I've done some more tweaking to the watch, flipped it to fit the other arm, restored blood stains to the texture and reduced it from 512 to 256 for optimization testing. Also added a backplate so the watch loop now completely encircles the wrist. Currently trying to work out the settings for the vmt, which is a bit tough for a newbie like me (all help is appreciated!). Also thinking about making class based versions/styles (bloody,non bloody).
[IMG]http://puu.sh/18xOH[/IMG]
[IMG]http://puu.sh/18xPf[/IMG]
[IMG]http://puu.sh/18xPK[/IMG]
[QUOTE=Scizor;37785613]Fuck :v:
About the watch, I just don't think it's gonna work, it's way too detailed for such a small item, I don't really know how to put this, becouse I am not really good with words as you can see..but It just doesn't fit.IMO
Then again what do I know
[sp]I'lll be in my shame box[/sp][/QUOTE]
Thank you for your thoughts, Scizor - I really value dissenting opinions because they remind me to keep myself from being too emotionally attached to my work or getting overtly defensive about it. I will continue to keep trying to improve it and will be putting up both variants of it, the nurse's style as well as the wrist watch in the workshop once I'm done so I can let the community at large decide if it really is good enough. I'm still fairly new at working in this style (I'm actually an animator so this is a hobby for me), so I don't fully expect to hit masterpiece level on my first go. So please, don't feel bad for speaking your mind.
In fact, looking at the watch now, you are correct in that it does look a bit over detailed - I suspect it's the links that are causing it. Would converting it to a leather strap make it fit better? I think I'll give it a go and see how it looks, because it couldn't hurt to try.
[QUOTE=mat500;37796892]it could be a great scout pack with this scattergun:[/QUOTE]
[QUOTE=Bapaul;37750884][B]P.s. The scattergun is part of a full set me and blaholtzen are making[/B][/QUOTE]
You should read what you quote, ya know :v:
[QUOTE=snookypookums;37796968]I've done some more tweaking to the watch, flipped it to fit the other arm, restored blood stains to the texture and reduced it from 512 to 256 for optimization testing. Also added a backplate so the watch loop now completely encircles the wrist. Currently trying to work out the settings for the vmt, which is a bit tough for a newbie like me (all help is appreciated!). Also thinking about making class based versions/styles (bloody,non bloody).
[IMG]http://puu.sh/18xOH[/IMG]
[IMG]http://puu.sh/18xPf[/IMG]
[IMG]http://puu.sh/18xPK[/IMG]
Thank you for your thoughts, Scizor - I really value dissenting opinions because they remind me to keep myself from being too emotionally attached to my work or getting overtly defensive about it. I will continue to keep trying to improve it and will be putting up both variants of it, the nurse's style as well as the wrist watch in the workshop once I'm done so I can let the community at large decide if it really is good enough. I'm still fairly new at working in this style (I'm actually an animator so this is a hobby for me), so I don't fully expect to hit masterpiece level on my first go. So please, don't feel bad for speaking your mind.
In fact, looking at the watch now, you are correct in that it does look a bit over detailed - I suspect it's the links that are causing it. Would converting it to a leather strap make it fit better? I think I'll give it a go and see how it looks, because it couldn't hurt to try.[/QUOTE]
make the band just a band, not links.
[QUOTE=Sparkwire;37796981]make the band just a band, not links.[/QUOTE]
Thank you, Sparkwire :smile: - I had a feeling it might have to happen, so I'm rather happy it has for a number of reasons - it can keep my polycount down and makes using the FFD to wrap the polys around his wrist a lot easier - those links were...a nightmare...:suicide:
Done with the UV packing, got it pretty tightly packed:
[IMG]http://nukeaduke.com/img/MiniGun_UV.jpg[/IMG]
Anybody interested in texturing it?
[URL="http://nukeaduke.com/img/HeavyGun3.jpg"]http://nukeaduke.com/img/HeavyGun3.jpg[/URL]
[QUOTE=Deodorant;37796690]I think it's a bit too detailed. I think the metal should have fewer, bigger brushstrokes, and the grain on the wood should be simplified and stylized a bit. Look at [URL="http://wiki.teamfortress.com/wiki/Razorback"]the Razorback[/URL], I think it's a pretty good example of TF2-styled wood.[/QUOTE]
You don't know how much you make me happy by saying that it's too detailed, since this is the first time i make a decent texture :P
[img]http://niggaupload.com/images/KYfQA.png[/img]
Toned down, less contrast
[QUOTE=ArakanI;37797026]Done with the UV packing, got it pretty tightly packed:
[IMG]http://nukeaduke.com/img/MiniGun_UV.jpg[/IMG]
Anybody interested in texturing it?
[URL="http://nukeaduke.com/img/HeavyGun3.jpg"]http://nukeaduke.com/img/HeavyGun3.jpg[/URL][/QUOTE]
oh me, me, me!
[QUOTE=ArakanI;37797026]Done with the UV packing, got it pretty tightly packed:
Anybody interested in texturing it?
[URL="http://nukeaduke.com/img/HeavyGun3.jpg"]http://nukeaduke.com/img/HeavyGun3.jpg[/URL][/QUOTE]
That is a really tight UV you've got there :smile: Out of curiosity, do you have any color palette in mind?
Might be a little too tight - could see bleeding at lower mipmaps
[QUOTE=Constructor;37797051]oh me, me, me![/QUOTE]
Okay, I'm baking AO now. Then ill just compile it and PM you a link too the files.
[QUOTE=snookypookums;37797070]That is a really tight UV you've got there :smile: Out of curiosity, do you have any color palette in mind?[/QUOTE]
Since it based of the medic gun I think it should have the same palette
[QUOTE=pogothemunty;37797093]Might be a little too tight - could see bleeding at lower mipmaps[/QUOTE]
Yeah, but does TF2 use mipmaps for the lower texture settings, or are they only used together with the LoD models?
[QUOTE=pogothemunty;37797093]Might be a little too tight - could see bleeding at lower mipmaps[/QUOTE]
Good point, the map [I]is[/I] at 1K for now after all.
[QUOTE=mr apple;37796923]Been really lazy the past week or so, decided to do some texturing tonight.
[img]https://dl.dropbox.com/u/26976530/3d/CurvedSwordYo.png[/img]
Still working on the textures a bit, it doesn't stare into your soul enough.
[img]https://dl.dropbox.com/u/26976530/3d/needsmorecowbell.png[/img][/QUOTE]
I couldn't help it...
[img]http://i281.photobucket.com/albums/kk217/Mr_Holloway/tf2skull.png[/img]
Just a crude mock-up idea of some of that Soul-Staring, maybe add a spec map with a few scratches or cracks, idk. Sorry for the disgraceful mock-up... 9,,9
Hmm, wasn't really that smart to use Tomislav as a reference when i made the model. Gues it could use those animations instead.
[IMG]http://nukeaduke.com/img/HeavyGun4.jpg[/IMG]
It's Miles' birthday!
I gave him [url=http://puu.sh/18yxU]a gift[/url] but he doesn't want it.
Give him better gifts!
[QUOTE=Constructor;37797388]It's Miles' birthday!
I gave him [url=http://puu.sh/18yxU]a gift[/url] but he doesn't want it.
Give him better gifts![/QUOTE]
Who's Miles?
[QUOTE=coverop;37797408]Who's Miles?[/QUOTE]
tf2 emporium chat regular, makes a lot of pyro stuff
Well, i got bored of learing to get stuff into source and decided to start on my next project.
The idea is Engie was stuck for time and weapons, so he just started to scrounge around and make stuff.
[IMG]http://i587.photobucket.com/albums/ss318/deora2dude/EngieSetblend.png[/IMG]
[IMG]http://i587.photobucket.com/albums/ss318/deora2dude/2-2.png[/IMG]
[IMG]http://i587.photobucket.com/albums/ss318/deora2dude/3-1.png[/IMG]
So the stock there is made of a guitar neck that he would've broken over his knee, complete with a sawn off truss rod pokin' out the back. The barrels are both some sort of water pipe which i imagine would still have writing on them, being just taken off a wall or something of the sort. The primer knob is a team coloured spigot valve knob (i'm so clever) and the barrels are held together by a pair of hose clamp lookin' things.
And i apologize for the floating half cylinder where the pump should be, i'm stuck for ideas there. I was thinking mabye a team coloured thermous or something of the like but i can't get the shape down.
as for the rest of the set, the hat would be a trilby or a fedora which you can switch using styles. As a nod to Engie's bluesman's roots, which also gives him a tasteful little goatee. haven't really figured out the colour scheme for that, but the actual crown of the hat will be the same model, with the brim changing with styles. The MISC item would be a bunch of tools on his belt. Like a blowtorch, a guitar capo, a roll of duct tape. two rolls of duct tape in his pouch, with actual bits of tape over his uniform, as if he really didn't want to spend the extra money on new clothes. it'd all be aligned to bring the visual centre to his head/torso of course, i can't forget the basic rules of TF design.
for the pistol, i'm thinking a stylized Walter 38, which would've been ancient at the time of TF. and i haven't really figured out anything for the wrench yet, although the colour pallette for the whole set will be a motley, dark military green, with a bit of really subdued team coloured burgandy/navy blue offset by a bit of dark brozne (like on the shell tube on the shotgun, coppery brass piping to ballpark the colour). But not too garish, so i can get away with strange colours and a really "busy" paintwork while still having the playermodel take up most of the visual space.
so yeah. second project ever is a go
Also, as a question, i don't really understand the V/W and C model relations. As far as i can figure, the C model shotguns (Reserve shooter, frontier justice ect) Seem to feed off of the standard animations from the V/W shotgun animations. So would i be ok to rig this to the template of the stock Shotgun's V model?
[QUOTE=pogothemunty;37797093]Might be a little too tight - could see bleeding at lower mipmaps[/QUOTE]
Is there a joke here? I think there's a joke here.
[QUOTE=ArakanI;37797347]Hmm, wasn't really that smart to use Tomislav as a reference when i made the model. Gues it could use those animations instead.
[IMG]http://nukeaduke.com/img/HeavyGun4.jpg[/IMG][/QUOTE]
i think the style of the black box rocket launcher and medigun could fit
[QUOTE=A B.A. Survivor;37792256]I've hit a brick wall.
I tried adding jigglebones to my model, as well as weighting certain parts to Heavy's bip_collar L and R (so they stay still while the rest moves with his head). Auto-skinning to bip_head removes the added bones, so I tried leaving that option off.
Now, I'll get error messages that read:
[code]WARNING: DMX Model has a joint "[I]name of added bone[/I]" which is not in its joint transform list.
This joint has children which are in the joint transform list, which is illegal.[/code]
I tried deleting the offending bone and moving its assigned vertexes to other added bones, but the error message just moves to the next one in line.
I have no idea how to make it work, since I can't find anything detailing the problem and how to fix it.[/QUOTE]
In guistudio, do you have orange box or ep1 selected? (you need orange box for jigglebones)
Wait...you arent using sdk's itemtest are you?
"Fixed" the clipping, there are some minor clipping too the lower part of the front grip. But you would only see it if you really look for it:
[IMG]http://nukeaduke.com/img/HeavyGun5.jpg[/IMG]
[QUOTE=snookypookums;37796968]I've done some more tweaking to the watch, flipped it to fit the other arm, restored blood stains to the texture and reduced it from 512 to 256 for optimization testing. Also added a backplate so the watch loop now completely encircles the wrist. Currently trying to work out the settings for the vmt, which is a bit tough for a newbie like me (all help is appreciated!). Also thinking about making class based versions/styles (bloody,non bloody).
[IMG]http://puu.sh/18xOH[/IMG]
[IMG]http://puu.sh/18xPf[/IMG]
[IMG]http://puu.sh/18xPK[/IMG]
Thank you for your thoughts, Scizor - I really value dissenting opinions because they remind me to keep myself from being too emotionally attached to my work or getting overtly defensive about it. I will continue to keep trying to improve it and will be putting up both variants of it, the nurse's style as well as the wrist watch in the workshop once I'm done so I can let the community at large decide if it really is good enough. I'm still fairly new at working in this style (I'm actually an animator so this is a hobby for me), so I don't fully expect to hit masterpiece level on my first go. So please, don't feel bad for speaking your mind.
In fact, looking at the watch now, you are correct in that it does look a bit over detailed - I suspect it's the links that are causing it. Would converting it to a leather strap make it fit better? I think I'll give it a go and see how it looks, because it couldn't hurt to try.[/QUOTE]
It looks weird over his glove. I liked the pocket version much more.
[QUOTE=Evil_Knevil;37797601]It looks weird over his glove. I liked the pocket version much more.[/QUOTE]
Well, I've kept that version safe as well. I'll be putting both up once it's done, or at least, that's the plan. :smile:
Edited:
Thought I'd also show off this thing that I originally made as a very bad joke. Originally tried to come up with a set to go along with this (Beach Street Brawler, Beach St. being Boston's version of Chinatown), failed miserably most likely because I didn't think it fit the scout.
[IMG]http://puu.sh/18zeB[/IMG]
Just got back from a brutal hike in the Grand Canyon followed by debauchery in Vegas. I did a little more work on this little guy and called it a wrap. Don't worry, I didn't make an Engi version.
[url="http://steamcommunity.com/sharedfiles/filedetails/?id=98866153"]Please vote on the Workshop now[/url], or when it's linked in the NoTLU.
[img]http://cloud-2.steampowered.com/ugc/559827982763282415/401B282C7AF90AC1AD4F69748501F169C1D36A95/[/img]
But I DID make it paintable!
[img]http://cloud-2.steampowered.com/ugc/559827982763146738/3B0F10ED86949B6E5674D54B00ABD791C00D8844/[/img]
Textures by Cuntsman:
[IMG]http://i.imgur.com/pnhyr.png[/IMG] [IMG]http://i.imgur.com/4COfe.png[/IMG] [IMG]http://i.imgur.com/HpsVK.png[/IMG]
[QUOTE=snookypookums;37797644]
Thought I'd also show off this thing that I originally made as a very bad joke. Originally tried to come up with a set to go along with this (Beach Street Brawler, Beach St. being Boston's version of Chinatown), failed miserably most likely because I didn't think it fit the scout.
[IMG]http://puu.sh/18zeB[/IMG][/QUOTE]
Give these to Spy, they would suit him much better.
[QUOTE=snookypookums;37797644]Well, I've kept that version safe as well. I'll be putting both up once it's done, or at least, that's the plan. :smile:
Edited:
Thought I'd also show off this thing that I originally made as a very bad joke. Originally tried to come up with a set to go along with this (Beach Street Brawler, Beach St. being Boston's version of Chinatown), failed miserably most likely because I didn't think it fit the scout.
[IMG]http://puu.sh/18zeB[/IMG][/QUOTE]
Try it on the Medic, since they kind of associate Medic with Sherlock Holmes. Also this:
[t]http://i.imgur.com/GocM0.jpg[/t]
[QUOTE=Evil_Knevil;37797769]Textures by Cuntsman:
[IMG]http://i.imgur.com/pnhyr.png[/IMG] [IMG]http://i.imgur.com/4COfe.png[/IMG] [IMG]http://i.imgur.com/HpsVK.png[/IMG][/QUOTE]
I'd be interested in seeing a slightly less saturated version. It looks a bit.. chocolate-y at the moment.
[QUOTE=Ceiling Man;37797779]Try it on the Medic, since they kind of associate Medic with Sherlock Holmes. Also this:
[t]http://i.imgur.com/GocM0.jpg[/t][/QUOTE]
Good movie. Would go to the cinema again.
Working on flexing my heavy beard.
Now I remember why I hate flexing.
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