[QUOTE=Venezuelan;43449166]blahblahblah already concepted a very nice one a long time ago[/QUOTE]
ohhh damit really ?
I´m really Sorry, i dont wanted to steal it or anything like that, i forget it i guess when you posted.
How die you managed to solve the problem with the Front view ?
[QUOTE=kenshin6;43446972]I hope you dont think that the uv grid for a texture and normal map of the same item differ from each other.[/QUOTE]
No I don't, i was just saying that it really isn't hard to match your normal with your diffuse.
[QUOTE=TrevorTheJedi;43448003]Doesn't SMD files preserve the smoothing?[/QUOTE]
They don't =(
I wonder how people fix those clipping issues in hats without messing up the edges.
[QUOTE=Cryme Tyme;43450388]ohhh damit really ?
I´m really Sorry, i dont wanted to steal it or anything like that, i forget it i guess when you posted.
How die you managed to solve the problem with the Front view ?[/QUOTE]
Not mine, blaholtzen's. Can't find it right now
[img]http://puu.sh/6cRuE.jpg[/img]
[QUOTE=Zero_;43450468]They don't =(
I wonder how people fix those clipping issues in hats without messing up the edges.[/QUOTE]
So do you have to put in your own smoothing manually? What's the point of smoothing groups in your model before you export it, do they affect the AO?
[QUOTE=Venezuelan;43449166]blahblahblah already concepted a very nice one a long time ago[/QUOTE]
you mean thees?
[t]https://dl.dropboxusercontent.com/u/39556064/concepts/ROCKETEERPJ2.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/RetroLauncherV2p3RoughConcept.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/BadMotorsRL2.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/BadMotorsRL22.jpg[/t]
casue that ended up turning into this:
[t]https://dl.dropboxusercontent.com/u/39556064/concepts/FuncRL.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/LeatheredSoldierSet5Lo.jpg[/t]
since people thought the last car-ish one was too weird and complicated or something like that
[QUOTE=blaholtzen;43450744]you mean thees?[/QUOTE]
WoW, they look awesome, then i can srcap my idear, back to the drawing board
[QUOTE=kibbleknight;43450690][img]http://puu.sh/6cRuE.jpg[/img][/QUOTE]
How does it look in weapon animations? From this angle it looks pretty subtle and flows with his shoulder well.
I still greatly like the first car one regardless of gimmick
[QUOTE=iAmaNewb;43448052]My first, and [I]really[/I] bad concept up for grabs(I don't have photoshop)
[t]http://i.imgur.com/9uymkRR.png[/t][/QUOTE]
Nah man, that's not bad at all. It's a subtle but neat idea and design, illustrated with all desirable clarity. And unlike a lot of people who draw shirt item concepts (including me back when I was an idea guy) you seem to have given thought to how the alterations should be modeled on top of the playermodel without having to cover everything or getting awkward seams. If I was good enough to model and rig shirt items, I'd give it a shot for sure.
One question, though. What's going on with those flaps below the belt? Is it meant to have a border all the way around like it's a separate jacket worn on top of the lab coat?
[QUOTE=SkyHaddaCG;43450703]So do you have to put in your own smoothing manually? What's the point of smoothing groups in your model before you export it, do they affect the AO?[/QUOTE]
From what I understand, importing SMD files to Blender ruins the smoothing, so you need to smooth it again manually.
But I'm curious if that's what everyone does, since it would be a pain for those who fixes clipping and other stuff on in-game items.
Just apply an Edge Split modifier. It's not perfect but it makes things nice and crisp real quick.
"New poster makes a shitpost! Wow! What a surprise!"
Ahem.
Do any of you fine gentlemen know if there ever was a mod release for [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=80888384&searchtext="]this[/URL] beautiful little number?
[IMG]http://cloud-3.steampowered.com/ugc/559820538346516206/300E607C9C247E1A64A8529AB0F74B2E25C99E0E/637x358.resizedimage[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/559820538346536182/A2B72CEB417E4898FAD08FE95BCED0D481107E06/637x358.resizedimage[/IMG]
Eat your heart out, American Dream. Mostly because with this one, the Scout's viewmodels don't clip with the trigger gaurd.
[QUOTE=SergerantJoe;43451702]Just apply an Edge Split modifier. It's not perfect but it makes things nice and crisp real quick.[/QUOTE]
Yeah, i know how to smooth, but just all this talk of SMDs not retaining the smoothing is confusing me :/
Maybe my first concept for pyro [URL="https://www.dropbox.com/s/vvn1fo7qnha2jd1/Pyrobutcherconcept.jpg"]https://www.dropbox.com/s/vvn1fo7qnha2jd1/Pyrobutcherconcept.jpg[/URL]
[URL="http://tf2.gamebanana.com/skins/131153"][IMG]https://dl.dropboxusercontent.com/u/43356210/PANINGY.png[/IMG][/URL]
I will have the emporium promo image done sooner or later. Either way here is my display of extremely low effort!
Also if anyone would mind making backpack icons for this I will give you kibbles soul.
[QUOTE=Venezuelan;43449945]I don't think McVee gets a say in weapons. If any weapons are added they will probably be Valve's doing. Maybe he can pick the models but it will probably be from Valve's catalogue of playtested and approved stats.[/QUOTE]
From what I understand he gets to pick models, and valve would attach the stats.
My issue there is how are they gonna pick models?
The importer isn't set up right now to support weapons.
[QUOTE=A_Guardian;43452399]From what I understand he gets to pick models, and valve would attach the stats.
My issue there is how are they gonna pick models?
The importer isn't set up right now to support weapons.[/QUOTE]
The importer is not essential, they can take the time to get them in the old fashioned way
[QUOTE=A_Guardian;43452399]From what I understand he gets to pick models, and valve would attach the stats.
My issue there is how are they gonna pick models?
The importer isn't set up right now to support weapons.[/QUOTE]
The importer also doesn't support styles, right?
Yet some of the holiday sale hats have styles. They weren't imported with the importer.
[QUOTE=iAmaNewb;43448052]My first, and [I]really[/I] bad concept up for grabs(I don't have photoshop) [/QUOTE]
Keep in mind that models have been made of far worse.
Though I made some changes in gimp, mainly stuff that make it closer to the actual coat you posted. Idunno if it's really worth posting, or really an okay thing to show considering it's just an edit of your idea.
Lengthen the lapels, push the pockets so they're tucked under the suspenders a little (not sure how possible that would actually be but the pockets that close together just look funny to me), have the shirt go down over the gloves with the sort of cuffs the uniform has, and add a Red team ribbon to the left arm. Not sure about the flaps you have on there, part of me says it would look better blended with the coat, part of me likes it looking separated.
[QUOTE=Drury;43452474]The importer also doesn't support styles, right?
Yet some of the holiday sale hats have styles. They weren't imported with the importer.[/QUOTE]
Those were made by valve so it's a bad example
[QUOTE=Quinnjdq;43452315][URL="http://tf2.gamebanana.com/skins/131153"][IMG]https://dl.dropboxusercontent.com/u/43356210/PANINGY.png[/IMG][/URL][/QUOTE]
This seems quite Ja[b]pan[/b]ese.
[QUOTE=The Duke;43452557]This seems quite Ja[b]pan[/b]ese.[/QUOTE]
what? the [B]pan[/B]ties?
[QUOTE=Omninerd;43443286]My post 'n stuff[/QUOTE]
Judging by the boxes I think I did something wrong. Can someone point out what is it so I don't do it again? I don't know if you guys can tell, but I'm new to the emporium...
they dont fit anything at all.
i dare to say they wont even match anything steampunk related and feel more like your average "cover yourself in glue and roll over gears" bullshit.
[URL="http://www.youtube.com/watch?v=TFCuE5rHbPA"]here's an indepth explanation as to why[/URL].
[QUOTE=Metaru;43453094]they dont fit anything at all.
i dare to say they wont even match anything steampunk related and feel more like your average "cover yourself in glue and roll over gears" bullshit.
[URL="http://www.youtube.com/watch?v=TFCuE5rHbPA"]here's an indepth explanation as to why[/URL].[/QUOTE]
Oh thanks, sir. Now I got it.
But I still think it's a decent concept, steampunk or not.
[QUOTE=SkyHaddaCG;43449794]Boogaloo wasn't [i]that[/i] long ago... What about newer item makers, will they ever get another chance to be part of such a big thing? (i was gutted that i couldn't make stuff back then) Also, i actually kind of liked the update cause i was a guaranteed hat each time, and a cool one. Then again if you don't like hats then it would've been different, so maybe valve want to make up for it with EOTL[/QUOTE]
Those events werent only created due to some bigger names participating, anybody, you or me could try and build a community event like that, such as making items based around egypt or something. probably a bad time right now, what with end of the line and the last 200 workshop updates, but just get people involved and it will grow on its own.
[QUOTE=Zero_;43450468]They don't =(
I wonder how people fix those clipping issues in hats without messing up the edges.[/QUOTE]
The sad truth is you have to resmooth them every time.
I've fixed over 400 cosmetics, all with Blender. It isn't fun.
Applying the edge split modifier will work on a select few items without need for editing but usually what it does is just create more of a hassle than if you were to do it from scratch. It's good for getting an idea of where to apply smoothing though since you can see your item much more clearly. Playing with the lighting in HLMV on the original item is a more accurate reference though.
Save anything you do relating to Source in a Blend file, because if you ever have to edit it there goes your smoothing.