[QUOTE=Dante Vi Almark;43363959]Hows the stylish/Maskless mod going?[/QUOTE]
finished, check page 1
stylish is being worked on
[QUOTE=Fishmonger;43364166][IMG]http://puu.sh/64eNM.png[/IMG]
I improved a thing.[/QUOTE]
I think the metal should be a bit darker, i'd like to see a lateral shot of that too.
[QUOTE=LittleBabyman;43359886]scattergun
rocket launcher
sniper rifle
(only strange) fists
minigun
disguise pda
at least 1 more i think[/QUOTE]
Are you sure about the scattergun? Because DN94(DanielAwesomo)'s Lever Rifle for the scattergun uses C model.
And it works.
[QUOTE=Blaco;43364177]finished, check page 1
stylish is being worked on[/QUOTE]
I was refering to the Stylish spy with the maskless spy head, I saw the maskless spy when you posted, you posted about the stylish coming out soon, I assumed that meant the two of them together, as in your original post
Edit: I am referring to this [url]http://i.imgur.com/fctIgWv.png[/url]
[QUOTE=Cryme Tyme;43363136]a Chastity belt ?[/QUOTE]
canteen
[QUOTE=Dante Vi Almark;43365070]I was refering to the Stylish spy with the maskless spy head, I saw the maskless spy when you posted, you posted about the stylish coming out soon, I assumed that meant the two of them together, as in your original post
Edit: I am referring to this [url]http://i.imgur.com/fctIgWv.png[/url][/QUOTE]
Oh. Yeah like I said I'm working on it. The main thing is it needs a zombie texture, I'm artistically challenged so that will probably take a while.
[IMG]http://i.imgur.com/ngTRoQU.png[/IMG]
These straps okay?
compiled shot just for an additional view:
[t]http://i.imgur.com/q6ZvATI.png[/t]
[QUOTE=DeRosaJ;43365702][IMG]http://i.imgur.com/ngTRoQU.png[/IMG]
These straps okay?
compiled shot just for an additional view:
[t]http://i.imgur.com/q6ZvATI.png[/t][/QUOTE]
Why does the scout have a guitar taped to his back? :x Looks nice, but not sure it fits
[QUOTE=DeRosaJ;43365702][IMG]http://i.imgur.com/ngTRoQU.png[/IMG]
These straps okay?
compiled shot just for an additional view:
[t]http://i.imgur.com/q6ZvATI.png[/t][/QUOTE]
Have you tried seeing how a normal guitar strap looks like around the Scout himself? (could be taut enough to be convincingly against the bag)
[QUOTE=Gryn;43365809]Why does the scout have a guitar taped to his back? :x Looks nice, but not sure it fits[/QUOTE]
I just figured it'd be something he'd play in his spare time, similarly to the Hurdler, so I guess it's something he'd show off in a way
[QUOTE=DeRosaJ;43365847]I just figured it'd be something he'd play in his spare time, similarly to the Hurdler, so I guess it's something he'd show off in a way[/QUOTE]
I'd suggest trying to create a new pack with the guitar peeking out, rather than trying to tape it to the preexisting pack
They really need to add a backpack bodygroup. The Scout in SFM has one, and they just recently changed the dogtag body group so its a whole necklace bodygroup so clearly they can do it.
I'd love to make a backpack I've had drawn out for the past year, but can't because its a bit thinner than the scouts default one.
Reminds of a story I once heard: last time Valve tried creating a brand new bodygroup they somehow fucked up the ragdoll resulting in it stretching it across the map, and they haven't tried again since.
I doubt it's true, but it would certainly explain why there's no glasses bodygroup for Sniper.
so i don't know about you guys, but i get random adds of people asking me to model stuff on a fairly regular basis. this is how is usually goes:
"hi i have an idea for a tf2 item"
"great, i hope you have concept art! concept art is not you attempting to explain it to me, or a link to a google image search."
"uhhhh... i don't get it."
"here's a link to some concept art. this is what modelers are looking for so they know exactly what your vision is! do you have anything like that?"
at this point I get two different responses:
"uh, no i don't have that. i'll see what i can do though!"
*never hear from them again*
-or-
"plssssss maek my item i dont want to put in any effort but expect you to invest dozens of hours to make it"
*remove from friends list*
does anyone else have a different experience?
Just remove/block them as soon as they say something like that. In my experience attempting to reason with morons is not worth the time, especially ones with horrific spelling.
I watched them in a thread before...
I never thought they could exist.
How is this looking so far? Note that I plan to make the glass look similar texture-wise and envmap-wise to the scotch bonnet
[img]http://puu.sh/64rCc.jpg[/img]
(polycount is 1088 tris)
Making another removal mod for 2013's festive weapons. Should I upload it?
Also, slight problem.
[t]http://i44.tinypic.com/2vlqmap.jpg[/t]
None of the models I extracted have anything written in the mdl file. Help?
[QUOTE=kenshin6;43366377]How is this looking so far? Note that I plan to make the glass look similar texture-wise and envmap-wise to the scotch bonnet
[img]http://puu.sh/64rCc.jpg[/img]
(polycount is 1088 tris)[/QUOTE]1088 tris? Is the entire helmet part of the model as well?
It's good, I'm just a bit curious because it doesn't really look like it's 1088 tris.
[QUOTE=Flubbman;43366442]1088 tris? Is the entire helmet part of the model as well?
It's good, I'm just a bit curious because it doesn't really look like it's 1088 tris.[/QUOTE]
Yea the helmet is part of it. But I may need to optimize the shield part, it is nearly 600 tris.
Some progress on this... still tweaking a few things... concept by JayAsh, Giga-zelle will be texturing it.
[img_thumb]https://dl.dropboxusercontent.com/u/21260807/TF2/RRANVra.png[/img_thumb][img_thumb]https://dl.dropboxusercontent.com/u/21260807/TF2/Spy_CoatHat_04.png[/img_thumb]
Started an apron/smock to go with the medic set I was working on.
[img]https://dl.dropboxusercontent.com/u/57186256/WIPs/medic_set/apron_2.png[/img]
[img]https://dl.dropboxusercontent.com/u/57186256/WIPs/medic_set/apron_3.png[/img]
Trying to see if I can sort out that clipping.
[QUOTE=Pikmin Master;43366583]Started an apron/smock to go with the medic set I was working on.
[img]https://dl.dropboxusercontent.com/u/57186256/WIPs/medic_set/apron_2.png[/img]
[img]https://dl.dropboxusercontent.com/u/57186256/WIPs/medic_set/apron_3.png[/img]
Trying to see if I can sort out that clipping.[/QUOTE]
looks like it'll attract too much attention to the lower half of the body, since it covers the medic's dark pants
Does the order of the files in texturegroups in the same skin affect the result?
For example, would
[code]
{
"spy_head_red"
"spy_red"
}
[/code]
Have a different result than:
[code]
{
"spy_red"
"spy_head_red"
}
[/code]
Here's something:
[URL=https://dl.dropboxusercontent.com/u/65113316/model_resources/tf2_animbase_template.zip][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/emporium_mods/tool_playeranimbase.png[/IMG][/URL]
I cleaned up my animbase which I've been using for the past few years, ready for use as a template. (Look up more stuff on the valve dev wiki if you're having trouble)
Contains commented text explaining certain commands, including:
MPAimlayers, for working aimmatrixes.
Weightlists.
Blendwiths, LX LY and event usage.
Sound and particle event example.
Substracting and using delta.
Tauntlayers.
8 Separated QCI files to keep it tidy.
Proper running template with linear root motion.
IKRules with CMDlists.
Supports everything for melee usage.
Also includes raw exported models and animations in m3 and smd format.
Video of the result to be added later.
EDIT:
[video=youtube;nnhCDp42_0M]http://www.youtube.com/watch?v=nnhCDp42_0M[/video]
-oop, nevermind-
[QUOTE=Pikmin Master;43366583]Started an apron/smock to go with the medic set I was working on.
[img]https://dl.dropboxusercontent.com/u/57186256/WIPs/medic_set/apron_2.png[/img]
[img]https://dl.dropboxusercontent.com/u/57186256/WIPs/medic_set/apron_3.png[/img]
Trying to see if I can sort out that clipping.[/QUOTE]
It makes Medic look like he's wearing a dress.
[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 am loving that flamethrower, if that thing got in game I'd use it religiously no matter what stats it got
[editline]31st December 2013[/editline]
It would be pretty fantastic since Pyro is the only class with a default primary that doesn't look to be factory made, I would love to see Pyro with a professional flamethrower
[QUOTE=Zero_;43366665]Does the order of the files in texturegroups in the same skin affect the result?
For example, would
[code]
{
"spy_head_red"
"spy_red"
}
[/code]
Have a different result than:
[code]
{
"spy_red"
"spy_head_red"
}
[/code][/QUOTE]
If that's the first group it wouldn't change anything. But every other one will have to follow the same order or you'll end up with the face texture on the body and all that.
[QUOTE=Flubbman;43359779]some stock weapons still use v_models, unfortunately[/QUOTE]
Sorry for the late response, but, isn't it better this way?
I mean, i find it quite hard to make custom animations for c_models, usually the decompiler breaks something, and it's really a pain to compiling all the stuff back, while for v_models, you've got just a specific set of animations which can be decompiled with studiomdl, and the hands are even in the same mesh.Oh and, if you change an animation in a c_model, every unlock with that animation will play it
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