• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
Well since I never got feedback about changing the color of the neckerchief I did it anyway [t]https://dl.dropboxusercontent.com/u/38397602/Pyrosailornew.png[/t] anything else I should change? edit: claimed
[QUOTE=Zadrave;43611158]If the weapon had stats it better do bleed damage or mark for death somehow[/QUOTE] Which is totally better than backstabbing them right?
[QUOTE=Wolf532;43613047]Which is totally better than backstabbing them right?[/QUOTE] It could have other bonuses to counter that, like being able to backstab from a distance, or something.
[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] Alt+S scales edge loops without changing distance from each other.
does the dogtag bodygroup on scout get rid of the chain? edit: because i'm doing an sfm promo for my item and it doesn't in sfm...
Okay so Im trying to make a replacement for the machete, and the only model of the machete I can find is the c_model. When I import it into blender so that I can group the model with the weapon_bone, I see that there [I]isn't[/I] a bone in the machete model. Can anyone help? Also, how would I go about compiling a weapon so that it has all the necessary files, ready to upload?
[QUOTE=heinous;43614354]does the dogtag bodygroup on scout get rid of the chain? edit: because i'm doing an sfm promo for my item and it doesn't in sfm...[/QUOTE] It doesn't. The bodygroup was designed to have different necklace trinkets that might overlap the dogtags.
[QUOTE=The Duke;43614972]It doesn't. The bodygroup was designed to have different necklace trinkets that might overlap the dogtags.[/QUOTE] They updated it to remove the chain.
[QUOTE=Pagliacci;43608456][IMG]http://i.imgur.com/2e1V84V.png[/IMG][/QUOTE] Very interesting idea, but I see one problem: the knife part of the hidden blade starts under the Spy's sleeve. So it'd look weird to see the snake coiled around Spy's arm, and then have the head literally pop out of nowhere. It'd be a really cool thing if someone could make it work, though
J[QUOTE=ZombiPlastiClok;43615268]Very interesting idea, but I see one problem: the knife part of the hidden blade starts under the Spy's sleeve. So it'd look weird to see the snake coiled around Spy's arm, and then have the head literally pop out of nowhere. It'd be a really cool thing if someone could make it work, though[/QUOTE] There are custom animations needed anyway so it wouldn't be aproblem
in Soviet Russia, sandvich shows no mercy... WIP [img_thumb]https://dl.dropboxusercontent.com/u/21260807/TF2/Heavy_KarateVest_00.png[/img_thumb] (not even base colors, just some quick material assignment) from this concept by Pagliacci [img_thumb]https://dl.dropboxusercontent.com/u/21260807/TF2/7wStA9z.png[/img_thumb] had to make the arms part a bit different to prevent some rigging nightmares like with certain Scout vest that hasn't been fully rigged yet :v:
[QUOTE=Rotzloeffel;43615468]There are custom animations needed anyway so it wouldn't be aproblem[/QUOTE] I think Valve said that they are limited with making First Person animations.
[QUOTE=TheHeartsman;43600775]Future things. [IMG]https://31.media.tumblr.com/ad639d5814d7858a244410d329b5989a/tumblr_mzomv3SnqW1qixci7o4_r1_400.png[/IMG] A potentially very exciting event.[/QUOTE] looks like an engineer with the big country and brainiac goggles holding a robot arm
[QUOTE=Frying Dutchman;42986964] [URL="http://gamebanana.com/projects/34810"][IMG]http://tf2.jennybur.net/mods/Other/EnhancedBots/minipromo_source.png[/IMG][/URL] [/QUOTE] Is it okay if I use these as robot variants for my TF2-character infected mod over at L4D2?
yuh huh
I was trying to make an antena that looks like a weapon. Results were interesting when I resized it along the Z axis. [IMG]http://srv1.jpg.co.il/9/52de9370a01b0.png[/IMG]
[QUOTE=perrryz;43618428]I was trying to make an antena that looks like a weapon. Results were interesting when I resized it along the Z axis. [IMG]http://srv1.jpg.co.il/9/52de9370a01b0.png[/IMG][/QUOTE] A microphone!
[QUOTE=TheJukebox;43610586]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] Yeah, i'm unsure of this aswell. Anyone? EDIT: Haha, what the hell? Got my first dude asking me to look at his concepts. So weird. Feels like i've passed the initiation test of the workshoppers :S
[QUOTE=maxint33;43614714]Okay so Im trying to make a replacement for the machete, and the only model of the machete I can find is the c_model. When I import it into blender so that I can group the model with the weapon_bone, I see that there [I]isn't[/I] a bone in the machete model. Can anyone help? Also, how would I go about compiling a weapon so that it has all the necessary files, ready to upload?[/QUOTE] Please help I'm desperate. Google is no help.
[QUOTE=maxint33;43619424]Please help I'm desperate. Google is no help.[/QUOTE] Make sure "extend to other models" (might be a little off) isn't checked in the bottom left corner when you import it.
[QUOTE=maxint33;43619424]Please help I'm desperate. Google is no help.[/QUOTE] the bone is there, its just really small. go to the upper right window and look for the models armature tree and click on the bone (the one with the bone symbol on it). it should have it selected and highlighted now, so you'll know where to click on the 3D view to select it. it usually looks similar to models point of origin, so it might be confusing.
[QUOTE=Pagliacci;43608456][IMG]http://i.imgur.com/2e1V84V.png[/IMG][/QUOTE] [QUOTE=Rotzloeffel;43615468] There are custom animations needed anyway so it wouldn't be aproblem[/QUOTE] I just had a thought, maybe you could do this without custom animations? The snake head can stay in place without rigging it to the sharp dresser's knife bone (hopefully solving my "head popping out of nowhere on drawing" problem from before), and the mouth and parts of the snake can be jiggleboned, so that it'll be springy when the knife is swung. Think that could work?
[QUOTE=ZombiPlastiClok;43620182]I just had a thought, maybe you could do this without custom animations? The snake head can stay in place without rigging it to the sharp dresser's knife bone (hopefully solving my "head popping out of nowhere on drawing" problem from before), and the mouth and parts of the snake can be jiggleboned, so that it'll be springy when the knife is swung. Think that could work?[/QUOTE] It must be pretty hard to make it jiggle only in 1 direction. Plus, it could jiggle when even when you don't want it to. And the snake's jaw would have to open up
[QUOTE=ZombiPlastiClok;43620182]I just had a thought, maybe you could do this without custom animations? The snake head can stay in place without rigging it to the sharp dresser's knife bone (hopefully solving my "head popping out of nowhere on drawing" problem from before), and the mouth and parts of the snake can be jiggleboned, so that it'll be springy when the knife is swung. Think that could work?[/QUOTE] The curve of the snake's body(the S shape) would be either really stretched out and/or distorted. Along with the textures. Also what perrryz said, the jaw wouldn't open up.
[QUOTE=TheJukebox;43620703]The curve of the snake's body(the S shape) would be either really stretched out and/or distorted. Along with the textures. Also what perrryz said, the jaw wouldn't open up.[/QUOTE] Good point. Oh well, it was a thought, anyway
[IMG]http://srv2.jpg.co.il/9/52ded2f9a797c.png[/IMG] I tried making something for the soldier, but at this point I reached to over 900 polys, and I don't think I can keep it low so if anyone interested in making it.. Concept? my first concept "drawing", I apologize :suicide: (up for grabs?) [IMG]http://srv2.jpg.co.il/2/52dedb2cf1f57.png[/IMG]
[t]http://i.imgur.com/Oes3gjh.png?1[/t] I need to put the horns on each side in perfect symmetry. Is there a way to do that without moving them millimeter by millimeter?
[QUOTE=perrryz;43621434][IMG]http://srv2.jpg.co.il/9/52ded2f9a797c.png[/IMG] I tried making something for the soldier, but at this point I reached to over 900 polys, and I don't think I can keep it low so if anyone interested in making it.. Concept? my first concept "drawing", I apologize :suicide: (up for grabs?)[/Quote] Considering how lo poly it looks on the arms, I'm pretty sure it's the canisters causing your woes. Try remaking them with far less faces, you shouldn't be at 900 tris that quickly based on what you've shown.
[QUOTE=Pagliacci;43608456][IMG]http://i.imgur.com/2e1V84V.png[/IMG][/QUOTE] I added you on Steam but I don't think you've added me yet. [IMG]http://puu.sh/6sJpC/c773143c24.png[/IMG]
[QUOTE=NuggetWarmer;43621855]I added you on Steam but I don't think you've added me yet. [IMG]http://puu.sh/6sJpC/c773143c24.png[/IMG][/QUOTE] i like it, head should be a bit longer rather than wide though hope you made a mouth inside so it can open
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