• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=P.;43027483]I wish my windows vista allowed me to model....[/QUOTE] Uhh, I'm pretty sure Blender can run on Vista. And Windows 7 must be pretty cheap these days.
[QUOTE=Smashman;43027305]That just means you sent your email to the wrong person and the right person is now able to ignore it. Feel free to install Enhanced Steam! :v:[/QUOTE] Is it not possible to not disable punctuation marks such as brackets and dots and still get rid of ASCII spam that uses them? [IMG]http://i.imgur.com/KysAs5o.png[/IMG]
[QUOTE=P.;43027483]I wish my windows vista allowed me to model....[/QUOTE] What's the problem? We might help, but we don't know how.
[QUOTE=Filipianosol;43027692]Is it not possible to not disable punctuation marks such as brackets and dots and still get rid of ASCII spam that uses them? [IMG]http://i.imgur.com/KysAs5o.png[/IMG][/QUOTE] They could just have a flag that filters for a certain number of ascii characters, including semicolons, periods, and ░ ▒ ▓. Once the post reaches a threshold of these characters, then it's classified as ascii spam.
I need an advice. Is there something that could be done better? Is it fine to add shoelaces as separate meshes? [img]http://i.imgur.com/kL69k39.jpg[/img]
Worked on the sled some more, slowly going there, what do you think of this? [img]https://dl.dropbox.com/u/49271578/ShareX/2013-11/2013-11-30_22-03-53.png[/img]
[IMG]http://i.imgur.com/3HZeZiSl.jpg[/IMG]
[QUOTE=xantraz;43027694]What's the problem? We might help, but we don't know how.[/QUOTE] Welp, last time I tried modeling, I could not even get started beacuse myc omputer and porgrams where crashin on me when I opened the modeling porgrams even toguh steam and other prograsm where doing fine, maybe I was the one doing something wrong, I added you to talk about it.
[QUOTE=GibbleMiester;43028511][IMG]http://i.imgur.com/3HZeZiSl.jpg[/IMG][/QUOTE] Nice work, i cant wait to see it in the Workshop ;D
[QUOTE=GibbleMiester;43022762]so yeah, i think im gonna start a group for concept artists, kinda where we can work on ideas together and present them together, and get contributed together... either that or end world hunger. both seem equally challenging.[/QUOTE] You must link to this group when it has come to reality.
Is there a mod for the Hotrod that flips it down on the Engineer's face? [T]http://wiki.teamfortress.com/w/images/thumb/7/7e/Hotrod.png/250px-Hotrod.png?t=20111227204327[/T] I know it flips down when an engy is hauling buildings, but I'd rather have it like that all the time. Same thing with the Scotch Bonnet, but with the visor down. [T]http://wiki.teamfortress.com/w/images/thumb/4/48/Scotch_Bonnet.png/250px-Scotch_Bonnet.png?t=20111211181216[/T]
I can quickly whip those up for you. Give me a sec.
[IMG]http://puu.sh/5y5E6.png[/IMG] pretty much finished, expect a workshop release soon!
[url=https://dl.dropboxusercontent.com/u/31115055/TF2/Hotrod.rar][img]https://dl.dropboxusercontent.com/u/31115055/TF2/Hotrod.png[/img][/url]
[QUOTE=Colteh;43029322][IMG]http://puu.sh/5y5E6.png[/IMG] pretty much finished, expect a workshop release soon![/QUOTE] It's looking kinda dirty on the light parts, is that intended?
hey, if anyone wants, i still have this concept thingy not claimed yet [T]http://i.imgur.com/SWa5xhI.png[/T] [T]http://i.imgur.com/IPFrquP.png[/T] it's fur i'll try to make a spy winter set, so a hat and another misc for this pretty much
Thanks guys! I love the Hotrod but that little quirk kinda ruined it for me. If anyone happens to have one, feel free to add me /shamelesstradingplug
Anyone got a materials tutorial or something? I still have no idea how textures work (as in, how the game knows which part is which and stuff), and the Valve Developer Wiki isnt helping much. Also, I'm trying to decompile the spy 1st person animations, but Crowbar says the VVD and VTX are missing, even when they are in the same folder.
[QUOTE=pogothemunty;43029410]It's looking kinda dirty on the light parts, is that intended?[/QUOTE] Yeah, I wanted it to look a bit dirty
[QUOTE=Zero_;43029439]Also, I'm trying to decompile the spy 1st person animations, but Crowbar says the VVD and VTX are missing, even when they are in the same folder.[/QUOTE] Don't use Crowbar for animations. It'll just break everything currently. Just keep Studiocompiler around for them.
[QUOTE=Nitromonkey;43029175]Is there a mod for the Hotrod that flips it down on the Engineer's face? Same thing with the Scotch Bonnet, but with the visor down.[/QUOTE] [URL="http://puu.sh/5y6MC.zip"]Done.[/URL]
[QUOTE=SergerantJoe;43029479][URL="http://puu.sh/5y6MC.zip"]Done.[/URL][/QUOTE] Downloading, thanks for doing this! If I ever get into modding I'll do that Scotch Bonnet "fix" edit: Actually, you did both! Thanks for helping me out!
You know you want to [img]https://dl.dropboxusercontent.com/u/52618319/stocking_hat_concept_emrfish6.png[/img]
Whoops, forget about the animations. Just remembered I need to decompile the animatoin for the weapon instead, like the sapper one.
Concept 4 Grabs [t]http://i.imgur.com/fllbNPL.png[/t] Thinking of doing a little sweater design like the Der Wintermantel or Outback Intellectual on the middle of the shirt, maybe.
[QUOTE=xantraz;43028038]I need an advice. Is there something that could be done better? Is it fine to add shoelaces as separate meshes? [img]http://i.imgur.com/kL69k39.jpg[/img][/QUOTE] I think your shoe is a bit high-poly for something that is quite small, and unnoticable. And it's perfectly fine to have shoelaces as a separate mesh. The only time you would ever merge meshes is for smoothing and lighting, which in the shoelaces case, you aren't going to really need.
[QUOTE=Zero_;43029439]Anyone got a materials tutorial or something? I still have no idea how textures work (as in, how the game knows which part is which and stuff), and the Valve Developer Wiki isnt helping much. [/QUOTE] model is exported with UV map and material names assigned to faces. model is compiled with material paths defined in qc. model loads vmt's in the specified paths that match the material names present in the model. vmt's contain shader information and give paths for texture image files in vtf format. model in-engine loads the vmts and corresponding textures, applying them based on their built-in UV map. [URL="http://tf2.gamebanana.com/tools/5352"]Good reference images to fully understand UV maps for a beginner.[/URL]
[QUOTE=dolphin;43029532]Concept 4 Grabs [t]http://i.imgur.com/fllbNPL.png[/t] Thinking of doing a little sweater design like the Der Wintermantel or Outback Intellectual on the middle of the shirt, maybe.[/QUOTE] I don't think that's going to work out with how massive his vest is.
Anyone know how to fix this. The red part is paintable, but it looks all jaggity and tried to fix it but it blurred too much and then I tried it again and this happened. I'm using Gimp since Texman couldn't do the alpha. [IMG]http://img5.imageshack.us/img5/4865/xb8f.png[/IMG]
that looks good to me
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