so, i need opinions on this:
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/sniper_jacket_thing-2.jpg[/IMG]
care to give any?
[sp]the collar is based on a jacket i used to have, but cant find any pictures of[/sp]
[sp]the sleeves and fuzzy white things are mostly there for substance, since i thought just the jacket part made the model look empty[/sp]
oh, and if anyone wants to texture it, let me know,
these are just basecolors, so the model doesnt look boring
Flamecow recentley started making hats, so I asked him to help me out with the Engineer Belt Buckle I made a little while back. He's compiling it now, will post screenshots when it's ready.
EDIT: YIIII HE GOT IT TO WORK!!! PICTURES. It looks slightly purple due to Flamecow's lightwrap.
[IMG]http://cloud-2.steampowered.com/ugc/577846364861255421/8E50F602538612EF58944826F9A043583BEBCA9F/[/IMG]
[IMG]http://cloud.steampowered.com/ugc/577846364861258004/1E894DCBA5D86958130E582B27E84C768CB60231/[/IMG]
I'll see about getting it into the workshop soon. Thanks a lot, man!
Also came up with a fun name: "Steers and Gears", because it's a steam-powered belt buckle from Texas.
[QUOTE=Void Skull;38351651][img]http://puu.sh/1nn6C[/img][/QUOTE]
Great improvement from the last, glad this moustache ain't joining the turdstache legion.
[editline]7th November 2012[/editline]
Oh lord what, my third pageking in a row?
[QUOTE=Insaneicide;38353071]so, i need opinions on this:
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/sniper_jacket_thing-2.jpg[/IMG]
care to give any?
[sp]the collar is based on a jacket i used to have, but cant find any pictures of[/sp]
[sp]the sleeves and fuzzy white things are mostly there for substance, since i thought just the jacket part made the model look empty[/sp]
oh, and if anyone wants to texture it, let me know,
these are just basecolors, so the model doesnt look boring[/QUOTE]
Multi_Trip suggested i try something where the thing was zipped up all the way
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/sniper_jacket_thing_2.jpg[/IMG]
[sp]i still like my original design for the collar better[/sp]
More shots of the belt buckle, Flamecow's currently working on a bug with the LOD, but it looks awesome so far.
[IMG]http://cloud.steampowered.com/ugc/937008435128518672/1B8F45856AFDD73F6CC1ED6B050675D6EAA976F6/[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/937008435128521317/C33547FB33E6732A0101AFF983E6B3FDD41AB070/[/IMG]
EDIT: The bug's been fixed. I'll get it ready for the workshop tomorrow afternoon.
Something I'm working on for the Engie, a quick misc. for Thanksgiving/Christmas before I go on vacation.
[IMG]http://puu.sh/1nqkP [/IMG]
Still need to UV Map and stuff, but as always feedback is greatly appreciated.
[QUOTE=Sexy Robot;38347919][IMG]http://puu.sh/1nhzD.png[/IMG]
I took a whack at this for shits.[/QUOTE]
looks great, I love it.
Can I add you? (I'd love to see some more pics of this)
[QUOTE=Ryu-Gi;38353718]GOTTA MOVE THAT GEAR UP[/QUOTE]
If this gets in game,i'm totally buying it,it looks awesome,and fitting for the engineer,finally an item that says "i'm an engineer" and not "i'm from texas"
[QUOTE=Insaneicide;38353597]Multi_Trip suggested i try something where the thing was zipped up all the way
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/sniper_jacket_thing_2.jpg[/IMG]
[sp]i still like my original design for the collar better[/sp][/QUOTE]
I like the open collar version better, too. Maybe add a style with the closed version for anyone who prefers that one.
(I can try texturing, too, if you're still looking for someone to give it a try. I will only be online on steam mobile for a few hours more, since I'm currently at work. I can save files though and add them to my dropbox so I can work on items tonight. this goes out to VonWilbur, too. Sorry I went offline so suddenly yesterday. I completely forgot to ask you about the jacket before I went to bed.)
[QUOTE=Insaneicide;38353071]so, i need opinions on this:
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/sniper_jacket_thing-2.jpg[/IMG]
care to give any?
[sp]the collar is based on a jacket i used to have, but cant find any pictures of[/sp]
[sp]the sleeves and fuzzy white things are mostly there for substance, since i thought just the jacket part made the model look empty[/sp]
oh, and if anyone wants to texture it, let me know,
these are just basecolors, so the model doesnt look boring[/QUOTE]
The arms look unnaturally proportioned, otherwise it looks okay.
[QUOTE=VaultScout;38354233]
(I can try texturing, too, if you're still looking for someone to give it a try. I will only be online on steam mobile for a few hours more, since I'm currently at work. I can save files though and add them to my dropbox so I can work on items tonight. )[/QUOTE]
sure, i added you
[QUOTE=Pfysicyst;38354428]The arms look unnaturally proportioned, otherwise it looks okay.[/QUOTE]
this is one of those where it looks better in motion, i thought the same thing for the longest time, but once i rigged it and saw it animated, i thought it was fine
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/thanksmate.jpg[/IMG]
I would really like to download the L.O.D pack. Please update the download link.
Anyone knows a good tutorial for exporting 3DSMax models to Maya?
Why do you need to do that? .fbx ought to work.
[QUOTE=pogothemunty;38355021]Why do you need to do that? .fbx ought to work.[/QUOTE]
Because I'm using 3DSMax 2013. 2013 doesn't have any plugins to import the character models. So my only chance is either downloading an older version of 3DSMax or import all around the place through maya and 3DSMax. Which makes me sad.
[QUOTE=pogothemunty;38355021]Why do you need to do that? .fbx ought to work.[/QUOTE]
Even OBJ works most of the time, though occasionally the normals cause trouble. I've noticed export OBJ's from Maya to Max tend to be a pain though.
I got no idea what these file formats are I'm afraid. But Ill take your advice and see what I can do. Thanks.
For convinience I would recommend an earlier version of 3ds max, or (since you already have maya) learning to use maya for the whole process.
[QUOTE=pogothemunty;38355061]For convinience I would recommend an earlier version of 3ds max, or (since you already have maya) learning to use maya for the whole process.[/QUOTE]
I'll probably learn how to use Maya then.
Basically, I'm attending a media school that provides me with Autodesk programs. I can get taught how to use Maya. I probably need the 2013 version of 3DSMax, so I won't downgrade it. But I can ask my teacher.
[QUOTE=pogothemunty;38355061]For convinience I would recommend an earlier version of 3ds max, or (since you already have maya) learning to use maya for the whole process.[/QUOTE]
3ds Max 2010 is ideal - stable plugins, relatively uncluttered workspace. I really [I]really[/I] hate the UV mapping tools in the newer 3ds max's that I've tried out. 3ds Maxs 2010's UV tools are by far, the easiest to use and give a better result (to me atleast, especially with the Pelt tool) than Maya's.
I'd say use OBJ's first (In Maya it'd be called OBJExport in the File formats dropdown when you go File > Export. In 3ds Max it's called gw:OBJExport or Lightwave OBJ for some reason in the corresponding export file formats drop down). If it starts giving weird results, you can always test with the FBX's as well as pogo suggested - it's also a really good file format.
Just a tip though - if you're exporting with FBX's make sure to either clean up your file or use Export selected so only the thing you want gets exported.
[QUOTE=snookypookums;38355102]3ds Max 2010 is ideal - stable plugins, relatively uncluttered workspace. I really [I]really[/I] hate the UV mapping tools in the newer 3ds max's that I've tried out. 3ds Maxs 2010's UV tools are by far, the easiest to use and give a better result (to me atleast, especially with the Pelt tool) than Maya's.
I'd say use OBJ's first (In Maya it'd be called OBJExport in the File formats dropdown when you go File > Export. In 3ds Max it's called gw:OBJExport or Lightwave OBJ for some reason in the corresponding export file formats drop down). If it starts giving weird results, you can always test with the FBX's as well as pogo suggested - it's also a really good file format.
Just a tip though - if you're exporting with FBX's make sure to either clean up your file or use Export selected so only the thing you want gets exported.[/QUOTE]
Thanks for the help. I'll install 2010 then. Does anyone have the plugin to import the .mdl files, or does it come with the program?
Edit: My teacher says 2010 is the worst version.
Edit:Edit: Does anyone know where to download [B]any[/B] .mdl import plugin? My teacher recommends 2009 for me.
[QUOTE=Ax3l;38355139]Thanks for the help. I'll install 2010 then. Does anyone have the plugin to import the .mdl files, or does it come with the program?
Edit: My teacher says 2010 is the worst version.[/QUOTE]
Really? I'd argue that 2011 was the worst version of all time. The lagginess of it all was horrendous. Give 2010 a try. It's not as stripped down and fast as 2009 was, but you'll love the UV tools once you get to know them.
Let me know if you need any help and I'll be more than happy to assist.
[B]Edit:[/B] [url]http://www.cgchannel.com/2011/03/video-3ds-max-2012-viewport-destroys-max-2011/[/url] - Demonstration of why 2011 was so bad. That and the fact that they stuffed a bazillion new bloody icons in the UV editing window and muddled everything up.
[B]Edit[SUP]2[/SUP][/B]: In response to your edit, you'd need to get SMD importers/exporters. You essentially have to decompile a .MDL file into the pre-requisite SMD's before you can open them up in 3ds Max/ Maya (Maya supports DMX's but that's another thing).
[QUOTE=snookypookums;38355166]Really? I'd argue that 2011 was the worst version of all time. The lagginess of it all was horrendous. Give 2010 a try. It's not as stripped down and fast as 2009 was, but you'll love the UV tools once you get to know them.
Let me know if you need any help and I'll be more than happy to assist.
[B]Edit:[/B] [url]http://www.cgchannel.com/2011/03/video-3ds-max-2012-viewport-destroys-max-2011/[/url] - Demonstration of why 2011 was so bad. That and the fact that they stuffed a bazillion new bloody icons in the UV editing window and muddled everything up.
Edit[SUP]2[/SUP]: In response to your editor, you'd need to get SMD importers/exporters. You essentially have to decompile a .MDL file into the pre-requisite SMD's before you can open them up in 3ds Max/ Maya (Maya supports DMX's but that's another thing).[/QUOTE]
I really appreciate all the help. :)
I will absolutely give 2010 a chance sometime. But for now, I still think I'm gonna start with 2009 due to my teachers recommendation. Speaking of decompiling the .mdl files:
[QUOTE]NOTE: Since the character Source files were officially released, you do not need to follow this method to obtain decompiled models for any of the nine classes. Rather, you can find them in C:\Program Files\Steam\steamapps\(your username)\sourcesdk_content\tf\modelsrc\player, already converted to smd format.[/QUOTE]
I don't think I have to.
[QUOTE=Ax3l;38355214]I really appreciate all the help. :)
I will absolutely give 2010 a chance sometime. But for now, I still think I'm gonna start with 2009 due to my teachers recommendation. Speaking of decompiling the .mdl files:
I don't think I have to.[/QUOTE]
You are absolutely right - I only suggest learning the old school method and getting familiar with it is because when the time comes for you to analyse how a particular weapon/hat with a feature you like was made, knowing how to use the decompiler can prove invaluable.
[QUOTE=snookypookums;38355253]You are absolutely right - I only suggest learning the old school method and getting familiar with it is because when the time comes for you to analyse how a particular weapon/hat with a feature you like was made, knowing how to use the decompiler can prove invaluable.[/QUOTE]
If you don't mind, could you explain to me why decompiling the model will teach me how it was made?
I'm really curious now :V
You still need to decompile, the officially released sources have screwed up bone rotations
[QUOTE=NeoDement;38355301]You still need to decompile, the officially released sources have screwed up bone rotations[/QUOTE]
Is it necessary to have the bone rotations when I model?
unless you want your item at an odd 90 degree angle when you import it into the game, yeah
[QUOTE=NeoDement;38355314]unless you want your item at an odd 90 degree angle when you import it into the game, yeah[/QUOTE]
Well, damn. MDL Decompiler and Notepad++, here I come.
[QUOTE=Ax3l;38355267]If you don't mind, could you explain to me why decompiling the model will teach me how it was made?
I'm really curious now :V[/QUOTE]
Well, it probably won't matter much, but that was how I learned how the QC commands worked, by matching the corresponding files in the folder to the commands that called and then reading about the command on the wiki and then having it register in my thick skull how it worked.
That and when I needed to figure out how stuff like VMT's and adding styles worked, decompiling a hat and then taking a long hard look at it showed me how to optimize my UV layouts and also looking at the models helped me understand how to optimize my polycount as well.
It might not be required for everyone, but I found it especially useful because it provided a more visual comprehension of how some features (and qc commands) worked.
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