it, is actually to change how you play as a medic. You will basically have a dispenser at your back, removing the normal medigun, the heal rate would be as a level 2 dispenser. You can heal 1-5 teammates at ones. The uber would be not be charged by healing teammates, it's by damaging enemies, the backpack will damage enemies at a sort of slow rate, if they get to close to the medic. The damage would be like the bleed out effect on the shiv, or something like that. This means that the medic can actually help damage enemies at close range. It should not work on cloaked/disguised spies. The other idea for this is that it adds minicrits to enemies that is close to the medic (that might be a bit OP, but still it's just an idea). The uber would make the medics effect fullcrit or just damage more. Or the uber increases the radius of the effect. And if it would be the minicrit/crit idea, when he ubers he should be minicritted by enemies. The downsides are that, he can't heal as fast as he normally can, he can't choose who he heals, no actual uber, to someone else. But it would make him more mobile, being able to heal more at once and help to do some damage near him, would also be good if it would be the other idea, that it makes enemies get mini critted near him. That was my medigun/backpack idea. Now for the melee weapon, I know this one might be a bit similar the syringe gun, but this could actually work, might even be a replacement for the ubersaw, anyway here it goes, As the buffbanner have, a meter. Each hit fills that meter with a certain %, and when you want you can use the effect. It is always 5-10 sec long, even if you have more %. The effect would be that it increases your charge rate instead of instantly giving you uber, as the ubersaw does. So if you have for an example 25%, and you use it, you will get 25% faster ubercharge rate for 5-10 seconds. This will make it more reliable on the player who plays medic to actually continue to heal people, than just ubersaw enemies and just uber them. Well, that was those ideas, as I said in the beginning, they might not be the best or so. But I thought I should share them.[/QUOTE] I'll post this AGAIN, and I hopefully won't be ignored.
[QUOTE=naNuke;22338131]Insert Text[/QUOTE] I really like that backpack. I hope valve uses it, an possily take into consideration, the stats you gave it. However, the "Mann Co." logo seems unnecesary and a little overused. Mann Co is more of a weapons dealer and the healing pack wouldn't make sense. Maybe you could make up a company name.
No one wants stat ideas. Modding is all visual. If you have an idea it needs a physical description, and you have to be willing to completely scrap any stats you want.
[QUOTE=IAmAnooB;22349747]I'll post this AGAIN, and I hopefully won't be ignored.[/QUOTE] I like the idea of a syringe gun that helps build an uber charge, but I don't really like the buff banner-style meter. I think maybe if you got 1% ubercharge per needle hit that decays over a course of a few seconds might be better. That way if you've got say, 50% ubercharge, run into an enemy and shoot him with 25 needles, you get a temporary 25% uber which can help you jump to 100% that much faster. The area-of-effect backpack is already being done by quite a few people, I know one was posted in the Emporium a while back and a few have been suggested on the Polycount forums. I'm not sure about damaging enemies around you, and I think maybe it should just be a heal friendlies around you effect, with the con being no ubercharge at all. The melee unlock... to be honest sounds pretty pointless. With the time you spent building up the meter to increase your uber rate, you could've just used the ubersaw instead and gained percentage towards your ubercharge. They're good ideas, but like Mexican said, stat ideas aren't so much important when thinking up mod ideas than the aesthetics. Valve pretty much has the final say on stats. I think it's a little fruitless to build a weapon around the stats, than the other way around.
[QUOTE=Datsun;22349887]I really like that backpack. I hope valve uses it, an possily take into consideration, the stats you gave it. However, the "Mann Co." logo seems unnecesary and a little overused. Mann Co is more of a weapons dealer and the healing pack wouldn't make sense. Maybe you could make up a company name.[/QUOTE] [B]Me-dik co.[/B] [I]"Saving the world, one heavy bear at a time."[/I]
[QUOTE=AshtonArdoin;22349132]Eh. I don't want to cause any more arguement. Oh wait, new stock. [IMG_thumb]http://i45.tinypic.com/33wuxde.png[/IMG_thumb] Don't kill me. [B]EDIT[/B]: least it's a page kind with content, right?[/QUOTE] There should be a curve in it, #2 is big enough, but to long.
[QUOTE=Nzdjh;22349957]I like the idea of a syringe gun that helps build an uber charge, but I don't really like the buff banner-style meter. I think maybe if you got 1% ubercharge per needle hit that decays over a course of a few seconds might be better. That way if you've got say, 50% ubercharge, run into an enemy and shoot him with 25 needles, you get a temporary 25% uber which can help you jump to 100% that much faster. The area-of-effect backpack is already being done by quite a few people, I know one was posted in the Emporium a while back and a few have been suggested on the Polycount forums. I'm not sure about damaging enemies around you, and I think maybe it should just be a heal friendlies around you effect, with the con being no ubercharge at all. The melee unlock... to be honest sounds pretty pointless. With the time you spent building up the meter to increase your uber rate, you could've just used the ubersaw instead and gained percentage towards your ubercharge. They're good ideas, but like Mexican said, stat ideas aren't so much important when thinking up mod ideas than the aesthetics. Valve pretty much has the final say on stats. I think it's a little fruitless to build a weapon around the stats, than the other way around.[/QUOTE] Yeah I know that, but just wanted to share my ideas. Well the melee idea was so it could replace the ubersaw, making it more balanced.
[QUOTE=swampie;22347058][URL="http://filesmelt.com/dl/The_Scoutwitch2.rar"][IMG]http://filesmelt.com/dl/promo1234.png[/IMG][/URL][/QUOTE] Wrong filesmelt name
Just a question about modeling in general: If I make a model, does the WHOLE THING have to be one? Or can I have a piece, not connected to the rest in anyway, floating on it?
Floating geometry is best geometry (for pretty much all games)
Generally merging objects together into one object tends to result in some really fucked up faces too, so I'd avoid it.
So you recommend it?
...yes
Well, watch making just got 100% easier. I think the strap will be a separate mesh, the face a mesh, and the lens a mesh.
[QUOTE=IAmAnooB;22349747]I'll post this AGAIN, and I hopefully won't be ignored.[/QUOTE] None of this can be made in the Emporium, we make visual stuff, not gamechanging stuff.
[QUOTE=Luxy;22350558]Well, watch making just got 100% easier. I think the strap will be a separate mesh, the face a mesh, and the lens a mesh.[/QUOTE] Though make sure you do remove any polys that aren't going to be seen (for instance, those within another object). You can have objects overlapping, but not cleaning them up is just a waste and very bad modelling practice. [QUOTE=NeoDement;22350632]Keep it all on one texture sheet though.[/QUOTE] Yes, and this. [i]Definitely[/i] this.
Keep it all on one texture sheet though.
Thanks for the info. I am guessing if I want a object animated, the parts I want to move separately have to be different objects? [editline]08:23PM[/editline] Neo I have no clue about texturing, I am just going to cough out some models and smash my head into the keyboard and hope for the best.
[QUOTE=Luxy;22350649]Thanks for the info. I am guessing if I want a object animated, the parts I want to move separately have to be different objects?[/quote] Not if you use bones. In fact, you [i]shouldn't[/i] do that. [QUOTE=Luxy;22350649]Neo I have no clue about texturing, I am just going to cough out some models and smash my head into the keyboard and hope for the best.[/QUOTE] Unwrap the objects individually then group them together to line them all up on the same texture sheet, all nice and neat-like.
someone make a bone replacement for equalizer
Nz, the only animating thing I am thinking of is for the pill bottle, in which scout (might) just flip off the lid. Should I just make the lid a separate object?
[QUOTE=Luxy;22350796]Nz, the only animating thing I am thinking of is for the pill bottle, in which scout (might) just flip off the lid. Should I just make the lid a separate object?[/QUOTE] In that case, I'd say yes. I'm not an animator, but that's personally what I'd do. Sparkwire would be a better person to ask for animations. I only know the basics.
[QUOTE=Zar;22350745]someone make a bone replacement for equalizer[/QUOTE] I believe it's being worked on already. [editline]09:31PM[/editline] Here: [url]http://www.polycount.com/forum/showthread.php?t=73211[/URL]
[QUOTE=Djokson;22350852]I believe it's being worked on already. [editline]09:31PM[/editline] Here: [url]http://www.polycount.com/forum/showthread.php?t=73211[/URL][/QUOTE] silly, he's doing a spartan helmet for the soldier
[QUOTE=Nzdjh;22350824]In that case, I'd say yes. I'm not an animator, but that's personally what I'd do. Sparkwire would be a better person to ask for animations. I only know the basics.[/QUOTE] Oh god no, not Sparkwire anims. I would rather do my own, and since I have no clue, I will make it so they are not needed.
[QUOTE=Zar;22350379]Wrong filesmelt name[/QUOTE] Move the fuck on. Where are the mods? :s
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