[QUOTE=ZnT00;37762505]please help me [img]http://i.imgur.com/GvqoQ.png[/img]
;-;[/QUOTE]
That middle line is where you marked your sea, which I wouldn't have done in the first place. At the sides makes the seams less visible.
For the rest it dioesn't seem all too bad, just try to keep the stuff vertically/horizontally because of reasonably meh blender bakes. also the part where the stick enters the broom could use some work
[img]http://i.imgur.com/ntYZt.png[/img]\
Huzzah!
[editline]22nd September 2012[/editline]
[QUOTE=Bapaul;37762610]That middle line is where you marked your sea, which I wouldn't have done in the first place. At the sides makes the seams less visible.
For the rest it dioesn't seem all too bad, just try to keep the stuff vertically/horizontally because of reasonably meh blender bakes. also the part where the stick enters the broom could use some work[/QUOTE]
[img]http://i.imgur.com/vYcPZ.png[/img]
Better?
[editline]22nd September 2012[/editline]
k screw it im calling it done, baking now
Can anyone here do a good paintover of a rocket launcher? I'll provide images and what not but I need some ideas.
[img]http://i.imgur.com/i3tbC.png[/img]
AO bake complete, anybody wanna texture?
[QUOTE=Psychopath12;37762415]C'mon, Baleful Bacon[/QUOTE]
I love bacon!
[QUOTE=ZnT00;37762746][img]http://i.imgur.com/i3tbC.png[/img]
AO bake complete, anybody wanna texture?[/QUOTE]
you need to smooth it before baking
[QUOTE=Venezuelan;37762775]you need to smooth it before baking[/QUOTE]
oh
well
how?
[QUOTE=ZnT00;37762850]oh
well
how?[/QUOTE]
I think it's edge split modifier in blender, I've never used blender though so someone will have to clarify
Sorry for sucking so bad
[QUOTE=ZnT00;37762880]Sorry for sucking so bad[/QUOTE]
You're a beginner. It's ok.
And you certainly know more about modeling than I do.
here, found this
[url]http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Smoothing[/url]
[QUOTE=ZnT00;37762850]oh
well
how?[/QUOTE]
Shader option on the left bar in the UI, you can select smooth or flat, select smooth. then use the edge split modifier to give your model sharp edges where you want them
[img]http://i.imgur.com/zPQCQ.png[/img]
this look good?
[editline]22nd September 2012[/editline]
[QUOTE=Bapaul;37762953]Shader option on the left bar in the UI, you can select smooth or flat, select smooth. then use the edge split modifier to give your model sharp edges where you want them[/QUOTE]
wait what is an edge split modeifier
[QUOTE=ZnT00;37762956][img]http://i.imgur.com/zPQCQ.png[/img]
this look good?
[editline]22nd September 2012[/editline]
wait what is and edge split modeifier[/QUOTE]
Looks like you just smoothed everything which removed the sharp normals on the brush base and tip.
[QUOTE=eddy-tt-;37762988]Looks like you just smoothed everything which removed the sharp normals on the brush base and tip.[/QUOTE]
please help me
[QUOTE=ZnT00;37762998]please help me[/QUOTE]
I would but I don't know shit about blender.
[QUOTE=eddy-tt-;37763033]I would but I don't know shit about blender.[/QUOTE]
im doomed ;-;
[QUOTE=ZnT00;37762998]please help me[/QUOTE]
Select the Wrench icon on the right after selecting your mesh, this contains the modifiers. Click Add Modifier and look for the one on the left that is 'Edge Split'. When added it'll make most of your mesh all blocky again, so uncheck Edge Angle, and check Sharp Edges.
Go back into Edit mode for your mesh and highlight the edges you want to have a pinch to them. Press Ctrl+E and select Mark Sharp to do so. If you do not like it, select them again, press Ctrl+E, and select Clear Sharp.
-snip-
[QUOTE=ZnT00;37762998]please help me[/QUOTE]
You should watch helljumper's blender tutorial for tf2, it's going to help you
[QUOTE=ZnT00;37763128]what is an edge split modifier though?[/QUOTE]
When applied, it tears the mesh apart where you put the sharp seams to give it a pinched look. This is good for when there's a major transition of texture or material, such as your broom's bristles and the handle. You also don't need to hit apply on the Modifier's Interface since it'll automatically apply when you export the model.
For example,
[thumb]http://imageshack.us/a/img831/2185/smoothingexample.png[/thumb]
[img]http://i.imgur.com/zGThU.png[[/img]
think its ready to bake and be textured by some kind soul?
[url=http://gamebanana.com/tf2/sounds/17925][img]http://i46.tinypic.com/nmb242.png[/img][/url]
Reposting this because I updated it. Too lazy to make a new promo. All I really did was remove the +2db volume change effect, only so some of the louder vocalizations don't do that stupid crackling noise when they're too loud.
I'll probably do a tutorial on how I made these later today sometime.
Hi everyone !
I've already created 2 items for the Halloween Update, but I'd like to make them paintable and to add different styles for one of them.
The problem is, I know how to compile the files for an item, but I don't know what is required to make them paintable and to add different styles.
If anyone can help me, it would be a great addition to my items :D
Thanks in advance :)
k im baking it now
[QUOTE=Manibogi;37762349]Man, if the Fright Lights ever get in-game, I know what I'm gonna wear them with.
[T]http://imageshack.us/a/img651/1703/spookykeeper.png[/T][/QUOTE]
Oh look it's Manibogi, Hi there!
Anyways, I'm also here to ask if I could get assistance with modeling a weapon once I get it drawn out and finished.
[QUOTE=MilesPyrower;37762545]Texture progress on the mouthgrill:
[IMG]http://puu.sh/17AJV[/IMG] [IMG]http://puu.sh/17APU[/IMG]
I forgot how much I loved working on this set.[/QUOTE]
The hat should still be a different color from the misc though...
[QUOTE=Constructor;37762533]I love Deodorant[/QUOTE]
oh shush
So basically this talented modeler guy here offered to model a Scout by my design, provided I come up with one. Fwee!
Anyway, it would be sorta cool of the vague idea I'm working on could contain a cigarette, but on the other hand it feels a bit bandwagon-y to give the Scout a tobacco-smoking item since the Soldier, Demoman, Medic and Sniper received theirs. What is the emporium's opinion on the issue. Agree for 'Smoking is totally cool, dude', and disagree for 'Don't do drugs, kids'.
Also, browsing wikipedia for weapon models makes me feel like a really creepy person.
[QUOTE=Basik';37763329]Hi everyone !
I've already created 2 items for the Halloween Update, but I'd like to make them paintable and to add different styles for one of them.
The problem is, I know how to compile the files for an item, but I don't know what is required to make them paintable and to add different styles.
If anyone can help me, it would be a great addition to my items :D
Thanks in advance :)[/QUOTE]
Right off the bat, different styles usually are just done by including multiple downloads for the mod. As for painting, it is achieved by a few snipits in the VMT code along with the alpha map and texture.
[code] "$yellow" "0"
"$blendtintbybasealpha" "1"
"$colortint_base" "{xxx xxx xxx}"
"$colortint_tmp" "[0 0 0]" [/code]
Edit the colortint_base area to the RGB code for the color you want it to be naturally, and under the Proxies you will need to add:
[code] "Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}[/code]
As for your alpha map and texture, make the area you want to be paintable white, and have it be opaque with the rest of the texture transparent so it is not affected.
[QUOTE=Totenkreuz;37759904]This should be fully ready for texturing later today. Who wants to?
[t]http://i.imgur.com/yF2AQ.png[/t][/QUOTE]
Me!
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