• TF2 Emporium 51: Not late this time edition - YOU ALL HAVE A CHAT THREAD FOR CHATTING/OFFTOPIC, USE
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[QUOTE=dongalator;39503076]they should be in your steam/steamapps/*yoursteamname*/sourcesdk_content/tf/modelsrc/player/*class*/parts folder.[/QUOTE] Rigged?
[QUOTE=dongalator;39503076]they should be in your steam/steamapps/*yoursteamname*/sourcesdk_content/tf/modelsrc/player/*class*/parts folder. you'll have your choice of dmx, maya or smd files, so you wont have to decompile anything.[/QUOTE] Upper legs and I believe the upper arms have different orientations than the current player models.
[QUOTE=skovacs1;39503083]Rigged?[/QUOTE] [QUOTE=Game Zombie;39503114]Upper legs and I believe the upper arms have different orientations than the current player models.[/QUOTE] i guess theyre not perfectly rigged. not sure how to get a perfect one. also they come with bones, so i think that means theyre rigged.
More progress on the Objective Collective. [img]http://dl.dropbox.com/u/52618319/objectivecollective_wip1.jpg[/img] Also, can anyone please tell me who it was that posted the original concept? [thumb]http://dl.dropbox.com/u/52618319/collective.png[/thumb]
[QUOTE=kenshin6;39503467]More progress on the Objective Collective. [img]http://dl.dropbox.com/u/52618319/objectivecollective_wip1.jpg[/img] Also, can anyone please tell me who it was that posted the original concept? [thumb]http://dl.dropbox.com/u/52618319/collective.png[/thumb][/QUOTE] [URL="http://facepunch.com/showthread.php?t=1174658&p=35646236&viewfull=1#post35646236"]Mellowbloom[/URL]
Now off to retopo this mofo, I can spare 500 polygons per part, so the beard 500 and hat 500, unless hat will take less polygons then I can spare more for the beard. [img]https://dl.dropbox.com/u/30693265/TF2Items/gnomegineer_c.jpg[/img]
[QUOTE=dongalator;39503300]i guess theyre not perfectly rigged. not sure how to get a perfect one. also they come with bones, so i think that means theyre rigged.[/QUOTE] Has bones != rigged. They might be. Maybe Blender's smd IO doesn't import the weights on the armature, even though it looks like it should? Thanks for trying though. I was searching for hours before I asked here. The only answer I found was one post from way back that said to grab the skeleton from a decompile because the SDK version was off and to have fun rigging it. I just figured with the number of people here who have done shirts and pants and other such things that they would have some idea of a better way to get this thing rigged without taking forever doing it myself.
[IMG]http://dl.dropbox.com/u/40395733/tf2%20swag/holla.png[/IMG]
[QUOTE=DrPyspy;39501035]but it's maxofs2d's work, without his permission I will be unable to release it[/QUOTE] I never made a Heavy shirt so I don't know what you're talking about
Hey all! I'm not much of a modeller (I prefer to stick to sound mods - might release my own here soon, but that's a post for another day), but I've had some ideas recently, and I'd like to share one of them. [IMG]http://i296.photobucket.com/albums/mm185/zozeycoasterman/MagManConcept_zps486ba779.png[/IMG] Let me know if you have any thoughts, please! Feedback/suggestions/criticism is greatly appreciated! Thanks in advance [SUB][I]--AeroDX[/I][/SUB] [SUB]EDIT: I know the stock's proportions are off, but I was under a bit of a time crunch while drawing this and had to rush it. Sorry![/SUB]
that'd work for soldier
[QUOTE=Constructor;39503893][IMG]http://dl.dropbox.com/u/40395733/tf2%20swag/holla.png[/IMG][/QUOTE] Can I paint it australium yellow if yes where does the yellow go for each one *paints all their stuff australium yellow*
[QUOTE=Constructor;39503893][IMG]http://dl.dropbox.com/u/40395733/tf2%20swag/holla.png[/IMG][/QUOTE] it might be the angle but to me it looks like all of the patterns are off center on the chest as well as not being completely straight i'd suggest balancing out the dark patterns better and make the lighter parts brighter, try to make the general shade of it as bright as his original shirt also if you're gonna keep the arm logos i'd suggest giving them some normalmapped depth so they look like sewed on patches and speaking of normals, if you need help i'm up for it
Shitty last minute valentines day type item, a cupid arrow through each class (its a "medal") [img]http://puu.sh/1YLMg[/img] No its not yet textured and it someone would like to texture it real quick, say so and I'll send you the stuff to texture it with Here's the bake btw [img]http://puu.sh/1YLOW[/img]
I ran a test compile on the beard, I still have to properly retopo the mesh, I was testing auto one. [img]https://dl.dropbox.com/u/30693265/TF2Items/beardtest.jpg[/img]
does anyone have a link to napys file structure guide, for when you wanna upload your zips to the workshop?
[QUOTE=Appolox;39504136]I ran a test compile on the beard, I still have to properly retopo the mesh, I was testing auto one. [img]https://dl.dropbox.com/u/30693265/TF2Items/beardtest.jpg[/img][/QUOTE] Looks ok, I don't like the look of the baked occlusion (I think that's what gives it the shading like that?)
[QUOTE=dongalator;39504388]does anyone have a link to napys file structure guide, for when you wanna upload your zips to the workshop?[/QUOTE] [url=http://napydawise.tumblr.com/workshop_tutorial]I don't have it[/url]
[QUOTE=matreox;39504460]Looks ok, I don't like the look of the baked occlusion (I think that's what gives it the shading like that?)[/QUOTE] I've already redone the base mesh and re-baked it with all proper stuff and it looks better now.
[QUOTE=NapyDaWise;39504576][url=http://napydawise.tumblr.com/workshop_tutorial]I don't have it[/url][/QUOTE] hey, i have a question. when the manifest asks for the lods with the "!ITEM_NAME!.dmx" entry, do they have to be dmx or can they be smd? also is the "!TEXTURE_1_NAME!" entry the vtf or the tga, or is that just what the manifest is asking me what i want the materials to named.
[QUOTE=DrPyspy;39501774][img]http://puu.sh/1YF3j[/img] comparison or something[/QUOTE] awwww..... thats what your making? i though you were making heavys pajamas from the replay comic :(
[QUOTE=dongalator;39504388]does anyone have a link to napys file structure guide, for when you wanna upload your zips to the workshop?[/QUOTE] the easiest way is to use the import tool.
[QUOTE=joungster009;39505151]the easiest way is to use the import tool.[/QUOTE] i would use it, but it doesnt have an option for weapons. only hat, misc, grenade, backpack and beard. or does that not matter?
[url]http://www.twitch.tv/Blaholtzen[/url] I'm drawing randong shiz with my new tablet, come watch me and tell me what to draw!
[QUOTE=psyke;39501176]One of my friends threw the idea of all the classes on the bat outta' hell so i quickly photoshopped it together [img]http://puu.sh/1YDar/15b2e5b060[/img] Not sure if good idea.[/QUOTE] For the Medic, keep the glasses, remove the hair and put the procedure mask and/or Stahlhelm, i think it would work.
[QUOTE=KayoDuck;39505491]For the Medic, keep the glasses, remove the hair and put the procedure mask and/or Stahlhelm, i think it would work.[/QUOTE] The jaw is super jiggleboned, procedure mask wouldnt look quite right.
can cut jigglebones out for that version easily enough
[QUOTE=blaholtzen;39504007] also if you're gonna keep the arm logos i'd suggest giving them some normalmapped depth so they look like sewed on patches and speaking of normals, if you need help i'm up for it[/QUOTE] why? the logos on the default outfits come on all kinds of shirts, they're clearly sewn on too yet they don't have any unnecessary details to convey that
[QUOTE=KayoDuck;39505491]For the Medic, keep the glasses, remove the hair and put the procedure mask and/or Stahlhelm, i think it would work.[/QUOTE] I don't think using non-Valve related materials would fly. They'd have to deal with getting Gerre's permission, and then there's the matter of Bat Outta Hell's already sold... I don't think it's plausible. Probably difficult, but maybe perch Archimedes on it/inside with his little head poking out of the eye hole?
[QUOTE=Venezuelan;39505793]why? the logos on the default outfits come on all kinds of shirts, they're clearly sewn on too yet they don't have any unnecessary details to convey that[/QUOTE] For most of them i kinda thought they were printed on
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