• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=Vincentor;43676194]Ashamed to mention this, but [t]http://t7.rbxcdn.com/c8e405e49271d2b8511280b0945c36a5[/t] ?[/QUOTE] Needs to be all class in that case
[QUOTE=SkyHaddaCG;43676110]Out of interest, has anything like this ever been done for soldier?: [t]http://images.esellerpro.com/2296/I/171/79/wisport_raccoon_45L_rucksack_DPM_1.jpg[/t] Because i'd like to make something like this as part of a set.[/QUOTE] you mean something like this ?: [IMG]http://puu.sh/6yK2m.png[/IMG] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=90382364"]http://steamcommunity.com/sharedfiles/filedetails/?id=90382364[/URL]
[QUOTE=Dim;43676304]you mean something like this ?: [t]http://puu.sh/6yK2m.png[/t] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=90382364"]http://steamcommunity.com/sharedfiles/filedetails/?id=90382364[/URL][/QUOTE] Yeah. i guess. Just i was thinking a more rounded shape. Meh, i doubt it would get accepted anyways :/ EDIT: and different colours
I'm not very good with the TF2 Texturing. [IMG]http://puu.sh/6yMuz.jpg[/IMG] Here are my finished textures for The Lucky Shooter. If anyone wants to try and make them more TF2ish then feel free to ask for permission.
At what resolution is your texture? 256x256? If it's higher it might be a solution to have a look at your UV's again to see if you can optimise it better. You have a good start but its quite rough around the edges.
Also download Frying Dutchman's brush pack if you haven't yet :)
Texture progress of the blowtorch, changed a lot of the colours because apparently brass doesn't look good: [IMG]http://puu.sh/6yNGP.jpg[/IMG][IMG]http://puu.sh/6yNLM.jpg[/IMG][IMG]http://puu.sh/6yNm9.jpg[/IMG][IMG]http://puu.sh/6yNKj.jpg[/IMG]
Flames good or not? [IMG_thumb]http://manschitz.com/projects/tf2/preview_fullthrottle5.jpg[/IMG_thumb] [IMG_thumb]http://manschitz.com/projects/tf2/preview_fullthrottle6.jpg[/IMG_thumb]
[QUOTE=ZombiPlastiClok;43674648]Don't care. Bottles will be made [IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/bottle_zps2dca1468.png[/IMG][/QUOTE] Change these fonts.
Is there any way for someone to change the texture of Australium weapons to have the normal black highlights [t]http://wiki.teamfortress.com/w/images/thumb/b/be/Australium_medigun_blu.png/800px-Australium_medigun_blu.png?t=20140109011457[/t] in mat_phong 0? They are straight up blinding, ugly gold in mat_phong 0. [t]http://puu.sh/6yP0s.jpg[/t]
[QUOTE=Frying Dutchman;43676661]At what resolution is your texture? 256x256? If it's higher it might be a solution to have a look at your UV's again to see if you can optimise it better. You have a good start but its quite rough around the edges.[/QUOTE] If I remember correctly the hat as 512x512 and yeah the textures need some edit. It probably would've looked better if the black line around the top and if the strings were modelled now that I think about it.
Bloody misc arms aren't binding well for me at all, the back is mucked up too. If anyone wants to help, add me on Steam... (STEAM_0:0:50564648) I can give you credit, but I have no idea how I could pay you. [t]http://i.imgur.com/1zzPrII.jpg[/t]
[QUOTE=Templar elf;43676873]Bloody misc arms aren't binding well for me at all, the back is mucked up too. If anyone wants to help, add me on Steam... (STEAM_0:0:50564648) I can give you credit, but I have no idea how I could pay you. [t]http://i.imgur.com/1zzPrII.jpg[/t][/QUOTE] You just choose steam users who helped you and what % they receive when you submit stuff
[QUOTE=SkyHaddaCG;43676934]You just choose steam users who helped you and what % they receive when you submit stuff[/QUOTE] K, thanks. :)
[QUOTE=Blase005;43676870]If I remember correctly the hat as 512x512 and yeah the textures need some edit. It probably would've looked better if the black line around the top and if the strings were modelled now that I think about it.[/QUOTE] Im currently not talking about the texture itself. It's the UV's, if you could post a screenshot of the diffuse it might become a lot clearer as to what the problem is.
[QUOTE=Frying Dutchman;43676958]Im currently not talking about the texture itself. It's the UV's, if you could post a screenshot of the diffuse it might become a lot clearer as to what the problem is.[/QUOTE] [IMG]http://puu.sh/6yQsm.jpg[/IMG] Hat and if you need these as well [IMG]http://puu.sh/6yQvI.jpg[/IMG] Hair [IMG]http://puu.sh/6yQwv.jpg[/IMG] single hair.
That's lots of unused space, I'd suggest making an edge loop to separate the black from the white part, and separate those parts to prevent that blur [editline]26th January 2014[/editline] Also make that white a bit darker
[QUOTE=Blase005;43677088][IMG]http://puu.sh/6yQsm.jpg[/IMG][/QUOTE] [IMG]http://puu.sh/6yQD9/dafa86a4fa.jpg[/IMG] Why are these parts blurred? As there is no need for it to be blurred at all. You want it be have a little bit of details in the form of those stitches right? So you want them to be recognizable and well defined. Like so [IMG]http://puu.sh/6yQKj/4491635222.png[/IMG] Same goes for this line [IMG]http://puu.sh/6yQYs/bae3851dcd.jpg[/IMG] Like mentioned in the post above you dont want them aliased (the jaggy sharp edges) You want it to be smoothed out [IMG]http://puu.sh/6yR3P/10fd21ab10.jpg[/IMG] Maybe as a general rule when youre starting out with texturing do not use the blur tool or resize parts excessively unless you have a firm understanding of what you're doing.
Some open concepts for anyone interested. [t]http://i.imgur.com/sx9VSU5.png[/t][t]http://i.imgur.com/uHcYNZC.png[/t] [t]http://i.imgur.com/56Xcpym.png[/t][t]http://i.imgur.com/Ab1ISJu.png[/t] [URL="http://imgur.com/a/M8h0P"]More concepts here.[/URL]
Has anything like this ever been done for medic? [t]http://srv1.jpg.co.il/2/52e53ba49eeb4.png[/t] wip of course
[QUOTE=Cobaltcakes;43677642]Some open concepts for anyone interested. [t]http://i.imgur.com/sx9VSU5.png[/t][/QUOTE] We (Bapaul VaultScout and I) are working on something like that to go with the Pants: [IMG]http://i.imgur.com/Wu1Dwyu.png[/IMG]
Since I can't make textures I managed to get Pyspy to make the textures for The Lucky Shooter for me instead. On another note I changed the hair design [IMG]http://puu.sh/6yXsI.jpg[/IMG] If you don't like how this one looks however I'll revert back to the original one.
Something that I made while I was bored. It's supposed to be a desert themed military thing btw. [T]http://i.imgur.com/AzT1aBn.jpg[/T] Might be re-drawn by badgerpig[sp]or someone else?[/sp].
Here is a simple idea : a spray bottle + a washcloth with a sentry (or engineer logo) embroidery keep your metalfriend clean [IMG]http://puu.sh/6z0vS.png[/IMG] up for grabs :)
Didn't like how much team colour the apron took away... so i did this paintover as a demonstration of how it could easily not wipe out the majority of pyro's team colours. [IMG]http://puu.sh/6z9qT.jpg[/IMG]
[IMG]http://puu.sh/6z0UQ/7248bb7d47.png[/IMG] Heavygineer.
[QUOTE='[Square];43678504']Didn't like how much team colour the apron took away... so i did this paintover as a demonstration of how it could easily not wipe out the majority of pyro's team colours. [IMG]https://dl-web.dropbox.com/get/Public/Picture%209.png?_subject_uid=32419971&w=AADDMNWG_tTXEnWTTv2nTjpqVpaquM6YCtGpQ5s8gSYksQ[/IMG][/QUOTE] picture doesn`t show, or is just my computer ? EDIT : okay, it`s fixed now
[IMG]http://puu.sh/6z1PS.jpg[/IMG] Thoughts? Also on a side note I can't get a jigglebone on the Hair to work. [QUOTE]$modelname "player\items\engineer\engineer_ellis.mdl" $model "Body" "The_Lucky_ShooterNew.smd" $cdmaterials "\models\player\items\engineer\" $cdmaterials "" $texturegroup skinfamilies { { "models/player/items/engineer/LS_Hat.vmt" } { "LS_SingleHair.vmt" } { "LS_SingleHairdark.vmt" } { "LS_SingleHairlight.vmt" } } $hboxset "default" $hbox 0 "bip_head" -3.854 -9.044 -7.804 3.854 0.000 4.874 // Model uses material "models/player/items/engineer/LS_Hat.vmt" // Model uses material "models/player/items/engineer/LS_SingleHair.vmt" // Model uses material "models/player/items/engineer/LS_SingleHairdark.vmt" // Model uses material "models/player/items/engineer/LS_SingleHairlight.vmt" $surfaceprop "cloth" $illumposition 0.929 0.000 73.268 $sequence idle "idle" loop fps 30.00 $jigglebone "jiggle" { is_flexible { yaw_stiffness 40 yaw_damping 3 pitch_stiffness 40 pitch_damping 3 along_stiffness 100 along_damping 0 length 15 tip_mass 0 angle_constraint 30 } } $collisionmodel "phymodel.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/QUOTE] What am I missing?
[QUOTE=Blase005;43678657][IMG]http://puu.sh/6z1PS.jpg[/IMG] Thoughts? Also on a side note I can't get a jigglebone on the Hair to work. What am I missing?[/QUOTE] without sideburns that looks like a gay emo cowboy skrillex
[QUOTE=Blase005;43678657] What am I missing?[/QUOTE] There's no way that model needs four materials. You could easily do the whole hat with 1. MAYBE 2 if you are doing something fancy with paint and opacity and self illum. You also need some bleed on your texture to get rid of the texture seams in game like you see on the bottom of the hat. And why is your tip_mass 0?
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