• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=JayAsH;43314430]We have a hat with muffler. why don't we have a hat with clothes this time? [IMG]http://i.imgur.com/nDG95WJ.png[/IMG][/QUOTE] This has to be done, just once and perfectly done.
[QUOTE=JayAsH;43314430]We have a hat with muffler. why don't we have a hat with clothes this time? [IMG]http://i.imgur.com/nDG95WJ.png[/IMG][/QUOTE] would probably work better if the coat details were made a bit bigger, the belt, buttons and lapels seem rather itty bitty atm. maybe have the belt at the very bottom like the band on an ordinary hat and fill out the above area more with the other details
[QUOTE=JayAsH;43314430]We have a hat with muffler. why don't we have a hat with clothes this time? [/QUOTE] awesome idea
[IMG]http://puu.sh/5ZhYb.png[/IMG] something i was working on based off of an ages old concept by Miles Pyrower
[QUOTE=mphayes97;43308571]Shoutout to Coltey for his new medic items lining up in the workshop [t]http://puu.sh/5Yz4f.jpg[/t][/QUOTE] Late but [IMG]http://img843.imageshack.us/img843/6974/x0ms.png[/IMG]
Any final thoughts on this before I submit it to the workshop? [IMG]http://i.imgur.com/K09wIbl.jpg[/IMG]
[QUOTE=kidsingrul;43314982]Any final thoughts on this before I submit it to the workshop? [IMG]http://i.imgur.com/K09wIbl.jpg[/IMG][/QUOTE] That white on the rim of the hat sticks out like a sore thumb, perhaps something that will blend a bit easier with the hat? (Or is that the paintable part and I'm being silly?)
[QUOTE=Giggle;43315030]That white on the rim of the hat sticks out like a sore thumb, perhaps something that will blend a bit easier with the hat? (Or is that the paintable part and I'm being silly?)[/QUOTE] It's supposed to be fur ._.
[QUOTE=kidsingrul;43315072]It's supposed to be fur ._.[/QUOTE] not all fur is white, but shiiiit I couldn't even tell it was fur to begin with. (not to be rude, but yeah)
[QUOTE=kidsingrul;43314982]Any final thoughts on this before I submit it to the workshop? [IMG]http://i.imgur.com/K09wIbl.jpg[/IMG][/QUOTE] Why'd you decide to scrap it for Heavy Medic and Spy?
[QUOTE=TheJukebox;43315132]Why'd you decide to scrap it for Heavy Medic and Spy?[/QUOTE] He probably didn't, he is just showing those classes for now. jeee three posts how about i sit back and watch for a while.
[QUOTE=TheJukebox;43315132]Why'd you decide to scrap it for Heavy Medic and Spy?[/QUOTE] They looked weird with the hat. Sure it didn't look AS weird as the previous version, but they still looked weird either way.
[QUOTE=blaholtzen;43314640]would probably work better if the coat details were made a bit bigger, the belt, buttons and lapels seem rather itty bitty atm. maybe have the belt at the very bottom like the band on an ordinary hat and fill out the above area more with the other details[/QUOTE] How about now? [IMG]http://i.imgur.com/RRANVra.png[/IMG] [B]Edited:[/B] Claimed by JZeeba!
[QUOTE=Hinaomi;43190911]Well, at least someone. Please do the Lugermorph reload fix. It inserted air for 3 years without any fix.[/QUOTE] I hope someone is doing this
[QUOTE=kidsingrul;43315188]They looked weird with the hat. Sure it didn't look AS weird as the previous version, but they still looked weird either way.[/QUOTE] I'd still include them, some people might still like them.
[QUOTE=kidsingrul;43315072]It's supposed to be fur ._.[/QUOTE] Avoid solid and highly saturated colors while texturing, they don't quite fit the rest of the game. I found this nice palette a days ago while researching on the game's texturing style. [t]http://i.imgur.com/tm6nSJg.png[/t]
[QUOTE=TheJukebox;43315430]I'd still include them, some people might still like them.[/QUOTE] Urgh. Fine ._.
[QUOTE=Cosa8888;43315433]Avoid solid and highly saturated colors while texturing, they don't quite fit the rest of the game. I found this nice palette a days ago while researching on the game's texturing style. [t]http://i.imgur.com/tm6nSJg.png[/t][/QUOTE] to add on the subject, the purpose of the game's color watch is to provide an easy way to identify a hierachy on the palette, and how much of each one should be on screen at any given time. larger areas should always try to focus on the team colors, while smaller ones and details should focus on using the smaller tones this is, of course, how characters were built and not necesary has to be considered when making cosmetics, since they are mostly an exception to the rule.
[QUOTE=kidsingrul;43315438]Urgh. Fine ._.[/QUOTE] Up to you, it's your item.
[QUOTE=TheJukebox;43315602]Up to you, it's your item.[/QUOTE] hmmm. Why not a another vote time? [IMG]http://www.facepunch.com/fp/ratings/winner.png[/IMG] = Make it all class bitch. [IMG]http://www.facepunch.com/fp/ratings/palette.png[/IMG] = Ugly ones go out. [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] = I don't care. EDIT : All class won. Will make adjustments by tomorrow.
[QUOTE=Cosa8888;43315433]Avoid solid and highly saturated colors while texturing, they don't quite fit the rest of the game. I found this nice palette a days ago while researching on the game's texturing style. [t]http://i.imgur.com/tm6nSJg.png[/t][/QUOTE] I don't know about anyone else, and I think it's the same colours, but I always prefered this version (especially considering it has lots of mixing space) [img]http://www.teamfortress.com/contribute/images/tips_palette.gif[/img]
[IMG]http://puu.sh/5Zn5w.jpg[/IMG][IMG]http://puu.sh/5ZnpB.jpg[/IMG] [IMG]http://puu.sh/5Znfr.jpg[/IMG] [IMG]http://puu.sh/5Znly.jpg[/IMG] Poot up fist!
[QUOTE=Rotzloeffel;43315871][IMG]http://puu.sh/5Zn5w.jpg[/IMG][IMG]http://puu.sh/5ZnpB.jpg[/IMG] [IMG]http://puu.sh/5Znfr.jpg[/IMG] [IMG]http://puu.sh/5Znly.jpg[/IMG] Poot up fist![/QUOTE] [img]http://th06.deviantart.net/fs40/150/f/2009/048/4/d/Slapdash_by_Raymanfan876.jpg[/img] [B]?[/B]
[QUOTE=HelmoChipChop;43316235][img]http://th06.deviantart.net/fs40/150/f/2009/048/4/d/Slapdash_by_Raymanfan876.jpg[/img] [B]?[/B][/QUOTE] I think I shouldn't play Rayman3 so often... However, I was bored so I did this model: [IMG]http://puu.sh/5ZqzN.jpg[/IMG] But it fits pretty gud to the pyro, don't you think?
I feel the wood could be a little darker.
Does anyone knows why the Sanic skin for Scout doesn't work anymore? Even with the VPK system is still not working
[QUOTE=JayAsH;43314430]We have a hat with muffler. why don't we have a hat with clothes this time? [IMG]http://i.imgur.com/nDG95WJ.png[/IMG][/QUOTE] I have a sexual need to do this. Has it been dibbed yet? EDIT: Just read it has been dibbed noooooo. I'm legitimately sad now
[IMG]http://i.imgur.com/kW9dnSN.png[/IMG] portable mortar
[QUOTE=Rotzloeffel;43315871][IMG]http://puu.sh/5Zn5w.jpg[/IMG][IMG]http://puu.sh/5ZnpB.jpg[/IMG] [IMG]http://puu.sh/5Znfr.jpg[/IMG] [IMG]http://puu.sh/5Znly.jpg[/IMG] Poot up fist![/QUOTE] it looks out of style tbh The strokes look wrong (too messy and noisy) and all the stitches and the patch look weird. It has more of a fantasy vibe, and while a lot of TF weapons are homemade they seem to look more professional and clean. I think it would look better if you had less stitches with more spaces in between, and changed the color from dark gray to something that accents and compliments the item better, like white. [t]http://wiki.teamfortress.com/w/images/1/1d/Soviet_Stitch-Up.png?t=20111213183359[/t][t]http://wiki.teamfortress.com/w/images/e/ed/Cadaver%27s_Cranium.png?t=20111121173251[/t][t]http://wiki.teamfortress.com/w/images/3/30/Can_Opener.png?t=20111124225809[/t][t]http://wiki.teamfortress.com/w/images/0/0f/Ninja_Cowl.png?t=20120810225605[/t][t]http://wiki.teamfortress.com/w/images/4/45/Vox_Diabolus.png?t=20130223204933[/t] See how in your bottom screenshot the stitches devolve to barely distinguishable noise whereas the minimal approach and color contrast in these items makes them stand out despite distance?
[QUOTE=Rotzloeffel;43316347]I think I shouldn't play Rayman3 so often... However, I was bored so I did this model: [IMG]http://puu.sh/5ZqzN.jpg[/IMG] But it fits pretty gud to the pyro, don't you think?[/QUOTE] The Boff Brainer. Looks neat. I wish Medieval Mode was still a thing.
Sorry, you need to Log In to post a reply to this thread.