• TF2 Emporium Halloween Event 2k13
    3,414 replies, posted
[QUOTE=NeoDement;42390974]Well that showed absolutely nothing. Way to angle the camera completely the wrong way. Should've spliced in a bunch of side shots and a back shot or two.[/QUOTE] Maybe I'll make another video tomorrow. Maybe.
Probably a bit late to mention this, but the normal map on the orange scarf seems a bit intense/detailed for TF2 too, but it is Halloween so eh.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=183134026][b]The Bunny Mann[/b][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=183134026][img]http://cloud-2.steampowered.com/ugc/921275751208757831/850907FF43CC4FBED33D3900389A385C44DC8CC0/[/img][/url] [t]http://cloud-2.steampowered.com/ugc/921275751208804047/00123B8A25D12BEF3ED7AC901A4FCF9ABD5F2F20/[/t] [t]http://cloud-2.steampowered.com/ugc/921275751208799038/775CAB67AAABC23ED46A8B7DBF5C0EB8DC3D7ED0/[/t] [t]http://cloud-2.steampowered.com/ugc/921275751208826058/09EB8A101D63ED113305501EAB68E3B999B4BB95/[/t]
[QUOTE=vlek;42378219][IMG]http://cloud-2.steampowered.com/ugc/1100293184522125417/F542B7EAAC41ECD88D35C3746288C93DF4C41218/[/IMG][/QUOTE] Love this! Truly saddens (and sickens) me to think that if this gets in game it will be restricted :(
[img]http://i.imgur.com/4uSrOyw.png[/img] This isn't too noisy, is it?
Upon Neodement's suggestions, I spliced in some backside and sideview shots of the hood. [hd]http://youtube.com/watch?v=VMS9rrDitFk[/hd] There's still a few minor clipping issues during certain animations, but it's not too bad. We'll try and hammer those out later.
[QUOTE=Nidhogg;42391446]Upon Neodement's suggestions, I spliced in some backside and sideview shots of the hood. [hd]http://youtube.com/watch?v=VMS9rrDitFk[/hd] There's still a few minor clipping issues during certain animations, but it's not too bad. We'll try and hammer those out later.[/QUOTE] If you parent the animated bones to a well compiled jigglebone, you might be able to stop the clipping. How is it with crouching though?
[QUOTE=Szraneraxtq;42391500]If you parent the animated bones to a well compiled jigglebone, you might be able to stop the clipping. How is it with crouching though?[/QUOTE] ...shit, I completely forgot about crouching. I'll get back to you on that later.
Oh that's nice Setting up capes on TF2s glitchy-ass jigglebones is hellish.
[QUOTE=Szraneraxtq;42384128]A challenger has appeared! [img]http://img34.imageshack.us/img34/8193/n3i.png[/img] I actually started this a few months ago, but stopped it due to lack of modivation. Thankfully due to void, it's back in the works[/QUOTE] i really like it, but maybe make those lil teeth a bit bigger, i wouldn't be shocked if people didn't notice they were there at all
[QUOTE=Outro-intro;42385239]Make this an all-class shotgun mod, PLEASE!! We need more all class shotgun mods! I'm tired of all of the reserve shooter and family business mods![/QUOTE] You should note that making skins for the normal shotgun is pretty annoying to do, because it still uses v_models i believe
It doesn't, it's c_ and w_, just compile it as both and it usually works well enough. There's some minor issues like floating shells on Pyro but eh.
[IMG]http://i.imgur.com/m3IpSVn.png[/IMG] made some changes, and i think i may choose to not have the symbols on it. any suggestions? [QUOTE=KnowProblem;42392017]Make the transitions to the bright edges on the belt a bit more gradual, right now it's too much imo[/QUOTE] [IMG]http://img203.imageshack.us/img203/4756/3dk7.png[/IMG] is this better?
[QUOTE=dongalator;42391958][IMG]http://i.imgur.com/m3IpSVn.png[/IMG] made some changes, and i think i may choose to not have the symbols on it. any suggestions?[/QUOTE] Make the transitions to the bright edges on the belt a bit more gradual, right now it's too much imo
Well I made my submission Texture is by Texman: [IMG]http://cloud-3.steampowered.com/ugc/594764778217081505/68B525332065EB692EBB4B18CECBA6E533EB7BFB/[/IMG] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=183127124[/url]
Finished Mellowbloom's concept... [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=183208086"][IMG]http://cloud-2.steampowered.com/ugc/1099167936496776717/90EE3ACB3B9993A2FEEA255D5D21DDAB3D2363FA/268x268.resizedimage[/IMG] (vote and leave some feedback if you like)[/URL] I might update the texture later but for now I'm out of time.
[QUOTE=dongalator;42391958] [IMG]http://img203.imageshack.us/img203/4756/3dk7.png[/IMG] is this better?[/QUOTE] Okay, this is going to sound really, really harsh, but you need to hear some criticism or you'll never get better. That's a baaaad texture. It's blurry and noisy in all the wrong places, the highlights are huge and unnatural. Try taking a look at how the Buff Banner does it: [IMG]http://wiki.teamfortress.com/w/images/7/73/Backpack_Buff_Banner.png?t=20111119153839[/IMG] I highly suggest you scrap your texture entirely, take it slow and think of *why* and where you put highlights and stuff - they happen because the edges are hitting something, and getting worn out, right? So put them were there would logically be wear.
[QUOTE=Hideous;42395966]Okay, this is going to sound really, really harsh, but you need to hear some criticism or you'll never get better. That's a baaaad texture. It's blurry and noisy in all the wrong places, the highlights are huge and unnatural. Try taking a look at how the Buff Banner does it: [IMG]http://wiki.teamfortress.com/w/images/7/73/Backpack_Buff_Banner.png?t=20111119153839[/IMG] I highly suggest you scrap your texture entirely, take it slow and think of *why* and where you put highlights and stuff - they happen because the edges are hitting something, and getting worn out, right? So put them were there would logically be wear.[/QUOTE] damn, and i thought it was cool looking and i was kinda proud of myself ._. well i guess youre right, i'm really bad at texturing and it'll take a long time before i'm as good as you. i guess i'll try again tomorrow, i hope it goes better next time. thanks for being honest also i have looked at the buff banner specifically when texturing it and the more i looked at it the more i couldnt figure out how to make it look like it
[QUOTE=dongalator;42396205]damn, and i thought it was cool looking and i was kinda proud of myself ._. well i guess youre right, i'm really bad at texturing and it'll take a long time before i'm as good as you. i guess i'll try again tomorrow, i hope it goes better next time. thanks for being honest also i have looked at the buff banner specifically when texturing it and the more i looked at it the more i couldnt figure out how to make it look like it[/QUOTE] One can't acquire perfect texturing skills from night today, you just gotta keep practising and at a certain point, you'll see a change and improve your work.
[QUOTE=dongalator;42390726]i always usually end up running out of polys when i need detail. thats my fault for not knowing when or not to be conservative when modeling. though tbh, i like the way it is now, its a lot like the concept, which is what i was going for. but anyways, i decided to texture it myself, since i need the practice. [IMG]http://i.imgur.com/L6szxdM.png[/IMG] any crits/suggestions for it?[/QUOTE] honestly, this may seem a little small, but the corks with their black holes looks bad, im no expert of course
[QUOTE=Hideous;42395966][IMG]http://wiki.teamfortress.com/w/images/7/73/Backpack_Buff_Banner.png?t=20111119153839[/IMG] [/QUOTE] I'd like to take this moment to appreciate how pretty the buff banner is, it's a simple thing sure but dang is it well made mainly the model
A friend directed me to this page... I'm very new to work-shopping and stress that I'm a student and not a professional (AKA it takes me forever to get stuff done) It's a bit overwhelming at the moment seeing all these wonderful Halloween submissions... Well here is my 1st Halloween submission (hopefully I'll get in like 1 or 2 more before update). The Hog of War [IMG]http://cloud-2.steampowered.com/ugc/902134976297707400/1D00D20677D0589E3E043D9CD36CBD7CB872B4B4/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/902134976297734929/1F2339B39C233073EB9DE802F1C199C803336794/[/IMG] Took me way too long to get this done as it was my first time with facial morphs and jiggle bones...
Can someone help me? I've managed to create a item with a looping animation. Atleast the model viewer seems to work properly. But I don't know how to get this into the beta importer? I know you can edit the QC file, but the animation just doesn't work for me! [video=youtube;XWY132xE1x8]http://www.youtube.com/watch?v=XWY132xE1x8&feature=youtu.be[/video] QC - beta import: ___________________________________________________________________________ $upaxis Y $modelname "workshop/player/items/engineer/mechanical_winding/mechanical_winding.mdl" $surfaceprop "default" $body "default" "mechanical_winding.dmx" $lod 11 { replacemodel "mechanical_winding.dmx" "mechanical_winding_lod1.dmx" } $lod 22 { replacemodel "mechanical_winding.dmx" "mechanical_winding_lod2.dmx" } $cdmaterials "models\workshop\player\items\engineer\mechanical_w inding" $texturegroup skinfamilies { { "mechanical_winding" } { "mechanical_winding_blue" } } $sequence idle "turn" fps 15.00 autoplay ___________________________________________________________________________
Have a terrible concept I came up with at 4 am last night. [IMG]http://puu.sh/4GNhp.jpg[/IMG] The Heil-er Hitler mustache + hair and swastikas drawn on with a sharpie.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=183262578&searchtext="][IMG]http://cloud-2.steampowered.com/ugc/615030976558418117/C5D567EF99CE03567E5C5C3C81DFAC248B65656A/[/IMG][/URL] Finally took a little time to put these together properly. Messed around with sfm a little for my screenshots now it's downloaded. The antlers probably won't get finished due to me not being able to get the torn parts of the mask to look any good.
[QUOTE='[Brn];42397466']Can someone help me? QC - beta import: ___________________________________________________________________________ $upaxis Y $modelname "workshop/player/items/engineer/mechanical_winding/mechanical_winding.mdl" $surfaceprop "default" $body "default" "mechanical_winding.dmx" $lod 11 { replacemodel "mechanical_winding.dmx" "mechanical_winding_lod1.dmx" } $lod 22 { replacemodel "mechanical_winding.dmx" "mechanical_winding_lod2.dmx" } $cdmaterials "models\workshop\player\items\engineer\mechanical_w inding" $texturegroup skinfamilies { { "mechanical_winding" } { "mechanical_winding_blue" } } $sequence idle "turn" fps 15.00 autoplay ___________________________________________________________________________[/QUOTE] Add loop to the $sequence: $sequence idle "turn" fps 15.00 autoplay loop
[QUOTE=Mellowbloom;42397718][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=183262578&searchtext="][IMG]http://cloud-2.steampowered.com/ugc/615030976558418117/C5D567EF99CE03567E5C5C3C81DFAC248B65656A/[/IMG][/URL] Finally took a little time to put these together properly. Messed around with sfm a little for my screenshots now it's downloaded. The antlers probably won't get finished due to me not being able to get the torn parts of the mask to look any good.[/QUOTE] why's the shine painted on?
[QUOTE=Venezuelan;42397900]why's the shine painted on?[/QUOTE] because I wanted it painted on
[QUOTE=Revolver Osha;42397534]Have a terrible concept I came up with at 4 am last night. [IMG]http://puu.sh/4GNhp.jpg[/IMG] The Heil-er Hitler mustache + hair and swastikas drawn on with a sharpie.[/QUOTE] didn't constructor's spy set just got marked incompatible for nazi reference?
[QUOTE=Szraneraxtq;42397842]Add loop to the $sequence: $sequence idle "turn" fps 15.00 autoplay loop[/QUOTE] Thanks man. But it didnt work ;(
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