• TF2 Emporium 51: Not late this time edition - YOU ALL HAVE A CHAT THREAD FOR CHATTING/OFFTOPIC, USE
    4,944 replies, posted
This weekend I am going to watch videos on how to use blender. Any one have a picture of a real life hat that would not be that hard to model? I just want something to practice on before I learn to do anything major.
[QUOTE='[Square];39349960'][IMG]https://dl.dropbox.com/u/32419971/Picture%2010.png[/IMG][/QUOTE] It takes a better man to take it that way so good on him. I thought it was rather silly that he was banned for what happened, but I wish it didn't have to be that way.
[QUOTE=Populus89;39350090]You want some constructive criticism? Here's some god damn constructive criticism: The poly distribution of the whole mesh is off. You have horrible jagged lines on the silhouette in places where there should be smooth transitions like on the shoulders or collar ends. You do not keep the same edge width or even smoothing on the inside edges here: [IMG]http://puu.sh/1SgUA[/IMG] Which results in a horrible mismatched look. The sculpt is just messy and noisy. The random strokes have no flow to them, they do not even make any sense where they are, and they are at the same too subtle to be distinguishable as folds, resulting in a very blurry look. I shouldn't even mention that it doesn't look like any type of cloth material because of this. From a technical standpoint - I can see little squares on the normal map, probably resulting from a low mesh division of the sculpt. The undershirt's sleeve end's are coming out under the top cloth, yet the way they are done now makes them look more like the sleeves from Kringle's Collection. They have no reason to be puffed. The zipper is unnecessary. It's too small and too detailed by itself. It goes against what Valve said about the objects being big enough to fit into the character's already huge by human standard hands. Not to mention the lightwrap that doesn't do it any good - it's of a lower contrast than the stock one, yet the AO on the object has very dark and solid shadows. Bad.[/QUOTE] I love you.
[QUOTE=Populus89;39350090]You want some constructive criticism? Here's some god damn constructive criticism:[/QUOTE] why do you say it like that, as if it's an annoying request, as if it's not always what should be given
[QUOTE=Totenkreuz;39349954]Anyone got a link to the decomplied player models or somethin so you don't make say a jacket the wrong way.[/QUOTE]
[QUOTE=Totenkreuz;39350988][/QUOTE] Isn't there some in the Source SDK folder?
[QUOTE=Populus89;39350090]You want some constructive criticism? Here's some god damn constructive criticism:[/QUOTE] Thank (goddamn?) you! [QUOTE=Populus89;39350090]The poly distribution of the whole mesh is off. You have horrible jagged lines on the silhouette in places where there should be smooth transitions like on the shoulders or collar ends. You do not keep the same edge width or even smoothing on the inside edges here: Which results in a horrible mismatched look.[/QUOTE] Aiksey did the mesh, I'll ask him if he wants to retopo it. [QUOTE=Populus89;39350090]The sculpt is just messy and noisy. The random strokes have no flow to them, they do not even make any sense where they are, and they are at the same too subtle to be distinguishable as folds, resulting in a very blurry look. I shouldn't even mention that it doesn't look like any type of cloth material because of this. [/QUOTE] yeah, i can definitely agree with this haha. it was my first sculpt and i was like "what the hell am i doing" and waving the mouse in random directions. :v: [QUOTE=Populus89;39350090]From a technical standpoint - I can see little squares on the normal map, probably resulting from a low mesh division of the sculpt.[/QUOTE] That's actually DXT compression! (if you didn't know about it already, look at the normal maps of other TF2 characters. now you will see it everywhere you go. don't thank me) [QUOTE=Populus89;39350090]The undershirt's sleeve end's are coming out under the top cloth, yet the way they are done now makes them look more like the sleeves from Kringle's Collection. They have no reason to be puffed.[/QUOTE] I'm not quite sure what it even was to begin with (I think Aiksey intended it to be part of the jacket all along but the smoothing group must have confused me). I made it part of the jacket now. [QUOTE=Populus89;39350090]The zipper is unnecessary. It's too small and too detailed by itself. It goes against what Valve said about the objects being big enough to fit into the character's already huge by human standard hands.[/QUOTE] Sized it up. [QUOTE=Populus89;39350090]Not to mention the lightwrap that doesn't do it any good - it's of a lower contrast than the stock one, yet the AO on the object has very dark and solid shadows. Bad.[/QUOTE] The lightwarp isn't how it's intended to be, it's just the lightwarp I like for in-game and I forgot to toggle it off for the screenshot. with your feedback taken into account, here's how it is now (with the (hopefully paintable) tie) [t]http://i.imgur.com/fX2hRT6.png[/t] as for the normal map, i'll redo the sculpt later or hand it over to someone who's more skilled with organic stuff than I am :v:
[img] http://filesmelt.com/dl/tank_hat1.jpg[/img] Maybe someone will want it, maybe someone will do it.
[QUOTE=ZombiPlastiClok;39351016]Isn't there some in the Source SDK folder?[/QUOTE] That's the ones I usually use, but apparently those are the wrong ones. Max stop posting for a sec pls.
[QUOTE=MaxOfS2D;39351027]Thank (goddamn?) you! Aiksey did the mesh, I'll ask him if he wants to retopo it. yeah, i can definitely agree with this haha. it was my first sculpt and i was like "what the hell am i doing" and waving the mouse in random directions. :v: That's actually DXT compression! (if you didn't know about it already, look at the normal maps of other TF2 characters. now you will see it everywhere you go. don't thank me) I'm not quite sure what it even was to begin with (I think Aiksey intended it to be part of the jacket all along but the smoothing group must have confused me). I made it part of the jacket now. Sized it up. The lightwarp isn't how it's intended to be, it's just the lightwarp I like for in-game and I forgot to toggle it off for the screenshot. with your feedback taken into account, here's how it is now (with the (hopefully paintable) tie) [t]http://i.imgur.com/fX2hRT6.png[/t] as for the normal map, i'll redo the sculpt later or hand it over to someone who's more skilled with organic stuff than I am :v:[/QUOTE] Now you've completely covered his lighter colour arms with a darker red, that definitely alters the value recognition too much
[QUOTE=Totenkreuz;39351221]That's the ones I usually use, but apparently those are the wrong ones.[/QUOTE]Their upper arms and knees are rotated 90 degrees so you at least shouldn't use them for rigging.
Workin on the texture for Zombie's set. It is lookin pretty good so far and is still WIP. Going to start the rifle sometime tomorrow. What do you guys think? [IMG]https://dl.dropbox.com/u/35490615/Scout%20Revolver/wip2.png[/IMG]
[QUOTE=Hawt Koffee;39351343]Now you've completely covered his lighter colour arms with a darker red, that definitely alters the value recognition too much[/QUOTE] That kind of thing feels like that horrid colour changing heavy's adult swim vest but slightly less intrusive. Incidentally it feels like that kind of readability argument is coming back to the thread.
[QUOTE=boomsta_;39351377]Workin on the texture for Zombie's set. It is lookin pretty good so far and is still WIP. Going to start the rifle sometime tomorrow. What do you guys think? [IMG]https://dl.dropbox.com/u/35490615/Scout%20Revolver/wip2.png[/IMG][/QUOTE] Looks pretty good.
[QUOTE=boomsta_;39351377] [IMG_thumb]https://dl.dropbox.com/u/35490615/Scout%20Revolver/wip2.png[/IMG_thumb][/QUOTE] I feel that making the wooden grip lighter and brighter in the center would make it look more visually interesting. Keep the edges the same tone of brown.
Anyone have any idea where the guy who was meant to texture my pipes went? i might have missed his posts.. either that or he hasn't come back.
[QUOTE=Pfysicyst;39351509]I feel that making the wooden grip lighter and brighter in the center would make it look more visually interesting. Keep the edges the same tone of brown.[/QUOTE] nailed what i was going to say.
-snip-
[QUOTE=KayoDuck;39351744]Someone know why my TF2 keeps trying to update 2.9 gb on each update?[/QUOTE] wrong place. check your cache.
[QUOTE=boomsta_;39351377]Workin on the texture for Zombie's set. It is lookin pretty good so far and is still WIP. Going to start the rifle sometime tomorrow. What do you guys think? [IMG]https://dl.dropbox.com/u/35490615/Scout%20Revolver/wip2.png[/IMG][/QUOTE] Shortstop anims?
Here's a dumb mod idea. This guy's hat/pipe combo for medic. :v: [t]http://upload.wikimedia.org/wikipedia/fi/thumb/3/30/Knatterton-kansi.jpg/666px-Knatterton-kansi.jpg[/t]
[QUOTE=FISH KILL!;39352807]Here's a dumb mod idea. This guy's hat/pipe combo for medic. :v: [t]http://upload.wikimedia.org/wikipedia/fi/thumb/3/30/Knatterton-kansi.jpg/666px-Knatterton-kansi.jpg[/t][/QUOTE] that guy looks like the scout but older
A sound mod, I have prepared my box fort in advance, but some people may like this. [URL="http://www.sendspace.com/file/ldjkd0"][IMG]http://i.imgur.com/a203Jty.png[/IMG][/URL] [video=youtube;QtFnxVm6UVo]http://www.youtube.com/watch?v=QtFnxVm6UVo[/video] Video quality is bleh, I need to figure out how to use fraps. Also I have that weird bug when you cloak it plays it 5 times on top of itself.
Can I share my crappy designs and concept with you guys?
[QUOTE=boomsta_;39351377]Workin on the texture for Zombie's set. It is lookin pretty good so far and is still WIP. Going to start the rifle sometime tomorrow. What do you guys think? [IMG]https://dl.dropbox.com/u/35490615/Scout%20Revolver/wip2.png[/IMG][/QUOTE] I'd suggest making the outer shapes and parts lighter and the ones that are further in darker, if that makes sense, it helps create extra depth for example, the screws would be somewaht lighter since the poke out a bit, and the trigger would be darker since it's quite far in
[img]http://puu.sh/1SpEl[/img] Playing around with my item set and source filmaker
Why didn't you use cream spirit tones for the wires and battery? also the metal on the hat is a little too bright for my liking
[QUOTE=Bapaul;39353543]Why didn't you use cream spirit tones for the wires and battery? also the metal on the hat is a little too bright for my liking[/QUOTE] I didn't use cream spirit because it would be a waste of memory to make a team coloured texture, in the shotgun's first person you can't even see the battery. And well, the metal on the hat is fine,it's exactly the same as the weapons' metal, it looks shinier because of the sfm render, check these pics: [img]http://puu.sh/1Spf6[/img]
[QUOTE=Batandy;39353560]I didn't use cream spirit because it would be a waste of memory to make a team coloured texture, in the shotgun's first person you can't even see the battery. And well, the metal on the hat is fine, it looks shinier because of the sfm render, check these pics: [img]http://puu.sh/1Spf6[/img][/QUOTE] take all those little details off the goggle rim it doesn't need it and i think it makes it look a little too noisy but maybe that's just me
with Engy, it's important to maintain large areas of team yellow because he's the character with the most noticeable use of it, being his hardhat and gloves, major aspects of his coloring, are team yellow. Something like the Short-Circuit suffers a bit, I think, from not maintaining this. While on someone like Medic or Scout it's not really that important.
Sorry, you need to Log In to post a reply to this thread.