• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[IMG]http://i.imgur.com/2e1V84V.png[/IMG]
That's pretty damn creative
[QUOTE=Corvalho;43608164]Up for voting :) [URL="http://steamcommunity.com/workshop/filedetails/?id=218959925"][IMG]http://files.gamebanana.com/img/ss/srends/52dd7990c8a55.jpg[/IMG][/URL][/QUOTE] Will your ring item be $500 in the store?
[t]http://puu.sh/6qV9p[/t] [t]http://puu.sh/6s11M.png[/t] [t]http://puu.sh/6s11c.png[/t] I think I went a bit too overboard with the idea of Heavy being an italian chef. Too bad the Minigun is so fucking huge that it clips with Heavy's minigun taunt. Still a WIP
[QUOTE=Pagliacci;43608456][IMG]http://i.imgur.com/2e1V84V.png[/IMG][/QUOTE] If that was made, that could open up the possibilities to a new play style. It needs to be made. Someone make it. Make it.
[QUOTE=Fishmonger;43608847][t]http://puu.sh/6qV9p[/t] [t]http://puu.sh/6s11M.png[/t] [t]http://puu.sh/6s11c.png[/t] I think I went a bit too overboard with the idea of Heavy being an italian chef. Too bad the Minigun is so fucking huge that it clips with Heavy's minigun taunt. Still a WIP[/QUOTE] I demand a version of the borscht belt with spaghetti falling out of the pouches and tomato sauce all over it.
[QUOTE=Fishmonger;43608847][t]http://puu.sh/6qV9p[/t] [t]http://puu.sh/6s11M.png[/t] [t]http://puu.sh/6s11c.png[/t] I think I went a bit too overboard with the idea of Heavy being an italian chef. Too bad the Minigun is so fucking huge that it clips with Heavy's minigun taunt. Still a WIP[/QUOTE] That texture on the minigun is bad. It's seriously the prime example of slap one colour onto it. grab a square brush with opacity and go nuts with randomly brushing over it. The goal of your texture is to enhance your shape, add more definition as to what the object is and what its materials are. So you respect the shapes of the model for starters. As for Brush strokes there's a line between subtlety and too big and overly noticeable, you've headed straight for the latter. I can get it's a WIP but you should spend some serious effort in getting your texture quality up. There are some tutorials in the OP of this thread go on from there and be sure to check back here. The thread here is to help even if it can be quite harsh and cruel to you.
neo said using opacity for brush strokes is bad advice. whats the good way of making brush strokes? just taking a slightly different color and using that instead? i watched snipas tutorial on cgtuts and he used the opacity method. which one should i use?
I used to put the flow of my brush lower and adjust the % based on my needs. Lately I find it more useful to treat the texture like an actual canvas/painting and mix my colours onscreen on a seperate layer (like a pallet) and then colour sample from that. To detail the process I grab a couple of colours from the TF2 Swatch pack. Paint them down and mix them with a brush. Thus creating transitions and new colours which I can colour sample and brush out with full opacity and flow. [sp] Dont tell anyone but my first textures had opacity brushes! [/sp] [editline]20th January 2014[/editline] [URL="https://matt-kohr.squarespace.com/dp101-3"]Here I have this video tutorial that explains the method and teaches you it with an exercise.[/URL]
[QUOTE=Frying Dutchman;43609072]-snip-Helpful post![/QUOTE] Thanks for this! There's a lot of techniques in digital art media and the experimentation would know no bounds. Very much appreciate the shining arrow of goodness you've provided to speed up the curve.
[QUOTE=Pagliacci;43608456][IMG]http://i.imgur.com/2e1V84V.png[/IMG][/QUOTE] I'm pretty sure this has been done or atleast concepted before
[QUOTE=Mellowbloom;43609547]I'm pretty sure this has been done or atleast concepted before[/QUOTE] link?
Made an okay wallpaper. [t]http://puu.sh/6s6QM.png[/t]
[QUOTE=dongalator;43609005]neo said using opacity for brush strokes is bad advice. whats the good way of making brush strokes? just taking a slightly different color and using that instead? i watched snipas tutorial on cgtuts and he used the opacity method. which one should i use?[/QUOTE] Your stuff should be 90% opaque at least in most situations
[QUOTE=GibbleMiester;43608199]So, i decided too fix this up anyway as far as coloring goes for the trunks , the texture artist can always make it a color they see fit: [IMG]http://i.imgur.com/doWDUp1l.png[/IMG] here's a album showing the process from becoming a joke item too something slightly less joke oriented . [URL="http://imgur.com/a/Kp5pq"]http://imgur.com/a/Kp5pq[/URL][/QUOTE] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=155083843"] those trunks[/URL]
[QUOTE=Venezuelan;43610059]Your stuff should be 90% opaque at least in most situations[/QUOTE] I always go by Swizzle's tutorial. Also, can't remember who said that texturing was about telling a story about the item and that you should put brush strokes where you'd expect to see them, but that makes high opacity make more sense: you don't get translucent paint.
[QUOTE=OneFourth;43610380][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=155083843"] those trunks[/URL][/QUOTE] i have never seen those before, the similarity is unintentional. i drew up what i thought a stereotypical tourist would look like while trying to not stray away from the tf2 color palette. i got rid of the flowers since the shirt already had em, and the trunks/socks/sandals will all be one item. thank you for pointing this out though, reassures me it was a good decision too avoid the floral pattern
[QUOTE=OneFourth;43610380][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=155083843"] those trunks[/URL][/QUOTE] What are you on about, they look [I]nothing[/I] alike.
[QUOTE=maxint33;43610474]What are you on about, they look [I]nothing[/I] alike.[/QUOTE] shit i didnt mean it in a negative way, im just saying seeing another representation of swim trunks is kinda cool
[QUOTE=Venezuelan;43610059]Your stuff should be 90% opaque at least in most situations[/QUOTE] For an example of that last 10%, I've found lower opacities useful for putting rust onto metal.
Checking the Base Map Alpha Phong box in the VMT settings is what uses the Alpha channel as a phong map correct? I've got mine set up but it doesn't seem to be doing anything.
[QUOTE=OneFourth;43610557]shit i didnt mean it in a negative way, im just saying seeing another representation of swim trunks is kinda cool[/QUOTE] Oh...okay... I mean you did only write two words.
[IMG]http://puu.sh/6sdwT.jpg[/IMG] [IMG]http://puu.sh/6scYi.jpg[/IMG][IMG]http://puu.sh/6sd7T.jpg[/IMG] [IMG]http://puu.sh/6sdeL.jpg[/IMG][IMG]http://puu.sh/6sdcV.jpg[/IMG] The belt and the shoes are one piece! Yellowparts: Paintable? [Agree] ? [Disagree]
[QUOTE=Pagliacci;43608456][IMG]http://i.imgur.com/2e1V84V.png[/IMG][/QUOTE] If the weapon had stats it better do bleed damage or mark for death somehow
[QUOTE=Rotzloeffel;43610962] The belt and the shoes are one piece! Yellowparts: Paintable? [/QUOTE] I argue that having the yellow changeable would break the yellow next to black rhythm that the Pyro has. My suggestion would be to keep the colors as they are and make the belt strap paintable. That would allow a subtle accent option to whatever the player maybe wearing in combination with the boots.
[QUOTE=Rotzloeffel;43610962] [IMG]http://puu.sh/6sdeL.jpg[/IMG][IMG]http://puu.sh/6sdcV.jpg[/IMG][/QUOTE] the description should be something about finding the boots [url=http://bioshock.wikia.com/wiki/Missing_Boots]misplaced in a library[/url] for some reason
[QUOTE=Mellowbloom;43609547]I'm pretty sure this has been done or atleast concepted before[/QUOTE] I don't believe the idea of a snake wrapped round someone's arm is an original enough idea for someone to be able to claim sole ownership over it, especially if it didn't even progress past the concept phase.
I'd hate to bring this up again but, should I make the neckerchief color on the sailor pyro concept cream spirit?
[t]http://i.imgur.com/RiArjR4.png?1[/t] I'm trying to make the left horn the same height as the right one, by shortening the selected ring and the one just below it. The problem is that when I use scale, the ring gets shorter AND smaller, while the ring below it gets bigger. I only want to shorten it, as if the edges are returning to their starting point. Anyone knows how to do it?
[QUOTE=Zero_;43612551][t]http://i.imgur.com/RiArjR4.png?1[/t] I'm trying to make the left horn the same height as the right one, by shortening the selected ring and the one just below it. The problem is that when I use scale, the ring gets shorter AND smaller, while the ring below it gets bigger. I only want to shorten it, as if the edges are returning to their starting point. Anyone knows how to do it?[/QUOTE] select the vertices that are above that ring, then just move em down.
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