• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=Flubbman;43484202]Can I have it?[/QUOTE] [QUOTE=iAmaNewb;43484394]Sure, just add me on Steam.[/QUOTE] Glad I was able to help you see the concept finished! :smile: ... I've completely forgotten why I came to this thread in the first place. :v:
[QUOTE=JZeeba;43492222]hmmm... is this one taken?[/QUOTE] nope
[QUOTE=Bl4ckie;43493014][url=http://steamcommunity.com/sharedfiles/filedetails/?id=215111501][img]http://i.imgur.com/fiKiElb.png[/img][/url] Skinning the LODs on this was an absolute nightmare! It nearly killed me, but thankfully I was able to get rid of any clipping. Also replaced the cross with a TF logo based on feedback from the last version.[/QUOTE] I feel like the gold is waaay too yellow, try sampling from one of the coats ingame with golden trim?
[QUOTE=NeoDement;43493801]I feel like the gold is waaay too yellow, try sampling from one of the coats ingame with golden trim?[/QUOTE] I think he should use cream spirit sampled from the grenades if he changes the palette.
[IMG]http://cloud-4.steampowered.com/ugc/505827628405078996/021CFB6CD6681D06C37D6019D4D08D8DAA107AD5/[/IMG] ihavenoideawhatiamdoing
Paper Fortress 2: the thousand year hat.
[QUOTE=Stiffy360;43493980][IMG]http://cloud-4.steampowered.com/ugc/505827628405078996/021CFB6CD6681D06C37D6019D4D08D8DAA107AD5/[/IMG] ihavenoideawhatiamdoing[/QUOTE] [t]http://en.spongepedia.org/images/e/ec/Frankendoodle.jpg[/t]
[QUOTE=Stiffy360;43493980][IMG]http://cloud-4.steampowered.com/ugc/505827628405078996/021CFB6CD6681D06C37D6019D4D08D8DAA107AD5/[/IMG] ihavenoideawhatiamdoing[/QUOTE] well you definately reduced the poly count i can tell you that much...
[QUOTE=Stiffy360;43493980][IMG]http://cloud-4.steampowered.com/ugc/505827628405078996/021CFB6CD6681D06C37D6019D4D08D8DAA107AD5/[/IMG] ihavenoideawhatiamdoing[/QUOTE] should be like this: [img]http://puu.sh/6gNfW.jpg[/img]
[QUOTE=Bl4ckie;43493014][url=http://steamcommunity.com/sharedfiles/filedetails/?id=215111501][img]http://i.imgur.com/fiKiElb.png[/img][/url] Skinning the LODs on this was an absolute nightmare! It nearly killed me, but thankfully I was able to get rid of any clipping. Also [b]replaced the cross with a TF logo based on feedback from the last version[/b].[/QUOTE] [i]"I wish you hadn't done that."[/i] -Katz
[QUOTE=zipziggy;43493416]from spuf: wish they had done it[/QUOTE] Well, they did. For Dota 2.
If anyone handsome and talented enough can help me smooth [url=http://tf2.gamebanana.com/skins/131058]these damn playermodels[/url], it'd be much appreciated. I've tried everything, including what people have suggested, but I just can't get it to work.
[QUOTE=NoaJM;43494901]If anyone handsome and talented enough can help me smooth [url=http://tf2.gamebanana.com/skins/131058]these damn playermodels[/url], it'd be much appreciated. I've tried everything, including what people have suggested, but I just can't get it to work.[/QUOTE] blender kills smoothing groups iirc. there are some blender-friendly tf2 models that keep the smoothing groups that you can use as a guide to smooth the models correctly again. (or copy them over somehow but i know little to jack shit about modeling)
About the lumber's cap's uv. I tried my best the fix em but...ultimately failed...so..yea. What to do? :suicide: (I'm super late as hell)
[t]http://puu.sh/6gVJU.png[/t] no idea time to make shoes though and work on mask
[QUOTE=Snowshoe;43495121]blender kills smoothing groups iirc. there are some blender-friendly tf2 models that keep the smoothing groups that you can use as a guide to smooth the models correctly again. (or copy them over somehow but i know little to jack shit about modeling)[/QUOTE] yeah but those are for the default models he would have to slap on the sfm hands again.
[QUOTE=NoaJM;43494901]If anyone handsome and talented enough can help me smooth [url=http://tf2.gamebanana.com/skins/131058]these damn playermodels[/url], it'd be much appreciated. I've tried everything, including what people have suggested, but I just can't get it to work.[/QUOTE] There are two ways to smooth in Blender, the first, and easiest, is to just go into edit mode, select the faces you want in their own "smoothing group", and press Y. This is sufficient for 90% of smoothing work, you just need to be clever about what you select to get the right result. Combine this with "Remove Doubles" when you get to two faces that shouldn't have a sharp edge between them. Select the two faces that you want to smooth the edge they share, and press Remove Doubles. It's a little hard to explain proper utilization of this but after doing it for a while it will become stupidly simple. The other and more elaborate way of smoothing in Blender is to go into edit mode and select individual edges that you want to make sharp edges. After you have them all selected, go to the Mesh option in the bottom left of the screen, and then to Edges, and then select "Mark as Sharp". After you've marked these edges as sharp, add an Edge Split modifier and untick the Edge Angle option, then apply the modifier. Doing it this way allows you to be much more precise, but it is also more time consuming. I usually only use it on more complex models, when I feel it would actually be faster then hunting down the faces I need to isolate. There are also a couple tricks to really help speed up smoothing. The first is CTRL+L. When in edit mode, whatever you have currently selected, CTRL+L will immediately select all faces that are connected to it. Like if you have a button on a shirt, you can select one face on the button and then just hit CTRL+L and bam the whole thing is selected without the shirt behind it. Even more helpful is opening the UV/Image Editor window and using CTRL+L on a section of the unwrap. The UV's usually are seperated at places where hard edges would be, so by quickly selecting a section of these UV's, then hitting SHIFT+H (Hide Unselected), you can almost instantly isolate a section of the model for smoothing without having to sit there selecting face by face. And finally, if you end up needing to select stuff manually from the 3D view, you can hit B to access a sort of highlighter to quickly select anything you drag it over. You can use middle mouse after hitting B instead of left clicking to deselect things instead of selecting them. And if you hold CTRL and click you can highlight things in any shape you move your mouse. Often you will want to be in wireframe mode when you are selecting like this so you can get vertices that aren't in plain sight. (Just press Z to toggle it.) Once you smooth like 6 or 7 models fully it will become second nature to you, it's literally the easiest part of making/editing a model. Also if you want a starting point you can just apply a default Edge Split modifier and then work from there. Doing this will almost never give you completely correct smoothing though you will have to clean up after it. Some models you can get away with just doing this and nothing else (the Party Hat), but it is extremely rare. Oh and, a really easy way to tell where the original smoothing on a model was before you nuked it with Blender is to just open it in HLMV, zoom in close, and drag the lighting around at different angles to see where the sharp edges are. The Blender friendly models mentioned earlier are located here: [URL="http://tf2.gamebanana.com/tools/5463"]http://tf2.gamebanana.com/tools/5463[/URL] You can use these to see where sharp edges are. Just don't try compiling them or you're gonna have a bad time. You should note though that HWM models have a lot more sharp edges than the normal ones in that pack.
btw Blaco, what happened with your redone female scout mod? [url]http://facepunch.com/showthread.php?p=43118024#post43118024[/url]
Would anyone care to re-draw this? [T]http://i.imgur.com/4DRFcuQ.jpg[/T] (For pyro, sniper, soldier and medic)
Does any one know where the medic callout icons textures are stored? It's the thing that pops up above people's head when they call medic. I want to replace it with a blank texture so they're invisible. [editline]11th January 2014[/editline] Or if you can disable them through hud elements, I'd like to know EDIT: nevermind, found them
for those of you here that have weapons in the game, did you have to make a kill icon? or is that something valve does?
[QUOTE=VeLlix;43495654]btw Blaco, what happened with your redone female scout mod? [url]http://facepunch.com/showthread.php?p=43118024#post43118024[/url][/QUOTE] christ the same thing that happens to everything I do, delayed im being careful not to start any new projects, hopefully will have it done soon the main thing that is keeping it from being released is the zombie texture, I'm not an artist. anyone who actually has talent that would like to help me with that please feel free to save me hours of trial and error photoshopping
[QUOTE=kidsingrul;43495939]Would anyone care to re-draw this? [T]http://i.imgur.com/4DRFcuQ.jpg[/T] (For pyro, sniper, soldier and medic)[/QUOTE] I colored it. Still up for grabs. [T]http://i.imgur.com/FuApMbH.jpg[/T] EDIT : Screw the medic and soldier, put it for pyro, sniper, demo, engineer and spai. EDIT 2 : Pending for FiveEyes and Sam, Master of Pikmin EDIT 3 : Made a alternate version : [T]http://i.imgur.com/UMEGnLm.jpg[/T]
Although I didn't want to post it just now, I have to do it. I need some help with the texture. Im not very saticfied with the base colors so, does anybody has a good idea about this? [IMG]http://puu.sh/6h2xJ.jpg[/IMG][IMG]http://puu.sh/6h2Au.jpg[/IMG] [IMG]http://puu.sh/6h2B0.jpg[/IMG] [IMG]http://puu.sh/6h2Cr.jpg[/IMG][IMG]http://puu.sh/6h2D5.jpg[/IMG] The brown parts around the handles are supposed to be wood later. "please let me know what u think..."
[QUOTE=Rotzloeffel;43496502]Although I didn't want to post it just now, I have to do it. I need some help with the texture. Im not very saticfied with the base colors so, does anybody has a good idea about this? [IMG]http://puu.sh/6h2xJ.jpg[/IMG][IMG]http://puu.sh/6h2Au.jpg[/IMG] [IMG]http://puu.sh/6h2B0.jpg[/IMG] [IMG]http://puu.sh/6h2Cr.jpg[/IMG][IMG]http://puu.sh/6h2D5.jpg[/IMG] The brown parts around the handles are supposed to be wood later. "please let me know what u think..."[/QUOTE] Turn the black into grey :P
[QUOTE=Blaco;43495555]-blender stuff-[/QUOTE] You amazing person I feel so fucking stupid for not knowing this but it works oh my god I am so happy I could kiss you. Thank you very much! And to the others who tried to help me too, thank you.
How do you save a single mesh as a .blend file? I have more than one object in the same window, and if I save, it will make a single .blend file of all the objects, not just the one I want. I know I can just do it by deleting everything else, but I'm pretty sure there must be a better way.
[QUOTE=Zero_;43496619]How do you save a single mesh as a .blend file? I have more than one object in the same window, and if I save, it will make a single .blend file of all the objects, not just the one I want. I know I can just do it by deleting everything else, but I'm pretty sure there must be a better way.[/QUOTE] I'm pretty sure the point of scene files like .blends are to save your entire work environment, not just the elements. That's what exporting is for. So there probably isn't a way to only save a certain object. There might be some kind of option for only saving active elements or something but I've never noticed it before.
[QUOTE=Rotzloeffel;43496502]Although I didn't want to post it just now, I have to do it. I need some help with the texture. Im not very saticfied with the base colors so, does anybody has a good idea about this? [IMG]http://puu.sh/6h2xJ.jpg[/IMG][IMG]http://puu.sh/6h2Au.jpg[/IMG] [IMG]http://puu.sh/6h2B0.jpg[/IMG] [IMG]http://puu.sh/6h2Cr.jpg[/IMG][IMG]http://puu.sh/6h2D5.jpg[/IMG] The brown parts around the handles are supposed to be wood later. "please let me know what u think..."[/QUOTE] It looks like a Railspike Rifle from Fallout 3. [I]Love it[/I]
[QUOTE=Rotzloeffel;43496502]Im not very saticfied with the base colors so, does anybody has a good idea about this?[/QUOTE] can it be because there are too many? i'm counting 6 shades of grey plus yellow and wood. maybe one grey for large parts, one grey for fasteners and straps, and another for the 2 large round objects? the tiny rivets on the receiver can just be the same color as the receiver itself, you already do that with the drum. wood carry handle is a neat idea though.
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