TF2 Emporium 51: Not late this time edition - YOU ALL HAVE A CHAT THREAD FOR CHATTING/OFFTOPIC, USE
4,944 replies, posted
Whoa, are you tripping? Here, below I have posted another example, with areas of interested highlighted by pink circles. Notice the fine gradients, smooth bevels, round-edged bolts. I guarantee you these things were not painted in (though some of that, such as bolts, can be achieved with layer styles in Photoshop). You can see where the shadows were baked around the high poly geometry, as it is quite rounded and smooth.
[img]http://fc07.deviantart.net/fs71/f/2013/035/7/1/shotgun_by_chemicalalia-d5tun9v.jpg[/img]
It's important to take note of these things when you're creating something in a particular style.
[QUOTE=Chaofanatic;39473157][t]http://cloud.steampowered.com/ugc/595868374637193347/9919D0B3B10642987F53BBAA89A290A8B6D0DD4A/[/t]
[t]http://cloud.steampowered.com/ugc/595868374657629756/3405620EFCE399FEDB35928A3EEB83DAF55156E3/[/t]
I think I finally figured out what to do with fire.[/QUOTE]
Is there an union of ALL of your fantastic works?
[QUOTE=MasterFen007;39471822]So apparently the most anyone has made in TF2 items is $500k a year.
C'mon, own up. Which one of you is it?[/QUOTE]
I'm pretty sure it's larolaro Eeshton said.
[QUOTE=ChemicalAlia;39475501]Whoa, are you tripping? Here, below I have posted another example, with areas of interested highlighted by pink circles. Notice the fine gradients, smooth bevels, round-edged bolts. I guarantee you these things were not painted in (though some of that, such as bolts, can be achieved with layer styles in Photoshop). You can see where the shadows were baked around the high poly geometry, as it is quite rounded and smooth.
[img]http://fc07.deviantart.net/fs71/f/2013/035/7/1/shotgun_by_chemicalalia-d5tun9v.jpg[/img]
It's important to take note of these things when you're creating something in a particular style.[/QUOTE]
I still don't think they do that. Im pretty sure most of the bolts and such are painted. When I make bolts like that on my textures they are usually pretty easy to do in photoshop. The smooth gradients you pointed out are pretty easy to achieve with a point lightmap. I was able to achieve something like that with a shotgun model I did a while back.
[img]http://puu.sh/1XztJ[/img] [img]http://puu.sh/1XzvH[/img][IMG]http://puu.sh/1XzDA[/IMG]
It looks like you tried to achieve the same effect by copying the result, not the process. I can see that yours is lassoed/painted. I've taken the same approach in the past, the result was slightly less accurate and less efficient. :(
[QUOTE=ChemicalAlia;39475775]It looks like you tried to achieve the same effect by copying the result, not the process. I can see that yours is lassoed/painted. I've taken the same approach in the past, the result was slightly less accurate and less efficient.[/QUOTE]
Those pictures are directly from the Point lightmap and the AO bake, they are completely unedited...
I'm have to say I'm with Alia on this one, your bake doesn't quite look up to scratch in comparison to Valve's one - its sharp in places, i can tell where the faces are based on the shadows, and the transition of lighting over the faces is also mildly faceted looking. Valve's is not.
And I don't see reason in not swaying for a better resulting method over a lesser one, if it brings higher quality in then it only makes sense.
[QUOTE=Drywall;39473700]Yep! I just wanted something for the AO. but hopefully after the texturing they won't look too bulky. One of our biggest concerns is drawing too much attention to the legs themselves.
Oh, and Sparkwire! I noticed from your tantrum of disagrees whenever we post on this that you have an opinion! Feel free to express it to us, or else I'm just gonna have to assume you are sexually attracted to these legs and are just rating to throw us off the scent.[/QUOTE]
lol get over yourself
[QUOTE=Jalcober;39475798]Those pictures are directly from the Point lightmap and the AO bake, they are completely unedited...[/QUOTE]
Oh, you're saying you baked AO right off your low? Thanks for the clarification. Then yes, that can also be done, and it still explains the differences in your result. What I thought was lasso is actually the low poly geo. The fact that you don't have smooth surfaces is what is causing the AO to not look as well-defined, in that case. If you had baked from a high, it would have looked a bit better. Hope that makes some sense, it's kind of hard to respond to stuff on my phone v:
[QUOTE=ChemicalAlia;39475994]Oh, you're saying you baked AO right off your low? Thanks for the clarification. Then yes, that can also be done, and it still explains the differences in your result. What I thought was lasso is actually the low poly geo. The fact that you don't have smooth surfaces is what is causing the AO to not look as well-defined, in that case. If you had baked from a high, it would have looked a bit better. Hope that makes some sense, it's kind of hard to respond to stuff on my phone v:[/QUOTE]
There is literally no purpose for doing it the hard way other than to look "cool." It isn't going to make the weapon any better visually than if you had just done it the simpler way. If you're so bent on "smooth surfaces," you can do that in photoshop and it's still a much more streamline direction to take than what you're doing.
You could have just avoided this whole argument if, instead of trying to reason your method, you had just said, "Because I wanted to make a high poly even though it's not necessary." Done. No debates and no further posts needed. However, the same can't be said for the pointless leg sculpt. All muscle/skin/etc in TF2 have flat skin textures with minor, noisy gradients applied for detail. If you want muscles to show, then it would be better to model them in and have a slight gradient around the muscle lines. For example, examine how heavy's arms, even though the texture is just a noisy pale color, you still get the idea that he's a buff. It's not because he has normal maps or detailed muscle lines, it's because they are thick and the silhouette is well-defined. Right now, the detail on the legs is just visual noise and won't serve a purpose to make the silhouette look better. The shape is fine, don't get me wrong, but by sculpting in details you are only making it worse.
I am pretty sure its not an high poly bake, could be, but to me it seems rather like a simple light bake, I have been doing this for a while and it works pretty well.
Here an example:
[IMG]http://puu.sh/1XAGu/8fa3dac513[/IMG]
[IMG]http://puu.sh/1XAOc/1d39a15cff[/IMG]
Granted AO bake from lowpoly isn't always the cleanest, I always retouch these baked maps manually.
Edit: For the light map I just have some point lights (omni) with the one on top being the most intense and having shadows, if you place your lights properly you can get pretty smooth shades even if its a low poly.
[QUOTE=NuggetWarmer;39476261]There is literally no purpose for doing it the hard way other than to look "cool." It isn't going to make the weapon any better visually than if you had just done it the simpler way. If you're so bent on "smooth surfaces," you can do that in photoshop and it's still a much more streamline direction to take than what you're doing.
You could have just avoided this whole argument if, instead of trying to reason your method, you had just said, "Because I wanted to make a high poly even though it's not necessary." Done. No debates and no further posts needed. However, the same can't be said for the pointless leg sculpt.[/QUOTE]
I don't really know what to tell you, other than that you are utterly incorrect from both an artistic and a technical standpoint. Your silly rationalization of my process is ill-informed and makes you look like a bit of a moron.
[QUOTE=NuggetWarmer;39476261]There is literally no purpose for doing it the hard way other than to look "cool." It isn't going to make the weapon any better visually than if you had just done it the simpler way. If you're so bent on "smooth surfaces," you can do that in photoshop and it's still a much more streamline direction to take than what you're doing.
You could have just avoided this whole argument if, instead of trying to reason your method, you had just said, "Because I wanted to make a high poly even though it's not necessary." Done. No debates and no further posts needed. However, the same can't be said for the pointless leg sculpt.[/QUOTE]
A high poly for me helps me figure out the silhouette and shapes of the model, quickly and easily. It's much simpler to make a high, sculpt some stuff out and test it rather than try to model it, even if it's going to become totally simplified. :-) Though it might take a little longer, it really isn't useless, especially when it comes to something that relies on everything coming together so that it doesn't look freakish.
Guess what skin STAR_ used in his latest video...
[video=youtube;RO_H8kkbwrE]http://www.youtube.com/watch?v=RO_H8kkbwrE[/video]
[sp]It's the Odd Job, dummy[/sp]
so, for a change of pace in this whole artpocalypse
can anyone do an intro out of this video? im not sure if it has been done before, but i believe that from 4:19 onwards it could look wonderful.
[video=youtube;_PkKG608tOM]http://www.youtube.com/watch?v=_PkKG608tOM[/video]
if not, maybe someone could point me as to how i could make it myself.
[QUOTE=ChemicalAlia;39476376]I don't really know what to tell you, other than that you are utterly incorrect from both an artistic and a technical standpoint. Your silly rationalization of my process is ill-informed and makes you look like a bit of a moron.[/QUOTE]
Rude
[QUOTE=Manibogi;39476491]Guess what skin STAR_ used in his latest video...
[video=youtube;RO_H8kkbwrE]http://www.youtube.com/watch?v=RO_H8kkbwrE[/video]
[sp]It's the Odd Job, dummy[/sp][/QUOTE]
...
oh
[B]SHIT[/B]
[QUOTE=NuggetWarmer;39476261]There is literally no purpose for doing it the hard way other than to look "cool." It isn't going to make the weapon any better visually than if you had just done it the simpler way. If you're so bent on "smooth surfaces," you can do that in photoshop and it's still a much more streamline direction to take than what you're doing.
You could have just avoided this whole argument if, instead of trying to reason your method, you had just said, "Because I wanted to make a high poly even though it's not necessary." Done. No debates and no further posts needed. However, the same can't be said for the pointless leg sculpt. All muscle/skin/etc in TF2 have flat skin textures with minor, noisy gradients applied for detail. If you want muscles to show, then it would be better to model them in and have a slight gradient around the muscle lines. For example, examine how heavy's arms, even though the texture is just a noisy pale color, you still get the idea that he's a buff. It's not because he has normal maps or detailed muscle lines, it's because they are thick and the silhouette is well-defined. Right now, the detail on the legs is just visual noise and won't serve a purpose to make the silhouette look better. The shape is fine, don't get me wrong, but by sculpting in details you are only making it worse.[/QUOTE]
Since you've been editing, I'll respond to your concerns. Let me make something clear to you, The muscles won't be detailed like that in the texture. I've said it a few times, but whatever. I am most concerned with the silhouette in the high, something that you are obviously also worried about. The fact that I didn't want it to look like a tube IN THE HIGH ONLY is what worries you? That's cool, noted. As far as doing it "the hard way to look cool," I really don't have an answer to that. This is my process for every character I make, and I've been doing it a long time. I've found that you can get a more interesting silhouette if you're not hindered by the very strict controls of modeling software, and it's faster to test large changes. If you wanna stick to your way, fine by me.
[QUOTE=BANG!;39476372]I am pretty sure its not an high poly bake, could be, but to me it seems rather like a simple light bake, I have been doing this for a while and it works pretty well.
Here an example:
[IMG]http://puu.sh/1XAGu/8fa3dac513[/IMG]
[IMG]http://puu.sh/1XAOc/1d39a15cff[/IMG]
Granted AO bake from lowpoly isn't always the cleanest, I always retouch these baked maps manually.
Edit: For the light map I just have some point lights (omni) with the one on top being the most intense and having shadows, if you place your lights properly you can get pretty smooth shades even if its a low poly.[/QUOTE]
Pretty good process with nice results!
Obviously we're not going to agree on a way of doing things, but I feel a lot more confident in something working if it works in the high, especially with the tools to retopologize quickly.
would anybody happen to know which emporium had the mod that changed the three rune blade into finn's sword from adventure time?
Does anyone know which emporium has the mod that fixes the clusterfuck that is the Tomislav? I really like the concept, (a big thompson machine gun), but the actual model leaves a lot to be desired.
[QUOTE=Appolox;39475291][img]https://dl.dropbox.com/u/30693265/TF2Items/beardrermomd.jpg[/img]
I started sculpting now, that's it for today, only hat and beard is mine I use engineer's model as a bust to model on.[/QUOTE]
[img]http://puu.sh/1XESp[/img]
[i]kill me[/i]
[QUOTE=Manibogi;39476491]Guess what skin STAR_ used in his latest video...
[video=youtube;RO_H8kkbwrE]http://www.youtube.com/watch?v=RO_H8kkbwrE[/video]
[sp]It's the Odd Job, dummy[/sp][/QUOTE]
I should show him my frog mods.
[QUOTE=Appolox;39475291][img]https://dl.dropbox.com/u/30693265/TF2Items/beardrermomd.jpg[/img]
I started sculpting now, that's it for today, only hat and beard is mine I use engineer's model as a bust to model on.[/QUOTE]
I like how this is going. I love the beard, but don't shape it too much "round" on the bottom. make it like a curve or wave shaped downward.
[QUOTE=WiltheKid;39478178][img]http://puu.sh/1XESp[/img]
[i]kill me[/i][/QUOTE]
[QUOTE=FISH KILL!;39478555][sp]Later.[/sp][/QUOTE]
Obvious Joke is obvious... and funny! I laugh :p
[QUOTE=Manibogi;39476491]Guess what skin STAR_ used in his latest video...
[video=youtube;RO_H8kkbwrE]http://www.youtube.com/watch?v=RO_H8kkbwrE[/video]
[sp]It's the Odd Job, dummy[/sp][/QUOTE]
Love the hat replacement, but bloody hell STAR_ can't explain odd-job properly. makes me ashamed as a Bond fan.
Has [url=http://steamcommunity.com/sharedfiles/filedetails/?id=6821]this[/url] been forgotten? This didn't ever get released I believe. It would be pretty awesome to have this as a Festive Huntsman skin, seeing as the weapon and projectile both have unique models.
[QUOTE=Hecates;39478884]I like how this is going. I love the beard, but don't shape it too much "round" on the bottom. make it like a curve or wave shaped downward.
Obvious Joke is obvious... and funny! I laugh :p[/QUOTE]
Don't worry, I'm on it, I take it slowly because I'm quite rusty I want to get great amount of detail, I'm gonna retopo in zbrush then I'll see what else I can add.
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