[QUOTE=Pie_Tony;27427697]I better get a free one.
that is coated in glitter.[/QUOTE]
:barf:
[QUOTE=Simski;27427650]If Valve sold brainslug as a real world accessory I'd be walking around punching people on the streets.
[/QUOTE]
omg valve ruined IRL art style i'm going to stop playing!!!!
*commits suicide*
[QUOTE=Simski;27427650]
Just for shits and giggles, how about making that an eyelander replacement? [sp]Not tot to imply that Demoman actually managed to pull it out.[/sp][/QUOTE]
Now I'm just imagining Demoman wielding the sword still in the stone... I like.
[QUOTE=Reds;27420575]Ok, he forgot to put the files in a scout folder.
When you open the zip file, go to models, then player, then put all the files inside into a new folder, called scout. That should do it.[/QUOTE]
jesus fuck i knew it >< how do i always fuck up with the folders
I think we need a medieval style promo
[QUOTE=blaholtzen;27427956]jesus fuck i knew it >< how do i always fuck up with the folders[/QUOTE]
Maybe ask someone to verify next time just to be sure
[QUOTE=Contrails;27417991]medieval teleporter
[img_thumb]http://img403.imageshack.us/img403/2086/catapult.jpg[/img_thumb]
[/QUOTE]
Here's a teleport exit idea, how about a huge water dunktank/pool as the exit?
don't have an exit, just make the catapault launch dudes in an arc. then have a fire brazier or an arrow shield or something to replace the exit.
Replace the exit with a bouncing pad, you gain vertical height from jumping on it and it doesn't need recharging.
It doesn't really need a landing pad, fall damage would be a small price to pay.
Alrighty, this is a bit darker, some stuff has changed, it's got more detail. I don't know where to go from here. I think it's still missing something I can't put my finger on.
[img]http://img171.imageshack.us/img171/1650/latest2d.jpg[/img]
I'll probably remove the label from the side, at the very least.
Add a Direct Hit scope.
[QUOTE=Svdl;27429517]Alrighty, this is a bit darker, some stuff has changed, it's got more detail. I don't know where to go from here. I think it's still missing something I can't put my finger on.
[img_thumb]http://img171.imageshack.us/img171/1650/latest2d.jpg[/img_thumb]
I'll probably remove the label from the side, at the very least.[/QUOTE]
:ohdear:
[editline]15th January 2011[/editline]
[QUOTE=Simski;27429543]Add a Direct Hit scope.[/QUOTE]
Long live my joke.
I still think that minigun has a hue that is just too blue-ish. Needs to be more neutral..?
(I dunno just looks blue.)
[QUOTE=Svdl;27429517]Alrighty, this is a bit darker, some stuff has changed, it's got more detail. I don't know where to go from here. I think it's still missing something I can't put my finger on.
[img_thumb]http://img171.imageshack.us/img171/1650/latest2d.jpg[/img_thumb]
I'll probably remove the label from the side, at the very least.[/QUOTE]
I know it's not your model, but the clipping through his leg needs a fix. I mean look at the top left image. You can see a metal bar over his thigh, so it's clearly clipping through his leg to get there.
[QUOTE=Simski;27429543]Add a Direct Hit scope.[/QUOTE]
I don't think you could keep it anywhere NEAR the target after the first two shots, let alone try to aim with it v:v:v
[QUOTE=Smashman;27429605]I know it's not your model, but the clipping through his leg needs a fix. I mean look at the top left image. You can see a metal bar over his thigh, so it's clearly clipping through his leg to get there.[/QUOTE]
That's a good point, perhaps he could make those parts destroyed... perhaps as if some giant person had perhaps used his bare hands to bend the metal bars to make way for his legs should he perhaps want to use it as a weapon?
[editline]15th January 2011[/editline]
Perhaps.
Perhaps.
[QUOTE=Svdl;27429517]Alrighty, this is a bit darker, some stuff has changed, it's got more detail. I don't know where to go from here. I think it's still missing something I can't put my finger on.
[img_thumb]http://img171.imageshack.us/img171/1650/latest2d.jpg[/img_thumb]
I'll probably remove the label from the side, at the very least.[/QUOTE]
In the first shots you showed, the spec map really popped, this feels a lot more flat by comparison. Maybe exaggerate the contrast in the spec on the drum
[QUOTE=Ikare;27429588]I still think that minigun has a hue that is just too blue-ish. Needs to be more neutral..?
(I dunno just looks blue.)[/QUOTE]
Easy enough to change, and is one of the things I keep fiddling around with.
Here's three different ones. First is how it is in the above picture, second is matched with the fists of steel and the third is kind of warmer, redder color.
[img]http://img130.imageshack.us/img130/4361/hues.jpg[/img]
What sparkwire suggested is that the blue gun should have a blue hue and the red one a red one. Maybe, possibly.
The Blue one looks odd to me, the red one looks excellent though.
[QUOTE=pogothemunty;27429743]In the first shots you showed, the spec map really popped, this feels a lot more flat by comparison. Maybe exaggerate the contrast in the spec on the drum[/QUOTE]
Oh right, almost forgot.
When it's shiny, it's more interesting to look at. When it's matte, it looks more like a hunk of metal which kind of works since that is exactly what it is.
[img]http://img405.imageshack.us/img405/8329/shineg.jpg[/img]
so hey, which is nicer?
[img]http://static.facepunch.com/fp/ratings/tick.png[/img] for shiny
[img]http://static.facepunch.com/fp/ratings/cross.png[/img] for not shiny
[QUOTE=Svdl;27429818]Oh right, almost forgot.
When it's shiny, it's more interesting to look at. When it's matte, it looks more like a hunk of metal which kind of works since that is exactly what it is.
[img_thumb]http://img405.imageshack.us/img405/8329/shineg.jpg[/img_thumb]
so hey, which is nicer?
[img_thumb]http://static.facepunch.com/fp/ratings/tick.png[/img_thumb] for shiny
[img_thumb]http://static.facepunch.com/fp/ratings/cross.png[/img_thumb] for not shiny[/QUOTE]
Oh God, you removed the top of his skull. :byodood:
The weapon also seems to be clipping with his hand. I think these problems should be sorted before the material is even started upon, but that's me.
Also, to answer your question, the top one does look visually more dynamic.
Definitely shiny if not shiny means he will run around with no scalp.
shiny and have the teamcolouring (but toned down a little bit).
I had plans to come back and finish my carton project seeing as I really need to learn how to modawl.
[img]http://www.deviantart.com/download/193071761/its_a_milk_carton_by_cwalkthroughs-d36y74h.png[/img]
And I was browsing through TF2 blog and I thought to myself, that THIS should be the texture of it:
[IMG]http://www.teamfortress.com/images/posts/missing.jpg[/IMG]
EDIT: Someone tell me how to make textures in Blender. I'm a fucking retard.
[QUOTE=Simski;27427650]
[editline]15th January 2011[/editline]
Just for shits and giggles, how about making that an eyelander replacement? [sp]Not tot to imply that Demoman actually managed to pull it out.[/sp][/QUOTE]
Bludgeoning Boulder Blade.
[QUOTE=DuncanFrost;27429316]don't have an exit, just make the catapault launch dudes in an arc. then have a fire brazier or an arrow shield or something to replace the exit.[/QUOTE]
I think an exit is helpful since otherwise you don't have an accurate guess as to where you are going to land. I think a bale of hay is probably the best exit idea at the moment for those leaps of faith.
[QUOTE=CWalkthroughs;27429935]I had plans to come back and finish my carton project seeing as I really need to learn how to modawl.
[img_thumb]http://www.deviantart.com/download/193071761/its_a_milk_carton_by_cwalkthroughs-d36y74h.png[/img_thumb]
And I was browsing through TF2 blog and I thought to myself, that THIS should be the texture of it:
[img_thumb]http://www.teamfortress.com/images/posts/missing.jpg[/img_thumb]
EDIT: Someone tell me how to make textures in Blender. I'm a fucking retard.[/QUOTE]
You don't make textures in blender, you only make the 3d stuff there. Once you're done with the 3d, you compile it, and make a UV map. Then you use photoshop to edit that UV map, which makes a texture.
[QUOTE=Detroit Matt;27430045]You don't make textures in blender, you only make the 3d stuff there. Once you're done with the 3d, you compile it, and make a UV map. Then you use photoshop to edit that UV map, which makes a texture.[/QUOTE]
Explain each of the parts you just mentioned in a PM to me.
As I quote:
[quote=CWalkthroughs]I am a fucking retard.[/quote]
[QUOTE=Sharc;27429971]I think an exit is helpful since over wise you don't have an accurate guess as to where you are going to land. I think a bale of hay is probably the best exit idea at the moment for those leaps of faith.[/QUOTE]
At this point I need to ask something, are you guys thinking of this
[img_thumb]http://www.cowboyclipart.net/graphics/3haybales.jpg[/img_thumb]
or this
[img_thumb]http://www.dawnsong.org/LotRO/housing/images/yard_small/HayStack.jpg[/img_thumb]
The problem with the first one is that teleporters aren't as tall, and making the bale so short would probably look silly.
Using the second one would solve that problem, you could just assume that the player fell inside the hay so you could have the model clip. It wouldn't look silly, but it'd probably look terrible (as in ugly to look at).
I like this idea the most out of all the teleporter exit ideas so far, but I don't think it's gonna work. I think the poorly made bullseye is the best solution so far, unless someone comes up with something better...
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