TF2's Robotic Boogaloo - Community Update Thread: A New Hope.
1,882 replies, posted
[QUOTE=Inspecter;39538856]Something tells me it will clip with ever medic hat.[/QUOTE]
Making it authentic to the original beak.
[QUOTE=Uzbekistan;39538941]Making it authentic to the original beak.[/QUOTE]
default beak dosnt clip with a lot of hats...
[QUOTE=zipziggy;39538999]default beak dosnt clip with a lot of hats...[/QUOTE]
It did way back when it was first released, I believe it actually clipped with almost every hat in fact.
[QUOTE=Rain*;39504342]I really prefer the old methought. The importer isn't really handy if I try to use base, bump, phong, and transparant at the same time. Also some of my hats are a little over the poly limit, have to compile all those again to get them work with this importer.
[editline]7th February 2013[/editline]
Since I really like how this update comes along I'd like to do something with the various processes everyone has bin trough by making this robotic creations. I'm gonna make a call here for the [B]creators who came from sketch to the accual model[/B]. Gonna make some sort of [B]little magazine[/B] with some of these processes.
People who like to show there process can spam me at [I]wavdbruggen@gmail.com[/I]
[B]If you do please add the name which the art will be creditted for in you message.[/B]
Sketches trough renders are welcome, little story can be added optionally.
Just talked to cuntsman, we can make a "progress" page on the site which will show concept art and could form a guide.[/QUOTE]
There will be videos...
[IMG]http://manschitz.com/projects/tf2/preview_video.jpg[/IMG]
(Don't expect anything too fancy though, it's just speed-up modeling and texturing as I don't really want to add a commentary audio track)
I imported my bagpipes using the ingame import tool and have two important things to say about it.
1. Jigglebones work! Even though they don't show in the preview. Just ad your jigglebone parameters in the qc and it will work. Don't forget to import your jigglebones together with your model file.
2. Paint doesn't work! Even if you checked the box and edited the vmt's. After importing, the paint parameters aren't added in the vmt. So this needs fixing.
[QUOTE=Evil_Knevil;39543114]I imported my bagpipes using the ingame import tool and have two important things to say about it.
1. Jigglebones work! Even though they don't show in the preview. Just ad your jigglebone parameters in the qc and it will work. Don't forget to import your jigglebones together with your model file.
2. Paint doesn't work! Even if you checked the box and edited the vmt's. After importing, the paint parameters aren't added in the vmt. So this needs fixing.[/QUOTE]
So what does this mean for those who added paint to their model and are submitting through the new importer?
Will they have to use an alternate method or are we just not getting paintable Mecha-Balloonicorn's? :(
[QUOTE=ojcoolj;39543223]So what does this mean for those who added paint to their model and are submitting through the new importer?
Will they have to use an alternate method or are we just not getting paintable Mecha-Balloonicorn's? :([/QUOTE]
It's an issue for the workshop submissions. Shouldn't be an issue for the mods.
[QUOTE=Uzbekistan;39539088]It did way back when it was first released, I believe it actually clipped with almost every hat in fact.[/QUOTE]
You might want to remember that was valve's doing.
Most of the modelling done to the beak was to prevent it from clipping with every hat.
Valve really messes up stuff with the clipping, can't they just import a hat and change absolutely nothing before adding it to the game?
Im done trying to make this damned thing look good. It may look silly, but there is no way around it thanks to the medic's glasses and the robo medic's eyes.
[img]http://puu.sh/20EnB[/img]
Does anyone want to try texturing it after I get the UV done? (rivets will be textured on)
And the thing on the front is a cylindrical air filter
Been kinda umming and erring over this idea for a bit but... what about a spybot version of Itsy Bitsy Spyer?
I'd do a concept, but I suck at drawing.
[QUOTE=kenshin6;39544468]Im done trying to make this damned thing look good. It may look silly, but there is no way around it thanks to the medic's glasses and the robo medic's eyes.
[img]http://puu.sh/20EnB[/img]
Does anyone want to try texturing it after I get the UV done? (rivets will be textured on)
And the thing on the front is a cylindrical air filter[/QUOTE]
Don't forget you have to make sure it doesn't clip with any hat.
[QUOTE=Inspecter;39544522]Don't forget you have to make sure it doesn't clip with any hat.[/QUOTE]
I'll be honest, at this point i really dont care. This particular item is near impossible to work with the way the robo and merc models are made.
Don't worry about clopping, Valve fucks up things and makes them do that a lot
[editline]11th February 2013[/editline]
Fuck I meant clipping
Horshes
[QUOTE=ojcoolj;39544719]Don't worry about clopping, Valve fucks up things and makes them do that a lot
[editline]11th February 2013[/editline]
Fuck I meant clipping[/QUOTE]
I didn't think valve kanoodled themselves to ponies.
that would explain how valve time works.
I started working on a Grayniversary Tin Hat
[img]http://puu.sh/20IKO[/img]
Is anyone doing a robot World Traveler hat?
[SUB][SUB][SUB]Or more importantly, the executioner.[/SUB][/SUB][/SUB]
-snip-
What is a good brush to use for painting metal objects? Using default square brushes just looks like shit when I use them.
[IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/luckyshot_zpse40c623d.png[/IMG]
Try that again, robo-private
[QUOTE=ZombiPlastiClok;39546732][IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/luckyshot_zpse40c623d.png[/IMG]
Try that again, robo-private[/QUOTE]
Is the smoothing broken? I can't really tell, but I heard it happens when you decompile an .mdl
[QUOTE=kenshin6;39546705]What is a good brush to use for painting metal objects? Using default square brushes just looks like shit when I use them.[/QUOTE]
I used to use the paint brush from swizzle's tutorial but I recently staying using square instead and it's so much better. I touch it up with a square eraser too which helps a lot
[QUOTE=ZombiPlastiClok;39546732][IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/luckyshot_zpse40c623d.png[/IMG]
Try that again, robo-private[/QUOTE]
the bomb seems too small.
[QUOTE=Dr. Doughnut;39546783]Is the smoothing broken? I can't really tell, but I heard it happens when you decompile an .mdl[/QUOTE]
It looked fine in Blender. I think something messed up on compiling, though. Parts of it got a bit wonky after I did the boolean tool for the hole. I'll ee if I can fix it up
[QUOTE=ojcoolj;39544719]Don't worry about clopping, Valve fucks up things and makes them do that a lot
[editline]11th February 2013[/editline]
Fuck I meant clipping[/QUOTE]
Post of the year.
[QUOTE=ojcoolj;39544719]Don't worry about clopping[/QUOTE]
I won't lie to you, that is something that worries the shit out of me.
There are more important things to worry about. Like robot hats
[QUOTE=ZombiPlastiClok;39547362]It looked fine in Blender. I think something messed up on compiling, though. Parts of it got a bit wonky after I did the boolean tool for the hole. I'll ee if I can fix it up[/QUOTE]
you shouldn't realyl use blender's boolean
it fucks topo up real bad
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