[QUOTE=blaholtzen;38461206]paul!
send me the stuff!
you slut![/QUOTE]
About to leave... Will do tonight
Be gentle please i just came back from the dentist, traumatised
[QUOTE=Rain*;38461171]i doin't think Valve will except 512 for such a hat, all the other have bin sized down to 256 after they got accepted.[/QUOTE]
I've submitted all mine as 512 or even larger.
But as people have said your texture is really cloudy and looks like you even textured it in a 256 'environment', if you've done this take my advice and ALWAYS work at 1024, downscale after you're done if you have to.
The hood should be a lot cleaner, heck I think it should mirror the pyro's actual texture.
Edge wear needs to be more defined and possibly more contrasting too.
Also give it a nice phong map too help bring out the wear and give it some general polish.
[img]https://dl.dropbox.com/u/4379567/dota2/beepbot.PNG[/img]
Decided to split the hat seperate from the robot. Mix and match!
Oh, cool, a drama !
Damn, where's my fucking popcorn when i need it.
[QUOTE=Goodwell;38460658]Alright, i made a (laughable) concept piece from 20 minutes of scribbling onto a piece of paper.
And honestly? I'm terrified of posting it.
[thumb]http://i.imgur.com/17vTB.jpg[/thumb]
...But there you go. Feel free to call the idea stupid.[/QUOTE]
When equipped every other players have [t]http://wiki.teamfortress.com/w/images/b/be/Backpack_Seal_Mask.png[/t] on.
[QUOTE=Rain*;38460731]Funny Valve things different about by textures tough.[/QUOTE]
Keep in mind that valve also puts things like this in on occasion:
[t]http://wiki.teamfortress.com/w/images/thumb/f/fe/RED_Carouser%27s_Capotain_old.png/600px-RED_Carouser%27s_Capotain_old.png[/t][t]http://wiki.teamfortress.com/w/images/thumb/4/44/RED_Tavish_DeGroot_Experience.png/800px-RED_Tavish_DeGroot_Experience.png[/t][t]http://wiki.teamfortress.com/w/images/f/f7/RED_Texas_Half-Pants.png[/t]
So clearly having something in game isn't a guarantee that it's good
[editline]15th November 2012[/editline]
[QUOTE=Bapaul;38461315]About to leave... Will do tonight
Be gentle please i just came back from the dentist, traumatised[/QUOTE]
I'm overdosing on caffeine here how do you expect me to wait?!
[QUOTE=maty;38461175]On the Maya note - is you use Valve's SourceSDK plugins, you can load an MDL straight into Maya, no decompile needed.[/QUOTE] Indeed? I'll have to look into that. Then maybe I can just reference their animations as a guide. Truth be told it's my friend who is going to try his hand at animating the model. I'm absolute crap at animation.
I'll have him look into the tutorial that was posted up top as well. Thanks guys :)
[QUOTE=blaholtzen;38461394]Keep in mind that valve also puts things like this in on occasion:
[t]http://wiki.teamfortress.com/w/images/thumb/f/fe/RED_Carouser%27s_Capotain_old.png/600px-RED_Carouser%27s_Capotain_old.png[/t][t]http://wiki.teamfortress.com/w/images/thumb/4/44/RED_Tavish_DeGroot_Experience.png/800px-RED_Tavish_DeGroot_Experience.png[/t][t]http://wiki.teamfortress.com/w/images/f/f7/RED_Texas_Half-Pants.png[/t]
So clearly having something in game isn't a guarantee that it's good
[editline]15th November 2012[/editline]
I'm overdosing on caffeine here how do you expect me to wait?![/QUOTE]
I believe that valve screwed up the tavish degroot
and also the Capotain is a lot better now
[QUOTE=ned_ballad;38461453]and also the Capotain is a lot better now[/QUOTE]
still, valve was fine with the first version
[editline]15th November 2012[/editline]
[QUOTE=Scizor;38461431]I believe that valve screwed up the tavish degroot[/QUOTE]
that doesn't exactly help their case though
[QUOTE=RetroMike;38461428]Indeed? I'll have to look into that. Then maybe I can just reference their animations as a guide. Truth be told it's my friend who is going to try his hand at animating the model. I'm absolute crap at animation.
I'll have him look into the tutorial that was posted up top as well. Thanks guys :)[/QUOTE]
Yep! Its quite simple to use!
Just make sure you're running Maya 2012 or earlier (I use 2011) and 32-bit Maya! Then head into steamapps/your_username/sourceSDK/maya/YOUR_MAYA_VERSION(i.e."2011")/
and run the batch file in there. It assumes Maya is in the default directory.
From there you can open bare MDL files or decompiled SMD/DMXs.
Obviously, you can only export to SMD/DMX or FBX to compile back in - but it takes some of the headache out!
I like the Engi pants in Midnight style.
[QUOTE=Scizor;38461431]I believe that valve screwed up the tavish degroot[/QUOTE]
As in they messed up the paint texture or they went with LOD 1 as LOD 0?
poly distribution in the degroot experience is all wrong
rings are higher poly than the brim, that's a no-no
[T]http://puu.sh/1qtRM[/T]
I added a collar to make it look better, even without the epaulettes. Just ignore them, if you will.
[QUOTE=Manibogi;38461787][T]http://puu.sh/1qtRM[/T]
I added a collar to make it look better, even without the epaulettes. Just ignore them, if you will.[/QUOTE]
The concept is really really nice to look at, but seeing how valve designed the color scheme of the classes, those buttons and bright lines really clutters the color range. Valve prefers to have bright colors and designs from the head and fading to earth/darker colors as you approach the hands and feet. Right now, you're putting some bright spots where there are pale and dark areas, making them pop-out to your eyes oddly. There have been exceptions and valve has been spotty at choosing those however.
I made my first model for hat(also one of my first models in general), what do you all think about it?
[t]http://i.imgur.com/HNOww.jpg[/t]
[QUOTE=Roninsmastermix;38461866]The concept is really really nice to look at, but seeing how valve designed the color scheme of the classes, those buttons and bright lines really clutters the color range. Valve prefers to have bright colors and designs from the head and fading to earth/darker colors as you approach the hands and feet. Right now, you're putting some bright spots where there are pale and dark areas, making them pop-out to your eyes oddly. There have been exceptions and valve has been spotty at choosing those however.[/QUOTE]
Yeah, I painted the lines like that because I couldn't really think of any other color to paint them, and for the buttons, I blame auto leveling making them too bright, but I appeciate the criticism!
[QUOTE=Roninsmastermix;38461866]The concept is really really nice to look at, but seeing how valve designed the color scheme of the classes, those buttons and bright lines really clutters the color range. Valve prefers to have bright colors and designs from the head and fading to earth/darker colors as you approach the hands and feet. Right now, you're putting some bright spots where there are pale and dark areas, making them pop-out to your eyes oddly. There have been exceptions and valve has been spotty at choosing those however.[/QUOTE]
Maybe those buttons could be slightly dark red rather than the silvered look the concept denotes them to be right now? That way it wouldn't stick out and still convey purpose. I really like this design, thouggh - if no one makes it, I would like to have a crack at it once I'm back from my vacation and done with the Surgical Scrubs.
Also, Manibogi - how would it look like if you put the military collar around the edge of the existing collar the soldier has? I'm a bit shit at visualizing this bit, but it'd be a damn shame to tuck that collar inside the jacket when it's so visually interesting to look at.
[B]Edit:[/B] The lining could look less contrasting if you could try coloring it with colors sampled from other elements of the soldier's uniforms - his grenade belt could be a good start.
[QUOTE=Roninsmastermix;38461866]The concept is really really nice to look at, but seeing how valve designed the color scheme of the classes, those buttons and bright lines really clutters the color range. Valve prefers to have bright colors and designs from the head and fading to earth/darker colors as you approach the hands and feet. Right now, you're putting some bright spots where there are pale and dark areas, making them pop-out to your eyes oddly. There have been exceptions and valve has been spotty at choosing those however.[/QUOTE]
Agreed, but this could be worked around just by matching the tone of each button appropriately to its location. Try and blend them in.
Anyway, adjusted hot water bottle AO to fit with the new layout I'll be using.
Again, shot from Maya to specular levels aren't tweaked.
Comments welcome:
Scout backpack item, "Hot Tub"!
[img]http://img547.imageshack.us/img547/9628/sled2.jpg[/img]
Man, I haven't made a concept in a while. This one is a Radio Headphone, based on the one in the picture to the side. Probably should have deviated from the design of the real world one, but the real one just looks so cool. I'll try to come up with a more original design for the radio headset, to avoid any copyright problems if there are any, but in the mean time enjoy this one.
[IMG]http://dl.dropbox.com/u/96692528/01010010011000010110010001100001011100100100100101110011010000110110111101101101011010010110111001100111.jpg[/IMG][IMG_thumb]http://dl.dropbox.com/u/96692528/01000010011110010100001001100001011011100110011100100001.jpg[/IMG_thumb]
[QUOTE=VernoGuy;38462048]Man, I haven't made a concept in a while. This one is a Radio Headphone, based on the one in the picture to the side. Probably should have deviated from the design of the real world one, but the real one just looks so cool. I'll try to come up with a more original design for the radio headset, to avoid any copyright problems if there are any, but in the mean time enjoy this one.
[IMG]http://dl.dropbox.com/u/96692528/01010010011000010110010001100001011100100100100101110011010000110110111101101101011010010110111001100111.jpg[/IMG][IMG_thumb]http://dl.dropbox.com/u/96692528/01000010011110010100001001100001011011100110011100100001.jpg[/IMG_thumb][/QUOTE]
Get Bapaul to model that, I'll seize the files and texture it. dohoho
[QUOTE=Frying Dutchman;38462107]Get Bapaul to model that, I'll seize the files and texture it. dohoho[/QUOTE]
:(
Hey guys, does anyone have a link for this?
[thumb]http://img.photobucket.com/albums/v327/SefirothDB/ctf_2fort0020.jpg[/thumb]
that's some serious nose hair
Baldy Nosehair.
[QUOTE=FlutterWayne;38461897]I made my first model for hat(also one of my first models in general), what do you all think about it?
[t]http://i.imgur.com/HNOww.jpg[/t][/QUOTE]
That moustache looks quite smashing...
[T]http://puu.sh/1quEu[/T]
[T]http://puu.sh/1quEf[/T]
I made the buttons a darker red on the first one, and toned down the brightness of the buttons on the second.
Also, Sid, I didn't understand what you meant, the collar the Soldier has is too big, and putting that shirt on top of it would look...weird.
[IMG]http://img138.imageshack.us/img138/1035/stove6.png[/IMG]
[IMG]http://img713.imageshack.us/img713/926/stove7.png[/IMG]
[IMG]http://img341.imageshack.us/img341/352/stove8.png[/IMG]
I think this is done, any suggestion? Im not looking for a texturer for now
[editline]15th November 2012[/editline]
[QUOTE=maty;38461988]Agreed, but this could be worked around just by matching the tone of each button appropriately to its location. Try and blend them in.
Anyway, adjusted hot water bottle AO to fit with the new layout I'll be using.
Again, shot from Maya to specular levels aren't tweaked.
Comments welcome:
Scout backpack item, "Hot Tub"!
[img]http://img547.imageshack.us/img547/9628/sled2.jpg[/img][/QUOTE]
Dont you hate the bad illumination you get when you do almost plane shapes with stripes with rounded ends carved on them, eh? I do
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