[QUOTE=Nzdjh;26944841]If no one else has gotten dibs on this yet I might take a shot at it. Because that mask is an awesome idea.[/QUOTE]
Which melee weapon are you going to do?
[QUOTE=Mnemosynaut;26944767]I decided to go back to my Demo Shield and redo the texture and uv maps. This time around, I want to do an actual emblem instead of just copy/pasting the bomb logo and calling it a day. I'm not sure what to do though. Any ideas?
[img_thumb]http://img257.imageshack.us/img257/7925/shieldi.png[/img_thumb]
P.S. The face is just a placeholder.[/QUOTE]
That fucking grin. :argh:
I vote for a headtaker-like axe, or a scythe.
[QUOTE=Nzdjh;26944841]If no one else has gotten dibs on this yet I might take a shot at it. Because that mask is an awesome idea.[/QUOTE]
Sure go ahead, see if I can get a word of recommendation for a free version of that hat if valve accepts it. (Not entirely serious about that) :3
Alright, I've made a few updates.
[img]http://img697.imageshack.us/img697/6167/shield2.png[/img]
- Added R/B to the emblem using the Engraver's Old English Bold font from the War Update.
- Added some wear and tear to the emblem so it hopefully doesn't look like a big waste of space.
- Fixed the fat horizontal stripe.
- Added some copy/pasted logos to the medals. I couldn't help myself.
I think the texture is pretty good at this point. At least it's way better than the original.
Now my main concern is the v_model. I don't understand why but the damn thing won't work. No matter how much I rotate the bone or move the mesh around before skinning, the thing will not move from the same stupid spot in-game. I compiled it just fine when I first made the shield two months ago so either I've gone full-retard or Valve made some changes that I'm unaware of.
[QUOTE=Mnemosynaut;26945674]Alright, I've made a few updates.
[img_thumb]http://img697.imageshack.us/img697/6167/shield2.png[/img_thumb]
- Added R/B to the emblem using the Engraver's Old English Bold font from the War Update.
- Added some wear and tear to the emblem so it hopefully doesn't look like a big waste of space.
- Fixed the fat horizontal stripe.
- Added some copy/pasted logos to the medals. I couldn't help myself.
I think the texture is pretty good at this point. At least it's way better than the original.
Now my main concern is the v_model. I don't understand why but the damn thing won't work. No matter how much I rotate the bone or move the mesh around before skinning, the thing will not move from the same stupid spot in-game. I compiled it just fine when I first made the shield two months ago so either I've gone full-retard or Valve made some changes that I'm unaware of.[/QUOTE]
Reminds me of Mann Manor for some reason. Specifically the big window.
[QUOTE=Hawt Koffee;26945099]
I made this head hunters hood AGES ago[/QUOTE]
MIDDLE AGES ago?
[media]http://www.youtube.com/watch?v=bcYppAs6ZdI&feature=related[/media]
I'm sorry.
====ON TOPIC====
Does anyone know how to add sounds to the c_model hands through QC? I have an idea for a MUCH NEEDED fix.
Can we have a version that keeps the smug grin for fun? :v:
[QUOTE=Mnemosynaut;26945674]Alright, I've made a few updates.
[img_thumb]http://img697.imageshack.us/img697/6167/shield2.png[/img_thumb]
- Added R/B to the emblem using the Engraver's Old English Bold font from the War Update.
- Added some wear and tear to the emblem so it hopefully doesn't look like a big waste of space.
- Fixed the fat horizontal stripe.
- Added some copy/pasted logos to the medals. I couldn't help myself.
I think the texture is pretty good at this point. At least it's way better than the original.
Now my main concern is the v_model. I don't understand why but the damn thing won't work. No matter how much I rotate the bone or move the mesh around before skinning, the thing will not move from the same stupid spot in-game. I compiled it just fine when I first made the shield two months ago so either I've gone full-retard or Valve made some changes that I'm unaware of.[/QUOTE]
Well, here is a practical concept on the texture of it featuring the TF Logo.
[img]http://img577.imageshack.us/img577/1315/itisfree.png[/img]
I'll do a BLU one, if you'd sent me the darn blu .tga
Also, I'll do a team logo one after the TF Logos. And I've brightened up the white. Sorry.
Later Edit: A Team Logo version, RED only at this time.
[img]http://img41.imageshack.us/img41/1561/tf2redlogoshield.png[/img]
EDIT: Disagree? What the hell is there to disagree about?
I like the letter. Try it with an outline though. Plain color on white looks very boring.
You should submit it to Valve
I'll be damned I need a replacement for the shitty looking Targe
[QUOTE=EDDY TT;26909742]Soul eater.[/QUOTE]
Fuck I love that anime
[QUOTE=Street_Wolf;26946334]Can we have a version that keeps the smug grin for fun? :v:[/QUOTE]
[QUOTE=CunningHam;26947480]Could you make another version with the original demo faces, I found it hilarious.[/QUOTE]
Will do.
[QUOTE=CWalkthroughs;26946679]Well, here is a practical concept on the texture of it featuring the TF Logo.
[img_thumb]http://img577.imageshack.us/img577/1315/itisfree.png[/img_thumb][/QUOTE]
Way too modern looking IMO. Doesn't really fit the medieval theme.
[QUOTE=Chilean;26946780]I like the letter. Try it with an outline though. Plain color on white looks very boring.[/QUOTE]
I can give it a slight outline. Any darker and it blocks out the area between the letter strokes, which looks odd. Also, the grey splotches in the background really stand out in-game so it's not as white as it may seem.
[img]http://img145.imageshack.us/img145/6269/shield3.png[/img]
As for why it has to be white in the first place, that's for gameplay reasons. The original targe was team-colored but Valve decided that it was too difficult for enemy players to see at a distance. Thus, they made the stripes a neutral orange so that it clashed with the Demoman's color scheme. I wanted to get away with using team colors so I figured having a bright crest with gold medals would make it as noticeable as it needs to be.
[QUOTE=Bittersweet;26947323]You should submit it to Valve
I'll be damned I need a replacement for the shitty looking Targe[/QUOTE]
I'll submit it to Valve and release on FPSBanana as soon as I get the v_model working.
I could always just stick with the idea of the team logos..
[QUOTE=Mnemosynaut;26947987][img_thumb]http://img145.imageshack.us/img145/6269/shield3.png[/img_thumb][/QUOTE]
Looks like a weird 'B,' now...
[QUOTE=Ian;26947820]Fuck I love that anime[/QUOTE]
[img]http://i40.photobucket.com/albums/e233/CosplayRefs/Soul%20Eater/DrStein.png[/img]
I was going to do the screw for halloween this year, but I suck at 3DSmax and gave up.
I'll finish my Design Class and then come back to the emporium... it'll take 1 year for me to start learning maya, but it's worth it, I'll come back better than the shitty model I did with two cilinders.
Yay, finally got my hats ingame.
[img]http://img691.imageshack.us/img691/216/hatsuw.jpg[/img]
Still having problems with the alpha to work right on the helmet though.If i use "$translucent" "1" it just makes the whole model inside out. :/
Can anyone convert the tf2 models into blend files for me?
How is this looking so far? Trying to keep it closer to TF2's style while still capturing the coolness of that concept art posted earlier.
[img]http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/executioner.jpg[/img]
[QUOTE=dark soul;26948826]Yay, finally got my hats ingame.
[img_thumb]http://img691.imageshack.us/img691/216/hatsuw.jpg[/img_thumb]
Still having problems with the alpha to work right on the helmet though.If i use "$translucent" "1" it just makes the whole model inside out. :/[/QUOTE]
Alpha layers, bro.
@nugget
At this rate, by the time you finish that executioner pyro hat, it will look drop dead gorgeous.
*cricket noises*
[QUOTE=Laurn;26948788][img_thumb]http://i40.photobucket.com/albums/e233/CosplayRefs/Soul%20Eater/DrStein.png[/img_thumb]
I was going to do the screw for halloween this year, but I suck at 3DSmax and gave up.
I'll finish my Design Class and then come back to the emporium... it'll take 1 year for me to start learning maya, but it's worth it, I'll come back better than the shitty model I did with two cilinders.[/QUOTE]
I'm sick of all these anime skins/models.
[QUOTE=Skunky;26949400]I'm sick of all these anime skins/models.[/QUOTE]
"All these" anime skins/models? When was the last time we had an anime skin done in the Emporium?
[QUOTE=Laurn;26948788][img_thumb]http://i40.photobucket.com/albums/e233/CosplayRefs/Soul%20Eater/DrStein.png[/img_thumb]
I was going to do the screw for halloween this year, but I suck at 3DSmax and gave up.
I'll finish my Design Class and then come back to the emporium... it'll take 1 year for me to start learning maya, but it's worth it, I'll come back better than the shitty model I did with two cilinders.[/QUOTE]
Holy fucking shit if it's good, I'll love you so much.
Stein is second favourite to Kid.
[editline]25th December 2010[/editline]
[QUOTE=Skunky;26949400]I'm sick of all these anime skins/models.[/QUOTE]
Ey don't hate on anime, that's never cool.
Except for that FUCKING LUCKY STAR HUD. I have nothing against lucky star but that hud is HORRIBLE.
Hey guys here is a update on my medieval map.
Just wanted to run the whole idea by you guys before i put on the finishing touches and put it into alpha.
First off the layout.
What i can see (from the one map Valve gave us) is that Medieval maps are supposed to be fun fast and easily learnable maps.
To help fill my need for longevity on a medieval map the map has been separated into 3 areas. This isn't a 3 stage (I don't want to break up any gameplay pacing by making the entire team have to wait the setup time again). What i have done instead is make the teams move spawn every capture point that is caped. Each capture point is within very easy distance from the cart so there should be no long hauls like other payload maps have.
The way the spawning works is once Blu capture the first area reds first spawn becomes theres and red move to the court yard. Once the end of the court yard is captured then the blus spawn in the spawn down the road and red spawn for at the castle for the final battle.
[img]http://www.treybrown.com/images/uploads/medi_town01.png[/img]
To help really stretch out the battles i have slowed the cart very slightly. I am hoping this will cause the matches to be much closer and longer (But seeing as 90% of the combat is close range and assuming people will be on the cart is might not be needed).
Holy fuck this image sucks.
[img]http://www.treybrown.com/images/uploads/medi_town02.png[/img]
As well as the slower cart i have disabled healing on the cart. I know all of this stacks on top to seem like the attacking team is really underpowered. I just don't want to be adding in dispensers and stuff in medieval mode without proper testing.
Now screen shots of the maps areas.
[img_thumb]http://www.treybrown.com/images/uploads/medi_town03.png[/img_thumb]
Might have to work on sniper cover here. Gonna add boxes around there.
[img_thumb]http://www.treybrown.com/images/uploads/medi_town04.jpg[/img_thumb]
A place for the attacks to be very sneaky.
[img_thumb]http://www.treybrown.com/images/uploads/medi_town05.jpg[/img_thumb]
The courtyard, not the two side paths going left and right both ending up on there corresponding sides in near the fountain.
[img_thumb]http://www.treybrown.com/images/uploads/medi_town06.jpg[/img_thumb]
The start of the final stretch into the final area!
[img_thumb]http://www.treybrown.com/images/uploads/medi_town07.jpg[/img_thumb]
The final battle ground. Notice the side path leading from before the entrance to right under the bridge. An excellent place to avoid sniper fire all together, although i cant say much for the people dropping down right on top of you from above.
[img_thumb]http://www.treybrown.com/images/uploads/medi_town08.jpg[/img_thumb]
More shots of the final area.
[img_thumb]http://www.treybrown.com/images/uploads/medi_town09.jpg[/img_thumb]
I hope you guys can give some feedback to how this looks. Thanks!
looks nice so far
Why is there a pram on the bridge
make sure some buildings are enterable, otherwise its a strait snipe fest. (see goldrush stage 3)
Request Hound Dog + Magnificent Mongolian, like this:
[IMG]http://i56.tinypic.com/2mgp6w5.jpg[/IMG]
[QUOTE=Cryme Tyme;26950937]Request Hound Dog + Magnificent Mongolian, like this:
[img_thumb]http://i56.tinypic.com/2mgp6w5.jpg[/img_thumb][/QUOTE]
You want the Mongolian put over the Hound Dog's Hair?
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