• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
Struggling to decide on a colour for the thermic lance tanks: Agree for team yellows: [IMG]http://puu.sh/6uott.jpg[/IMG][IMG]http://puu.sh/6uoOI.jpg[/IMG] Disagree for teamcolour and white: [IMG]http://puu.sh/6unQr.jpg[/IMG] Useful for yellow and teamcolour: [IMG]http://puu.sh/6unXx.jpg[/IMG] Informative for yellow and white: [IMG]http://puu.sh/6uolo.jpg[/IMG] optimistic for whites: [IMG]http://puu.sh/6uobF.jpg[/IMG] Late for "none of the above look good, try more colours"
[QUOTE=Dim;43633978] Paintable: [IMG]http://puu.sh/6uoSp.png[/IMG] [/QUOTE] Darn, I was vaguely hoping to make a Flintstones set. [t]http://www.cartoonscrapbook.com/01pics-L/flintstones_L17.jpg[/t]
Mod release time, been a while since I have released one I think [url=http://steamcommunity.com/workshop/filedetails/discussion/218098648/558746088866182454/][img]https://dl.dropboxusercontent.com/u/52618319/engi_faceshield_modpromo1.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=218098648][img]https://dl.dropboxusercontent.com/u/52618319/Workshop%20Promo%20Extention.png[/img][/url]
So I'm having some UV distortion on a model I'm working in only one spot, would anyone have any idea how I can fix it? If I try anymore my skull is going to cave into itself :v:. EDIT: I think I fixed it, nevermind. EDIT 2: Nope, still being a bitch
[QUOTE=FiveEyes;43636048]So I'm having some UV distortion on a model I'm working in only one spot, would anyone have any idea how I can fix it? If I try anymore my skull is going to cave into itself :v:. EDIT: I think I fixed it, nevermind. EDIT 2: Nope, still being a bitch[/QUOTE] I would suggest posting some screenshots or something, because.. yeah....
[QUOTE=Dim;43633978] [B]The Schamanenscharlatan[/B] [/QUOTE] Just my personal opinion, but the "looks-like-German-sounds-like-English" medic cosmetic names should stop. Its getting repetitive, not to mention annoying to read.
[QUOTE=Gryn;43636388]I would suggest posting some screenshots or something, because.. yeah....[/QUOTE] Sorry, I'm not the brightest of person when frustrated. [IMG]http://i.imgur.com/ZINDwrL.jpg[/IMG] It only does this odd warping when the bottom face is there. Left if how it looks, and to the right is how it should look. :suicide:
[QUOTE=maxint33;43636539]Just my personal opinion, but the "looks-like-German-sounds-like-English" medic cosmetic names should stop. Its getting repetitive, not to mention annoying to read.[/QUOTE] At least it makes sense in German, many People make names for Items that dont make any sense in german
In doesnt make sense in German, 'cus it [I]isnt[/I] German.
off the blue opinions, i appreciate when people add me to pitch a concept but 80% of the time they just find a google searched hat or coat and then expect credit even if it was made i feel like there's so little effort since it's just "i want a self made" [sp]which i'm guilty of but at least i can model[/sp][sp]badly[/sp]
[QUOTE=FiveEyes;43636600]Sorry, I'm not the brightest of person when frustrated. [IMG]http://i.imgur.com/ZINDwrL.jpg[/IMG] It only does this odd warping when the bottom face is there. Left if how it looks, and to the right is how it should look. :suicide:[/QUOTE] Why not just move the verts to get the results you want? when you unwrap bits of the mesh, it's not WYSIWYG, you can manipulate the UV islands any way you want.
[QUOTE=FiveEyes;43636600]Sorry, I'm not the brightest of person when frustrated. It only does this odd warping when the bottom face is there. Left if how it looks, and to the right is how it should look. :suicide:[/QUOTE] Mesh>UV Unwrap>Project from view
[QUOTE=Gryn;43636685]Why not just move the verts to get the results you want? when you unwrap bits of the mesh, it's not WYSIWYG, you can manipulate the UV islands any way you want.[/QUOTE] I realize this, but my problem is that when the mesh is all in one piece this part is so fucked up its beyond what I can do to make it nice and neat like the one on the right. EDIT: [QUOTE=TheJukebox;43636709]Mesh>UV Unwrap>Project from view[/QUOTE] Thats really neato. Thank you for that, I have the UV exactly how I want it.
[img]http://puu.sh/6uHDm.jpg[/img] beta face on better bots
[QUOTE=DrPyspy;43637417][img]http://puu.sh/6uHDm.jpg[/img] beta face on better bots[/QUOTE] I guess you'll have to call it the [I]beta[/I]r bots now :v:
[img]http://puu.sh/6uIrt.jpg[/img] ultra secret leaked robo taunt
Can someone link me to some shotgun view model fixes? And is there any fixes for pistols as well? They don't have working slides or ejecting bullet casings. This has been bugging me anytime I become a scout or engineer. :suicide:
[img]http://puu.sh/6uKII.jpg[/img][img]http://puu.sh/6uKLv.jpg[/img][img]http://puu.sh/6uKOb.jpg[/img][img]http://puu.sh/6uKRx.jpg[/img] this one was a bit more extensive [editline]fegit[/editline] [img]http://puu.sh/6uLw8.jpg[/img][img]http://puu.sh/6uLyQ.jpg[/img]
I can't wait to see the beta robo engie's bodygrouped head.
[QUOTE=DrPyspy;43637907][img]http://puu.sh/6uLyQ.jpg[/img][/QUOTE]DOHOHOH
[QUOTE=FiveEyes;43636600]Sorry, I'm not the brightest of person when frustrated. [/QUOTE] Yeah, when unwrapping, mark 'stressed' edges as seams, and when it unwraps it'll unwrap purer to the real shape. I like to think of it as oragami in reverse, you're taking a complicated 3d shape and reducing it to a flat 2d plane in the most efficient way possible. here, mabye this'll help, since i can't say what i want to today [T]http://filesmelt.com/dl/UV_tutorial.png[/T]
[t]http://puu.sh/6uYAn.jpg[/t] On second thought this is probably a job for someone that actually knows how to model. EDIT: Actually I think I'll continue this. I don't know how to model properly but I do know how to extrude and merge vertices, I'll just do that over and over. :v:
[QUOTE=SergerantJoe;43639876][t]http://puu.sh/6uYAn.jpg[/t] On second thought this is probably a job for someone that actually knows how to model.[/QUOTE] i don't see the problem, but aren't you a little too early to be making halloween items?
Nah, it was based off this. [QUOTE=zp92;43627827]not mine [IMG]http://i.imgur.com/MSjoMuQ.jpg[/IMG][/QUOTE] [editline]23rd January 2014[/editline] Also, I should probably get this out the door: [URL="http://www.mediafire.com/download/u9v2cdl157vrni2/Pyrowerfer.zip"][IMG]http://www.mediafire.com/convkey/e0a9/qum1s46carob1pr6g.jpg[/IMG][/URL] They said it couldn't be done! They said it shouldn't be done! But I did it anyway! And immediately regretted it because my rigging is shit. Huge thanks to FiveEyes for the pretty render, and if Miles reads this, I apologize for butchering your masterpiece so horribly.
I draw a Dress for Pyro: [IMG]http://i.imgur.com/D8GqksT.png[/IMG] any suggestions to improve ?
a yellow trim of some kind to complement the hat's, maybe?
Is there a VMT only method of applying full nodraw to a model? Or does there have to be a texture file and alphatest? I know you can just give it a non-supported shader but that causes error spew in the console.
[CODE]"VertexLitGeneric" { $no_draw 1 }[/CODE] That worked for me back when Robot Fortress was still a thing.
Cross-post from Arms Race, got my first entry ready to go: [URL="http://tf2.gamebanana.com/skins/131569"][IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/fjflarefacepunch_zps1c325cde.png[/IMG][/URL][B][/B] [t]http://files.gamebanana.com/img/ss/skins/52e0d8fe6e1cc.jpg[/t] EDIT: Second submission is almost done! Give it up to Boomsta for the awesome texture work (which is still WIP, mind): [t]http://i.imgur.com/lFR3D1C.png[/t]
i really hope valve will add some of these weapons
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