• TF2 Emporium XVII
    2,002 replies, posted
[QUOTE=Drax-Quin;22604164][IMG_thumb]http://i85.photobucket.com/albums/k80/graffpirate/1-10.jpg[/IMG_thumb][/QUOTE] Holy Where is that from? :flashfap:
Polycount.
I could take a shot if you give me the text portion.
[QUOTE=NanoSquid;22604211]Holy Where is that from? :flashfap:[/QUOTE] [url]http://www.polycount.com/forum/showthread.php?t=73309[/url]
I really should be visiting the polycount forums, eh? [editline]11:05AM[/editline] Amazing stuff there. [editline]11:07AM[/editline] Hey, you guys remember when I made that deck of cards weapon sketch? [IMG]http://dl.dropbox.com/u/1848073/TF2%20Contest/Spy/Work%20in%20Progress/MDL_3.png[/IMG] Great minds think alike :biggrin:
[QUOTE=Drax-Quin;22604164]Is there anyone on here who could give me a hand producing one of those update page images that resemble stuff like this, for my polycount pack :(. [IMG_THUMB]http://i85.photobucket.com/albums/k80/graffpirate/1-10.jpg[/IMG_THUMB] Or This: [IMG_THUMB]http://dl.dropbox.com/u/2126504/medic/schwaben-charger-9000-promo.png[/IMG_THUMB][/QUOTE] Drax I can do it.
[QUOTE=Skunkrocker;22604415]Drax I can do it.[/QUOTE] Where are your [img_thumb]s young man
The Winning Hand reminds me of this guy: [img]http://img16.imageshack.us/img16/6897/luxord.png[/img] Yes it's another silly japanese game, rate me dumb and move on :saddowns:
[QUOTE=Drax-Quin;22604164]Is there anyone on here who could give me a hand producing one of those update page images that resemble stuff like this, for my polycount pack :(. [/QUOTE] I could do that quite easily if you wish.
[QUOTE=Stizzles;22604545]The Winning Hand reminds me of this guy: [img]http://img16.imageshack.us/img16/6897/luxord.png[/img] Yes it's another silly japanese game, rate me dumb and move on :saddowns:[/QUOTE] I used to play that game when I was 12. I usually don't like Japanese stuff, but I loved Kingdom Hearts. :glomp:
[QUOTE=Stizzles;22604545]The Winning Hand reminds me of this guy: [img_thumb]http://img16.imageshack.us/img16/6897/luxord.png[/img_thumb] Yes it's another silly japanese game, rate me dumb and move on :saddowns:[/QUOTE] Appropriate though, since he shares the Medic's voice actor
God the medic's voice actor is everywhere
[sp]realy dumb[/sp] REQUEST TIME: What about a medic in a German football uniform, like with shorts and so on? [img]http://www.daily-picks.de/css/images/trikot_deutschland_wm2010.jpg[/img] Oh and more domination lines for the sniper.hhehehe
[QUOTE=Handsome Pete;22604752]I used to play that game when I was 12. I usually don't like Japanese stuff, but I loved Kingdom Hearts. :glomp:[/QUOTE] Wow, unexpected reply from a Facepuncher! I can't wait for Birth By Sleep, it comes out a few days after my birthday, and I've been waiting for it since 2007 :buddy: [QUOTE=hr.morgaes;22604761]Appropriate though, since he shares the Medic's voice actor[/QUOTE] And wow, I didn't know that! Pretty awesome. Okay, sorry for getting a little off-topic.<3
[QUOTE=AyesDyef;22602936]I dunno about you, but when I search cork hat on google images. 90% of the strings used are bright yellow.[/QUOTE] I think they're missing the "bright" part :O They look too yellow, make them look a bit more white :3:
[QUOTE=Drax-Quin;22602888]I don't think it's proctectional purpose really matters. Hats are ultimately aethetic (that's what Valve intended them for they're purely decorative) they don't serve any other purpose and therefore don't have to be realistic. Therefore how good the hat looks aesthetically is my main goal, so I'm willing to give up realism for the cost of how good the hat looks, If you look at my earlier posts were I have attempted a larger net there a two major issues: 1) A less condensed mesh using transparency looks awful, no hats in the game use transparency in this way for that reason because aesthetically it looks terrible: [IMG]http://i45.tinypic.com/2ujsh6r.jpg[/IMG] 2) A less condensed mesh looks awful at a distance, and bearing in mind the intention is to have the hat in-game a lot of people are going to viewing the hat at a distance,[B] I've tested this in game [/B]and the 1st version of the mesh looks awful at range and even 16x AA cannot compensate for this, you have bear in mind that hats are purely aethetic and I have to consider that there are going to be people with very low settings with no Anti-Aliasing, sothis change was made for the sake of looks not realism. [IMG]http://i46.tinypic.com/igvuh5.png[/IMG][IMG]http://i46.tinypic.com/28svtli.png[/IMG][/QUOTE] Why don't you just make it glass/see through plastic then and not a mesh? Would look better i think.
[QUOTE=Drax-Quin;22602888]1) A less condensed mesh using transparency looks awful, no hats in the game use transparency in this way for that reason because aesthetically it looks terrible: [IMG_thumb]http://i45.tinypic.com/2ujsh6r.jpg[/IMG_thumb][/QUOTE] That's because you are doing it wrong. Why the dots?! Check the snipers glasses for example. You can see through them (and they don't have net instead of glass). That's the type of slightly tinted transparency I have been talking about here. No hats in the game have any need for transparency (except the community made brain slug), why would they have?! Be the first to make one then, it's no excuse.
I've explained that to, I'm not using a glass screen because it looks far to modern, and people have already complained that the design of that hat is modern enough as it is. The contest is very strict that items fit with TF2's style, in that it must resmeble something based in the 50's-70's era. A glass screen like I tried before put the modern-look over the top. A slightly tinted transparency works as does making a model slightly transparent in terms of the brain slug, but trying to put any detail such as a fenced or mesh look into a models transparency map for hats in TF2 causes it to look fuzzy and have a low resolution, not to mention at distance it looks worse than a modeled out counterpart. I'm not refering to a slightly transparency tinted screen like the sniper's glasses that's different that's a solid color, detailed textures using transparency look horrible. The only way to correct this low quality is to put in "$Alpahcull" that's why the fence looks dotted, because "$Alphacull" improves the quality but consquently reduces the size of the alpha used on the mask. I'm not doing it wrong this is what happens to a detailed texture [B]I'm not talking about a slightly tinted transparency mask on a solid color[/B]. Without "$alphacull": [IMG]http://i45.tinypic.com/2ujsh6r.jpg[/IMG] With "$alphacull": [IMG]http://i47.tinypic.com/4zuwb5.jpg[/IMG]
I seriously don't think the transparent plastic being the "too modern" part. The overall design would need to change. Placing dots or net just makes the whole screen look out of place.
The design from the very beginning on the polycount forum was questioned for being too modern even without a glass screen. The rules are extremely strict that I must mantain that style. I realise that placing dots makes the mesh look outta of place that's exactly why I decided on modeling out the mask like I did in later renders rather than using a "$alphacull" transparency mask. That's why I made that choice and it looks like this now: [IMG]http://i47.tinypic.com/n4gsb9.png[/IMG]
The cage looks lovely.
1.Place jarate's jar material on the glass part of your hat 2.Overlydone meme 3.??? 4.PROFIT!
[QUOTE=Smashman;22605992]The cage looks lovely.[/QUOTE] Thank you, it's an aesthetic choice not one made for realism, hats a purely decorative in nature anyhow.
HO yeah, also how many tris does this thing has?
Actually can someone help me :(, I can't seem to see my hats in SDK model viewer on there own, I can only see them when I attach them to a player. I think the problem has something to do with the physics of the hat, because whenever I go to the physics tab of a valve hat they say something like "mining_hat_reference" but when I go to the physics tab on any of my hats they all say "phymodel". I just don't understand why I can't see the hats on there own in the SDK Model Viewer but I can view valve hats on there own perfectly fine.
[QUOTE=Drax-Quin;22606059]Thank you, it's an aesthetic choice not one made for realism, hats a purely decorative in nature anyhow.[/QUOTE] Exactly. I think a shiny thing wouldn't look pleasing, whereas the current cage actually has some definition.
[QUOTE=Drax-Quin;22606183]Actually can someone help me :(, I can't seem to see my hats in SDK model viewer on there own, I can only see them when I attach them to a player. I think the problem has something to do with the physics of the hat, because whenever I go to the physics tab of a valve hat they say something like "mining_hat_reference" but when I go to the physics tab on any of my hats they all say "phymodel". I just don't understand why I can't see the hats on there own in the SDK Model Viewer but I can view valve hats on there own perfectly fine.[/QUOTE] Get the reference.smd, export it as the phymodel.smd (reference)(do this because sometimes using the reference.smd as the phymodel can mess it up), and then export the reference.smd as idle.smd(sequence).
Thank you Omolong.
[QUOTE=Skunkrocker;22603378] [IMG]http://img685.imageshack.us/img685/9028/switchfinal.jpg[/IMG][/QUOTE] No comments on the knife?
Heres a quick model. What do you think of the proportions? its much longer and bit wider than normal shotgun. [IMG]http://img404.imageshack.us/img404/4291/prieview1.png[/IMG]
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