• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
Well, update time. Link coming soon. Edit: Done! Edit 2: Minor fix a little, for the guy who downloaded, please re-download. [url=https://www.mediafire.com/?u69tedsda48vwn3][IMG]http://i.imgur.com/u70Bf6r.png[/IMG][/url]
[IMG]http://i.imgur.com/9D0zaHL.png[/IMG] cornish game cock
[QUOTE=Pagliacci;43553276][IMG]http://i.imgur.com/9D0zaHL.png[/IMG] cornish game cock[/QUOTE] Oh please god someone make this happen
[t]http://puu.sh/6mAHt.png[/t] sucks i always finish these at 11 PM and have to wait till tomorrow to upload it if i want anybody to see it.
[QUOTE=ZombiPlastiClok;43550327]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] sorry to bother you, but thats's still suffering the same problem, although this time it comes down to the weapon desing(and something i overlook completely). in simple words: an axe is basically a lever, so in order to maximize its damage you hold it from the very tip of the handle to drop the weight of the blade on your target. however, if by any reason you can't do this(ie this shotgun's stock)you'd just swing it with one of your hands, never with two. so in the end, you were right on using the all_class meelee animation, all you had to do is make the pyro hold the shotgun by the ejection port. that way you should also be able to make it work for other clases. tl;dr: the weapon would actually work only as a one-hand meelee, like a tomahawk.
-nvm-
[QUOTE=Metaru;43554640]sorry to bother you, but thats's still suffering the same problem, although this time it comes down to the weapon desing(and something i overlook completely). in simple words: an axe is basically a lever, so in order to maximize its damage you hold it from the very tip of the handle to drop the weight of the blade on your target. however, if by any reason you can't do this(ie this shotgun's stock)you'd just swing it with one of your hands, never with two. so in the end, you were right on using the all_class meelee animation, all you had to do is make the pyro hold the shotgun by the ejection port. that way you should also be able to make it work for other clases. tl;dr: the weapon would actually work only as a one-hand meelee, like a tomahawk.[/QUOTE] but the pyro uses his other axes in the same way he slides his hands down the handle of the axe during the melee animation anyway I'm not sure what the problem is.
Hey guys, long time no see, what did I miss ? c: Also I'm not coming empty handed this time. [img]https://dl.dropboxusercontent.com/u/22707688/hammer_minsize.jpg[/img] [url]https://dl.dropboxusercontent.com/u/22707688/hammer.jpg[/url] [Bigger size] Made a little hammer to get back into tf2 modding. I feel like the handle is not going really well with the main part though. Like in the ol' days, feedback and tips are appreciated ! Oh and don't mind the weird black lines. It's just an automated unwarp with a quick AO to see how it looks in-game.
[QUOTE=Cbast;43555157]Hammer[/QUOTE] Your AO is too dark
[QUOTE=Cbast;43555157]Hey guys, long time no see, what did I miss ? c: Also I'm not coming empty handed this time. [img]https://dl.dropboxusercontent.com/u/22707688/hammer_minsize.jpg[/img] [url]https://dl.dropboxusercontent.com/u/22707688/hammer.jpg[/url] [Bigger size] Made a little hammer to get back into tf2 modding. I feel like the handle is not going really well with the main part though. Like in the ol' days, feedback and tips are appreciated ! Oh and don't mind the weird black lines. It's just an automated unwarp with a quick AO to see how it looks in-game.[/QUOTE] Looks really good, but I'm not quite sure what I'm looking at. What are all the parts on it for? Also, [URL="http://facepunch.com/showthread.php?t=1344276"]good timing[/URL].
[IMG]http://i.imgur.com/I43J68b.png[/IMG] [url]http://p3d.in/DVHav[/url] click for 3D view workin on gibbles pistol from the arms race thread any model critique at all?
[QUOTE=dongalator;43555293][IMG]http://i.imgur.com/I43J68b.png[/IMG] [url]http://p3d.in/DVHav[/url] click for 3D view workin on gibbles pistol from the arms race thread any model critique at all?[/QUOTE] Incredibly blocky. If you're in Blender, you can usually use the bevel tool (CTRL + B) to fix that.
[QUOTE=dak1ne;43554835]please no ;) I'm French and i dont want this XD[/QUOTE] Good thing Cornwall is in England, then
[QUOTE=Paysus;43555343]Incredibly blocky. If you're in Blender, you can usually use the bevel tool (CTRL + B) to fix that.[/QUOTE] [IMG]http://i.imgur.com/qI3L14c.png[/IMG] [url]http://p3d.in/DVHav[/url] changed some things and added bevels. should i add them in more places still?
[t]http://i.imgur.com/HtAkBNq.jpg[/t] No matter where I move the model and its vertices, it stays here. It seems like it's properly attached to the left leg. Has anyone else experienced this? Sorry if this is a common problem with an easy fix, I've never used the importer before. Edit: Oh, god, I'm literally mentally challenged. Never mind.
I think I found the problem with the problem with the "cant find bone X for bbox". I appended only the mesh in the object folder of the .blend file. Do I need to append more files, or a different one?
Rate me dumb, it's ok ;) idc; but tbh that doesnt fit TF2 imo. ps: was talking about our french symbol, cockerel.
[QUOTE=dak1ne;43556737]Rate me dumb, it's ok ;) idc; but tbh that doesnt fit TF2 imo.[/QUOTE] The dumb's are probably more about "I'm French and i dont want this" as an argument not to make the item than it fitting into TF2 or not...
[QUOTE=sky_216;43556753]The dumb's are probably more about "I'm French and i dont want this" as an argument not to make the item than it fitting into TF2 or not...[/QUOTE] Yeah I see that now. i should have argued about that too.
[b]The Lead Spitter[/b] [t]https://dl.dropboxusercontent.com/u/47302011/SOURCE%20FILMMAKER/lead-spitter-1.jpg[/t] [t]https://dl.dropboxusercontent.com/u/47302011/SOURCE%20FILMMAKER/lead-spitter-teams3.jpg[/t] Thanks Munchy for the SFM pics :P [URL="http://www.mediafire.com/download/bf2lvg4vqdvwq0f/Buckshot_FJ.vpk"][IMG]http://puu.sh/6mRk0.png[/IMG][/URL] [URL="http://www.mediafire.com/download/cuvl5dszj72op91/Buckshot_SHT.vpk"][IMG]http://puu.sh/6mRm9.png[/IMG][/URL] If something doesn't work please tell me and i'll fix it
[QUOTE=GibbleMiester;43551209]wip color change? : [IMG]http://i.imgur.com/LQRJMDGl.png[/IMG] alot more too do but should i keep this going?[/QUOTE] Really lacking stylization, need to come some of those cylinders and scale up some of the features, like the front bit on the flame thrower also the silhouette of the flame thrower is really kinda of boring, do something about that long boring straight shape that the top has also the flare gun or w/e having holes all over it makes little sense, usually heat guard plating like that would go over the main barrel [editline]16th January 2014[/editline] [QUOTE=Cbast;43555157]Hey guys, long time no see, what did I miss ? c: Also I'm not coming empty handed this time. [img]https://dl.dropboxusercontent.com/u/22707688/hammer_minsize.jpg[/img] [url]https://dl.dropboxusercontent.com/u/22707688/hammer.jpg[/url] [Bigger size] Made a little hammer to get back into tf2 modding. I feel like the handle is not going really well with the main part though. Like in the ol' days, feedback and tips are appreciated ! Oh and don't mind the weird black lines. It's just an automated unwarp with a quick AO to see how it looks in-game.[/QUOTE] lacks stylization, add some cartoonyness and attitude to those proportions and give some angles to all those straight shapes the whole head of it needs to be larger
How do I take the vextex groups out of a object in Blender? I'm taking the sleeves out of a spy misc, and I already deleted the sleeves mesh, but the vertex groups are still there.
[QUOTE=Zero_;43559479]How do I take the vextex groups out of a object in Blender? I'm taking the sleeves out of a spy misc, and I already deleted the sleeves mesh, but the vertex groups are still there.[/QUOTE] In the object data (right side of you ui) select the bone you want removed under vertex groups and press the minus. I don't see why it'd be needed since it can just be there without doinng anything but that's how you do it [IMG]http://puu.sh/6na3X.png[/IMG]
Coud someone make this as a fun Mod : [img]http://i.imgur.com/mq09yn8.gif[/img]
What do you think guys ? [IMG]http://puu.sh/6nbfW.png[/IMG]
[IMG]http://puu.sh/6nbs5.jpg[/IMG] clipo
[QUOTE=Flubbman;43560417][t]http://puu.sh/6nbs5.jpg[/t] clipo[/QUOTE] dat shiny tie Might wanna tweak the VMTs a bit?
[QUOTE=Flubbman;43560417][IMG]http://puu.sh/6nbs5.jpg[/IMG] clipo[/QUOTE] [I]is[/I] the tie the same material as the scarf??
it's not textured yet, i'm gonna test out some stuff before i mess with the phong
what kind of peasant lets the buttons of his waistcoat show above his jacket
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