Jiggleboned and basecoloured Lieutenant Bites:
[IMG]http://puu.sh/1iVGh[/IMG] [IMG]http://puu.sh/1iVI0[/IMG] [IMG]http://puu.sh/1iVJ9[/IMG]
Would it be possible to model something that could make the satchel look more dented from the bite or something? It still looks a bit glued on
[QUOTE=Constructor;38188592]oi[/QUOTE]
A concept of mine... being worked by Constructor!? [URL="http://wiki.teamfortress.com/w/images/8/83/Spy_autodejectedtie02.wav"]I must be dreaming!
[/URL]
[QUOTE=Harakiwi;38192018]....This thread starts to lack pictures.
Harakiwi 2 ze rescue!
[IMG]http://img94.imageshack.us/img94/1985/mediwigwip2.jpg[/IMG][/QUOTE]
Whoa, that's great! I love how your merged the Medic's hairstyle with it, and used a cream colourscheme instead of white - it makes the item very distinguable from the Magistrate Mullet.
A second style with the XVIIIth century tricorne would make it even more unique and thematic - the hair itself seems to be too large to be used as a misc, however
[QUOTE=MilesPyrower;38193162]Jiggleboned and basecoloured Lieutenant Bites[/quote]
Looks like you and I had similar ideas, haha. Couldn't figure out a decent place for mine, so I just tossed him on the head.
[img]https://dl.dropbox.com/u/49917/models/LT_Bites/LT_Bites_Promo_final.png[/img]
[img]https://dl.dropbox.com/u/49917/models/LT_Bites/lt_bites_promo_2.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=104711270[/url]
[QUOTE=Simski;38193189]Would it be possible to model something that could make the satchel look more dented from the bite or something? It still looks a bit glued on[/QUOTE]
Hmm... no dent... could you maybe make the face more snarl like? I mean, make the face look more strained
[QUOTE=JoshuaC;38193224]Looks like you and I had similar ideas, haha. Couldn't figure out a decent place for mine, so I just tossed him on the head.
[img]https://dl.dropbox.com/u/49917/models/LT_Bites/LT_Bites_Promo_final.png[/img]
[img]https://dl.dropbox.com/u/49917/models/LT_Bites/lt_bites_promo_2.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=104711270[/url][/QUOTE]
Normally I'd be all for paintability, but I feel this does not need it.
Lighting could also be tweaked to look less plastic-y
I like the idea though
[QUOTE=JoshuaC;38193224]Looks like you and I had similar ideas, haha. Couldn't figure out a decent place for mine, so I just tossed him on the head.
[img]https://dl.dropbox.com/u/49917/models/LT_Bites/LT_Bites_Promo_final.png[/img]
[img]https://dl.dropbox.com/u/49917/models/LT_Bites/lt_bites_promo_2.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=104711270[/url][/QUOTE]
doe's dumpster fulla lube
that positioning seems like it is bound to clip
[QUOTE=lemonade1950;38193252]Normally I'd be all for paintability, but I feel this does not need it.
Lighting could also be tweaked to look less plastic-y
I like the idea though[/QUOTE]
Yeah, there's some things I'd like to tweak, but I'm not sure if they allow revisions once it's done up. I highly doubt it'll get accepted if anything, but I can always tweak it then, if that were the case.
[QUOTE=Simski;38193234]Hmm... no dent... could you maybe make the face more snarl like? I mean, make the face look more strained[/QUOTE]
This would be the closest I could get to a snarl without altering the UV:
[IMG]http://puu.sh/1iVWg[/IMG]
[QUOTE=JoshuaC;38193224]Looks like you and I had similar ideas, haha. Couldn't figure out a decent place for mine, so I just tossed him on the head.
[img]https://dl.dropbox.com/u/49917/models/LT_Bites/LT_Bites_Promo_final.png[/img]
[img]https://dl.dropbox.com/u/49917/models/LT_Bites/lt_bites_promo_2.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=104711270[/url][/QUOTE]
[Subjective opinion]I don't think your raccoon quite fits TF2. I think TF2 is stylized and tongue-in-cheek, but not straight up cartoony. The eyebrows, semi-humanoid body and posture and general 'talking animal sidekick' vibe of your raccoon causes it to cross the line. [/Subjective opinion]
[QUOTE=MilesPyrower;38193320]This would be the closest I could get to a snarl without altering the UV:
[IMG]http://puu.sh/1iVWg[/IMG][/QUOTE]
Hmmm... maybe I'll like it better with the texture.
Either way though, are you going to model real eyes?
[QUOTE=iCaramello;38193206]A concept of mine... being worked by Constructor!? [URL="http://wiki.teamfortress.com/w/images/8/83/Spy_autodejectedtie02.wav"]I must be dreaming!
[/URL]
[/QUOTE]
I'm exciting?
Alright, seems I'll will need another help.
After I put definebone command for weapon_bone_1 and weapon_bone_L and compile the xmas item,
it gives me this statement.
[quote]WARNING: Imported bone weapon_bone_1 tried to access parent bone weapon_bone and failed!
WARNING: Imported bone weapon_bone_L tried to access parent bone weapon_bone and failed![/quote]
I believe this is what causes the console gave this statement
[quote]SetupBones: invalid bone array size (1 - needs 3)[/quote]
What I've thought that,
"1" means that the engine can locate weapon_bone , however it can't locate the other 2 bones.
Here's my definebone command that I did :
[quote]$definebone "weapon_bone_1" "weapon_bone" 2.227036 5.587126 0.201794 -71.738605 2.731966 -24.245333
$definebone "weapon_bone_L" "weapon_bone" -2.227020 -5.587132 -0.201797 108.261396 2.731963 -24.245333[/quote]
Yes, I make it parent to weapon_bone (because it does make sense if bone_L and bone_1 are parented to weapon_bone, and FYI : I copied the bones' axises from the First Person pyro rigs, since I don't know how to create/generate a new one)
I've been looking arround source wiki, but haven't found a cue.
So yeah, I need help.
Thanks in advance!
[QUOTE=ZombiPlastiClok;38189732]So check out this insane idea I'm working on. The only hint you get is that it's a reskin of The Original:
[IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/tank.jpg[/IMG]
EDIT: Oh cool, four hundred posts even. What a great occasion to hit that milestone on![/QUOTE]
Advance Wars style tank?
[QUOTE=Deodorant;38193468][Subjective opinion]I don't think your raccoon quite fits TF2. I think TF2 is stylized and tongue-in-cheek, but not straight up cartoony. The eyebrows, semi-humanoid body and posture and general 'talking animal sidekick' vibe of your raccoon causes it to cross the line. [/Subjective opinion][/QUOTE]
I'll give you that. I've been focusing on making cartoony like characters, and that's where a lot of this little guy's style is derived from.
Either way I had fun doing it. I'm doing some tweaks and such since it appears I can update the uploaded files and such. I'll also be making a new image showing it off with some more hats.
oh god joshuac is back
I gonna bet that NotLU 2 day 2 gonna be relased along with an Update of TF2 just to piss people off. :v:
Hey Evil_Knevil, can you make this replace more hats/miscs?
[url=http://gamebanana.com/tf2/skins/118670][img]http://i.imgur.com/4FO9c.png[/img][/url]
[QUOTE=Tompson1997_PL;38194647]I gonna bet that NotLU 2 day 2 gonna be relased along with an Update of TF2 just to piss people off. :v:[/QUOTE]
wat
who would be pissed
So Brit retextured the tartan using SVDL's kilt as a guide
[IMG]http://i587.photobucket.com/albums/ss318/deora2dude/copy.png[/IMG]
i think it's alright, but i figured i'd run it by the emporium just to be sure
[QUOTE=JoshuaC;38193902]I'll give you that. I've been focusing on making cartoony like characters, and that's where a lot of this little guy's style is derived from.
Either way I had fun doing it. I'm doing some tweaks and such since it appears I can update the uploaded files and such. I'll also be making a new image showing it off with some more hats.[/QUOTE]
Oh good, you have a Facepunch account. Like I said in the comments, turn down that phong, it makes the raccoon look like it's been dipped in oil.
[QUOTE=Ceiling Man;38194882]Oh good, you have a Facepunch account. Like I said in the comments, turn down that phong, it makes the raccoon look like it's been dipped in oil.[/QUOTE]
Working on an update to him right now. :)
[QUOTE=Teh Kiyoshi;38193633]Alright, seems I'll will need another help.
After I put definebone command for weapon_bone_1 and weapon_bone_L and compile the xmas item,
it gives me this statement.
I believe this is what causes the console gave this statement
What I've thought that,
"1" means that the engine can locate weapon_bone , however it can't locate the other 2 bones.
Here's my definebone command that I did :
Yes, I make it parent to weapon_bone (because it does make sense if bone_L and bone_1 are parented to weapon_bone, and FYI : I copied the bones' axises from the First Person pyro rigs, since I don't know how to create/generate a new one)
I've been looking arround source wiki, but haven't found a cue.
So yeah, I need help.
Thanks in advance![/QUOTE]
Try using the command $bonemerge. That's what I used.
eg;
$bonemerge "weapon_bone"
$bonemerge "weapon_bone_1"
$bonemerge "weapon_bone_L"
That SHOULD keep empty bones from collapsing.
Okay! Fixed up a couple clipping issues with some hats, and reduced his overall shine, and added LOD's, which I had forgot to do last night. It doesn't work with every hat, but it works with a lot of them, or at least decently enough.
[img]https://dl.dropbox.com/u/49917/models/LT_Bites/final/lt_bites_promo_3.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=104711270[/url]
Looks better, I still think you should remove the eyebrows though. Maybe place him somewhere else too, maybe.
Nah, doesn't need a helmet IMO. If anything, I think he should make it look more animal like and pose it/place it somewhere else.
[QUOTE=Simski;38195977]Nah, doesn't need a helmet IMO. If anything, I think he should make it look more animal like and pose it/place it somewhere else.[/QUOTE]
I could do that, but ehh, I'm kinda tired of messing with it. Plus I couldn't get it working anywhere else. This was the best place I could find for his shape and such. Plus, it's different. There's too many shoulder dwellers as is right now. :)
I too, think the eybrows shall be assimilated.
Yeah, the placement is debatable, the eyebrows must go.
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