[IMG]http://puu.sh/6m4nI.jpg[/IMG]
[IMG]http://puu.sh/6m4qx.jpg[/IMG]
Base colors so far. I'm not entirely sure if those should be the final colors for the vest and the BLU tie/scarf.
[QUOTE=Flubbman;43548282][IMG]http://puu.sh/6m4nI.jpg[/IMG]
[IMG]http://puu.sh/6m4qx.jpg[/IMG]
Base colors so far. I'm not entirely sure if those should be the final colors for the vest and the BLU tie/scarf.[/QUOTE]
Unless your scarf is supposed to be made of the same material as the tie, make them different colours i think.
[QUOTE=SkyHaddaCG;43548318]Unless your scarf is supposed to be made of the same material as the tie, make them different colours i think.[/QUOTE]I'm going to give the scarf some wrinkles later on to make it stand out a bit more, but maybe I should change the colors a bit. I'll try it out.
reposting for new page
[IMG]http://puu.sh/6m4nI.jpg[/IMG]
[IMG]http://puu.sh/6m4qx.jpg[/IMG]
-nm-
it really doesnt look like a scarf tbh. more like a random strip of cloth.
Like I said, it's not textured yet. I'm pretty shit at texturing so I'll probably get Ona to do it as usual.
[IMG]http://puu.sh/6m6T6.jpg[/IMG]
Ignore the badly matched colour and texture, just lazily doing this
[QUOTE=Bapaul;43548721][IMG]http://puu.sh/6m6T6.jpg[/IMG]
Ignore the badly matched colour and texture, just lazily doing this[/QUOTE]
i've wanted a proper sleveless item for a while. good to see someone persue it since i'm too lazy to
Bapaul would you show that Samurai armor with the samur-eye and menpo? I would like to see it for research.
[IMG]http://puu.sh/6m7Lf.jpg[/IMG]
As for the mod, I suppose I could pack them as 2 loose items
and 1 where the models are combined but still uses 2 textures, it'd be heavier on your machine (if that's even relevant) but you'd be able to make the above loadout
Really need to know, how do i rotate a jigglebone?
Never mind; discovered that my flying item was on it's side because gravity was so powerful. Heh.
[QUOTE=SkyHaddaCG;43548873]Really need to know, how do i rotate a jigglebone?[/QUOTE]
in blender? r rotates relative to view, ctrl r rotates along its own long axis.
if you turn magnets on it sticks to important angles.
[QUOTE=heinous;43548948]in blender? r rotates relative to view, ctrl r rotates along its own long axis.
if you turn magnets on it sticks to important angles.[/QUOTE]
I was actually wondering if there's a $jigglebone parameter that does it. But thanks anyway <3
Cosmetics for a set that a friend and i are going to be working on:
[img]http://puu.sh/6m7Cz.jpg[/img]
[QUOTE=SkyHaddaCG;43548980]I was actually wondering if there's a $jigglebone parameter that does it. But thanks anyway <3[/QUOTE]
leave gravity powerful. fix the sideways thing with the bone in blender. it's probably 90 degrees off in one direction or another. if you don't it'll show up sideways when you turn off jigglebones in the game.
[QUOTE=Sexy Robot;43548654][IMG]http://puu.sh/6m6yo/16f5a65d20.png[/IMG]
RIP silhouette.[/QUOTE]
So will this turn off the party cans?
[QUOTE=heinous;43549171]leave gravity powerful. fix the sideways thing with the bone in blender. it's probably 90 degrees off in one direction or another. if you don't it'll show up sideways when you turn off jigglebones in the game.[/QUOTE]
Without the jigglebone in the qc the item is the right way up, but with it it's sideways. Also, when i take tip_mass [I]out[/I] of the jigglebone section, it stays the right way up. I'm pretty sure it's got something to do with where the bone's "tip is", but i've tried everywhere it could go and still no success :(
[QUOTE=kibbleknight;43549142]Cosmetics for a set that a friend and i are going to be working on:
[img]http://puu.sh/6m7Cz.jpg[/img][/QUOTE]
i think it changes the color scheme too much, maybe
edit: nvm, its not that much different from default
one thing i noticed with blender is that it fucks up the rotation of the bone along its own axis every time i change either its head or tail location in any way. it was really frustrating and you were probably changing 2 things at once inadvertently.
the head of your jigglebone should be the center of the parachute or slightly above it.
[QUOTE=heinous;43549399]one thing i noticed with blender is that it fucks up the rotation of the bone along its own axis every time i change either its head or tail location in any way. it was really frustrating and you were probably changing 2 things at once inadvertently.
the head of your jigglebone should be the center of the parachute or slightly above it.[/QUOTE]
Should my jigglebone look like this:
[t]http://puu.sh/6mbsv.jpg[/t]
or this:
[t]http://puu.sh/6mbsT.jpg[/t]
The black watch is one of the best demo hats in the game but...SVDL would you consider creating/releasing a paint fix similar to the one on gamebanna: [url]http://tf2.gamebanana.com/skins/131330[/url] to VALVe? It would really increase the popularity of the item even more
[T]http://files.gamebanana.com/img/ss/skins/52d5d3b9292b4.jpg[/T]
In other news saw this one one gamebananna too....[url]http://tf2.gamebanana.com/skins/131335[/url]
i cant sleep anymore all i see is this...
[T]http://files.gamebanana.com/img/ss/skins/52d617308ce81.jpg[/T]
[QUOTE=Metaru;43544068]its an axe, use the axe anims. anyone holding a weapon that long to hit something would cause no damage at all for obvious reasons. the rest of the classes be damned.[/QUOTE]
Nah you're right. I gave it some thinking, and not only are the Saxxy anims fairly ugly and prone to heavy clipping (IE: this weapon doesn't work on Soldier), but it also means way more work. So we're going Pyro exclusive with this thing. Screens of a proper melee holding thing to come eventually
[QUOTE='[Brn];43545401'][IMG]http://farm6.staticflickr.com/5533/11964978495_a8e2662b94_c.jpg[/IMG]
Not the final texture, battery is basically untouched.
Any texture tips? [URL="http://p3d.in/R9D24"]http://p3d.in/R9D24[/URL][/QUOTE]
Please let the battery resemble the [URL="http://fallout.wikia.com/wiki/Microfusion_cell_(Fallout_3)"]Microfusion Cell[/URL] from fallout 3/nv
[QUOTE=heinous;43549399]one thing i noticed with blender is that it fucks up the rotation of the bone along its own axis every time i change either its head or tail location in any way. it was really frustrating and you were probably changing 2 things at once inadvertently.
the head of your jigglebone should be the center of the parachute or slightly above it.[/QUOTE]
DUUDE! found out what was wrong. The "roll" of the jigglebone was 90 degrees in the wrong direction, so that's something to pay attention to. Fuck me, this has taken some trial and error. Why the heck is "roll" even a thing :V
Also this is what works, if you're interested (stupid blender):
[t]http://puu.sh/6mdCW.jpg[/t]
LIVESTREAMING RIGHT NOW
[url]http://www.livestream.com/napyswisemodeling[/url]
Tell me which song you want and stuff, i'll do multiple items (I hope)
Another cross-post from Arms Race, decided to make the axegun Pyro exclusive, so I wanted to show how it's anims looked:
[video=youtube;D_Udz43d-ok]http://www.youtube.com/watch?v=D_Udz43d-ok&feature=youtu.be[/video]
And I STILL don't know what to name it. Anyone have any ideas?
EDIT:
Sharp Shooter it is! Thanks Punchy, you cheesy bastard
[QUOTE=ZombiPlastiClok;43550327]And I STILL don't know what to name it. Anyone have any ideas?[/QUOTE]
the sharp shooter
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