• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=Smashman;43359845]Any idea of a list?[/QUOTE] scattergun rocket launcher sniper rifle (only strange) fists minigun disguise pda at least 1 more i think
so say i'm trying to make a shirt or pants if i'm going to "cut" out the class torso and inflate it to cover the model, then build off that torso, how could i inflate the torso to fit over the player? Scaling it up just makes it larger, not wider, so it doesnt fit
[QUOTE=Punchy;43359899]Scaling it up just makes it larger, not wider, so it doesnt fit[/QUOTE] I don't know anything about modeling but I'm pretty sure you can scale things on only one axis.
[QUOTE=LittleBabyman;43359886] at least 1 more i think[/QUOTE] The revolver.
Well here's a little concept I drew up [t]https://dl.dropboxusercontent.com/u/38397602/Engieminerbag.png[/t] I'd figure the engie could use a mining oriented misc.
[QUOTE=SediSocks;43359725][IMG]http://puu.sh/63Owc.jpg[/IMG] Eeeehhh, it looks a bit too much like a lump otherwise IMO.[/QUOTE] Put some details in the mesh. Or, just zoom out to a more realistic gameplay distance to get a new perspective, as I'm sure it will look fine from there.
[QUOTE=otterwolfy;43359617]It looks way too green/dark. I'd suggest sampling from the lighter parts of Soldier's robot costume, the darker parts of it are too saturated to sample from for such a small item. [img]http://wiki.teamfortress.com/w/images/thumb/f/f8/The_Tin_Soldier.png/198px-The_Tin_Soldier.png[/img][/QUOTE] [t]http://i.imgur.com/W31wV8Y.png[/t] dis better?
[QUOTE=Punchy;43359899]so say i'm trying to make a shirt or pants if i'm going to "cut" out the class torso and inflate it to cover the model, then build off that torso, how could i inflate the torso to fit over the player? Scaling it up just makes it larger, not wider, so it doesnt fit[/QUOTE] What program are you using? Extrude has a "extrude by local normals" option, which will let you extrude around a cylindrical surface without much deforming. Though larger extrude sizes will result in some deformation of close verts. For 3ds anyway. [img]http://puu.sh/63QE1.jpg[/img][img]http://puu.sh/63QI5.jpg[/img] You can also bevel by height, with no outline. Which leads to a little less deformation of close verts. [img]http://puu.sh/63QKn.jpg[/img]
[QUOTE=Smashman;43359845]Any idea of a list?[/QUOTE] Scattergun, Pistol uses a unique C model in the view, Bat, Rocket Launcher, Shotgun again unique c model, Fireaxe, Sticky Launcher, Bottle, Minigun, Syringe Gun, Medigun, Bonesaw, Sniper Rifle, Revolver, every invis watch to my knowledge, and butterfly knife. Don't see how it's unfortunate since it means you can get away with doing a lot more than you can with C models.
[QUOTE=LittleBabyman;43359886]scattergun rocket launcher sniper rifle (only strange) fists minigun disguise pda at least 1 more i think[/QUOTE] Are you sure? I just checked items_game.txt and only fists and watched contain references to v_models. Perhaps I'm not understanding how it's defined correctly. I'll take a look later. [editline]30th December 2013[/editline] [QUOTE=Game Zombie;43360053]Scattergun, Pistol uses a unique C model in the view, Bat, Rocket Launcher, Shotgun again unique c model, Fireaxe, Sticky Launcher, Bottle, Minigun, Syringe Gun, Medigun, Bonesaw, Sniper Rifle, Revolver, every invis watch to my knowledge, and butterfly knife. Don't see how it's unfortunate since it means you can get away with doing a lot more than you can with C models.[/QUOTE] Well I'm thinking with reference to ItemToast, so it is unfortunate.
[QUOTE=Venezuelan;43359934]Put some details in the mesh. Or, just zoom out to a more realistic gameplay distance to get a new perspective, as I'm sure it will look fine from there.[/QUOTE] Yeah, its not noticeable from a normal gameplay. Guess I'll do away with it.
[QUOTE=SergerantJoe;43359915]I don't know anything about modeling but I'm pretty sure you can scale things on only one axis.[/QUOTE] i figured it out actually. Alt+S will "inflate" objects, rather than stretching them on an axis.
[QUOTE=Inspecter;43359927]Well here's a little concept I drew up [t]https://dl.dropboxusercontent.com/u/38397602/Engieminerbag.png[/t] I'd figure the engie could use a mining oriented misc.[/QUOTE] [IMG]http://cloud-3.steampowered.com/ugc/469794290857227159/D3203E56D10FCDD573A88273CA5A3917538BF869/268x268.resizedimage[/IMG] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=196804734"]http://steamcommunity.com/sharedfiles/filedetails/?id=196804734[/URL]
I'm heartbroken, thanks a lot Dolphin. Then again mine is different but the same idea.
[QUOTE=Game Zombie;43360053]Scattergun, Pistol uses a unique C model in the view, Bat, Rocket Launcher, Shotgun again unique c model, Fireaxe, Sticky Launcher, Bottle, Minigun, Syringe Gun, Medigun, Bonesaw, Sniper Rifle, Revolver, every invis watch to my knowledge, and butterfly knife. Don't see how it's unfortunate since it means you can get away with doing a lot more than you can with C models.[/QUOTE] I'm pretty sure that the Cloak & Dagger and Dead Ringer use c_models, and the Red Tape Recorder is using a v_model as well.
Lengthened the greatcoat of the ww2 pyro set: [IMG]http://puu.sh/63Rfm.jpg[/IMG][IMG]http://puu.sh/63SlB.jpg[/IMG][IMG]http://puu.sh/63Sx9.jpg[/IMG] The front of the coat is jiggleboned.
The roboarm bodygroup is using the body texture, for some reason, but only on blu, even though the corresponding vmt is in the skinfamily. Why could that be?
[QUOTE=Omolong;43360189]I'm pretty sure that the Cloak & Dagger and Dead Ringer use c_models, and the Red Tape Recorder is using a v_model as well.[/QUOTE] Cloak and Dagger and the Dead Ringer have c_models used exclusively for the screenshots taken by valve for the backpack images, and are not ever actually used ingame. I'm also pretty sure the Red Tape uses a c_model because I remember people talking about how Valve set up a system for future sappers being easier to implement just for the sake of the single item (although since then, ap-sap and festive sapper have been implemented)
Well here is another concept, this time a Victorian era firecoat for the Pyro [t]https://dl.dropboxusercontent.com/u/38397602/Pyrovictorianerafirecoat.png[/t] I'd figure an old time alternative to the turnout gear should've be done. Also both concepts are up for grabs.
[T]http://puu.sh/63Vru.png[/T] I'm getting this when I try to load my dmx in to the importer. Any ideas what could be causing it?
It was a pain creating those little patterns on the rim of this hat. [IMG]http://i.imgur.com/6pnpGEi.png?1[/IMG] [IMG]http://i.imgur.com/yODnG5Q.png?2[/IMG] Also I could someone help me with an alternate style for this hat? See those orange/yellow panels on the hat? I want love to have an alternate style that places images on the other eight classes within those panels in a style that parodies some common depictions of Buddha. I just need the images, I can handle the rest from there. I already have names for the two styles: Ascetic- Without images Iconic- With images P.S: Yes I will make the Scout look like a monkey. But I am saving that for last.
why is it floating around his head
[QUOTE=MilesPyrower;43360203]Lengthened the greatcoat of the ww2 pyro set: [IMG]http://puu.sh/63Rfm.jpg[/IMG][IMG]http://puu.sh/63SlB.jpg[/IMG][IMG]http://puu.sh/63Sx9.jpg[/IMG] The front of the coat is jiggleboned.[/QUOTE] [I]wow[/I]
[QUOTE=Punchy;43360889]why is it floating around his head[/QUOTE] Personally I didn't want it to clip with the head. And besides in-game it is highly unlikely that anyone will be looking at the models from that close up unless one is in spectator mode. Of course this might pose problems for those wanting to use it for SFM which can at times make dramatic close-ups.
[QUOTE=SediSocks;43360587][T]http://puu.sh/63Vru.png[/T] I'm getting this when I try to load my dmx in to the importer. Any ideas what could be causing it?[/QUOTE] Do you have to use dmx? correct me if i'm wrong but i believe SMDs cause less problems than DMXs.
[QUOTE=SkyHaddaCG;43360958]Do you have to use dmx? correct me if i'm wrong but i believe SMDs cause less problems than DMXs.[/QUOTE] It has flexes.
[QUOTE=Punchy;43359899]so say i'm trying to make a shirt or pants if i'm going to "cut" out the class torso and inflate it to cover the model, then build off that torso, how could i inflate the torso to fit over the player? Scaling it up just makes it larger, not wider, so it doesnt fit[/QUOTE] You could have also scaled in the x/y plane (assuming you're using blender) by pressing S and then SHIFT+Z :) [EDIT] - Actually that wouldn't work with the sleeves :/
[QUOTE=MilesPyrower;43360203]Lengthened the greatcoat of the ww2 pyro set: [IMG]http://puu.sh/63Rfm.jpg[/IMG][/QUOTE] it looks like it could be an entirely different playermodel at this point
[QUOTE=Inspecter;43360478] [t]https://dl.dropboxusercontent.com/u/38397602/Pyrovictorianerafirecoat.png[/t] [/QUOTE] can i take this?
[QUOTE=StumpyPenguin;43361067]can i take this?[/QUOTE] Of course my concepts are open to everyone.
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