[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]
It seems a little bit white, or bleached, maybe a slightly more creamy, or a fabricy texture would work better? But I like the threads part.
[QUOTE=WnR;43678777]There's no way that model needs four materials. And why is your tip_mass 0?[/QUOTE]
It needs 4 materials cause while not visible very much his hair has 3 diffirent tones (dark, normal and light) to make it look more detailed and the hat has a texture for itself.
and I don't know how Jigglebone works I just copied what I saw in Sparkwire's old Tutorial where I paused the video.
[QUOTE=Templar elf;43678826]It seems a little bit white, or bleached, maybe a slightly more creamy, or a fabricy texture would work better? But I like the threads part.[/QUOTE]
Dr. Pyspy agreed to make the textures look better but I assure you that Lucky Luke's hat looks like that.
[QUOTE=Blase005;43678836]Dr. Pyspy agreed to make the textures look better but I assure you that[B] Lucky Luke's hat looks like that.[/B][/QUOTE]
I hope you're making it for fun, obviously valve won't add something that's a direct remake of a product they don't own though it wouldnt be[URL="http://wiki.teamfortress.com/wiki/Das_Naggenvatcher"] the first time[/URL]
[QUOTE=Punchy;43678870]I hope you're making it for fun, obviously valve won't add something that's a direct remake of a product they don't own though it wouldnt be[URL="http://wiki.teamfortress.com/wiki/Das_Naggenvatcher"] the first time[/URL][/QUOTE]
I might be dumb but I know what copyright is. This isn't gonna be added to the Workshop and will be available as a mod.
[QUOTE=Punchy;43678870]I hope you're making it for fun, obviously valve won't add something that's a direct remake of a product they don't own though it wouldnt be[URL="http://wiki.teamfortress.com/wiki/Das_Naggenvatcher"] the first time[/URL][/QUOTE]What's this based on?
[QUOTE=Punchy;43678870]I hope you're making it for fun, obviously valve won't add something that's a direct remake of a product they don't own though it wouldnt be[URL="http://wiki.teamfortress.com/wiki/Das_Naggenvatcher"] the first time[/URL][/QUOTE]
i'm fairly certain its just a stylized stalhelm and not based off of darth vader
[QUOTE=Flubbman;43678933]What's this based on?[/QUOTE]
[t]http://puu.sh/6z3VY.png[/t]
i was treating it as a joke since that hat came with that update, but my point was that his hat was a direct remake.
[QUOTE=Punchy;43678948][t]http://puu.sh/6z3VY.png[/t]
i was treating it as a joke since that hat came with that update, but my point was that his hat was a direct remake.[/QUOTE]
That hat was actually based on an actual historical artifact, not Darth Vader's helmet.
I would also put forward that the helmet the hat of concern is representative of was the inspiration for the Rebel helmets and the Death Star super-laser technician's helmets, whist Darth Vader's helmet is based on a Kabuto and Stalhelm hybrid with a gasmask for the mask element.
[QUOTE=Blase005;43678836]It needs 4 materials cause while not visible very much his hair has 3 diffirent tones (dark, normal and light) to make it look more detailed and the hat has a texture for itself.
and I don't know how Jigglebone works I just copied what I saw in Sparkwire's old Tutorial where I paused the video.[/QUOTE]
That's not why you would use four materials. You have more then enough room on your texture map for the hat to add the textures for each color of hair. You don't use a new material when only the color of something is changing. You use a new material when the surfaces of a model are DRASTICALLY different from each other - think the difference between a soft fabric and glass. Hair and the fabric of your hat are going to only really differ in the amount of specular they will have, and that can be handled by a spec map. Give it a try to make it all use one material. There's no reason not to and it would be a good exercise for you to learn.
As for jiggle bones...
Tutorials are a great way to learn about things, but you should never just blindly copy things from them. You learn nothing by doing that. You don't learn how things work, or why some settings are what they are. Here's the developer wiki entry on jiggle bones. It explains each variable and what they do. What you want to do to learn about it is to start small.
https://developer.valvesoftware.com/wiki/$jigglebone
This is all you should need to get a basic jiggle bone working. Start with that. Experiment with changing the length and mass one at a time and see what it does! As you get a feel for that, start adding more options, such as damping, one at a time and see what those do. Always only change one things at a time when testing. Go step by step and learn what each things does and understand WHY you are adding that parameter.
[code]$jigglebone "jiggle" {
is_flexible {
length 20
tip_mass 5
}
}[/code]
[QUOTE=Gadget | TF2M;43676792]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]
The flames are nice, really helps sell the whole hotrod feel. But I would suggest scratching up the paint a bit. Also, this feels a bit weird to me:
[img]http://i.imgur.com/0ZR2Xbb.png[/img]
[QUOTE=Sexy Robot;43678534][IMG]http://puu.sh/6z0UQ/7248bb7d47.png[/IMG]
Heavygineer.[/QUOTE]
Will he have a hardhat and goggles?
[t]http://puu.sh/6z74q.png[/t]
[t]http://puu.sh/6z7ew.png[/t]
this is a terrible idea and i regret putting any effort into it
[IMG]http://puu.sh/6z7ON.jpg[/IMG]
I'm having a bad hair day...
[QUOTE=NassimO PotatO;43676825]Change these fonts.[/QUOTE]
What would be a better font to use?
[QUOTE=AyesDyef;43674925]Yes there was, but scrapped it cos I figured seeing red blood all over a blu Pyro probably isn't the best thing, that was also a white apron.
[t]https://dl.dropboxusercontent.com/u/1737448/pyro_apron_butcher.jpg[/t]
It has even less team colours than the new chef texture.
Also, been working on this, and NO, it is [B]not[/B] a hose.
[img]https://dl.dropboxusercontent.com/u/1737448/a_real_extension2.png[/img][/QUOTE]
aaaw but that one made the pyro look bad-ass with blood on him imo but nonetheless you're new ones are really good! I hope they get in.
[QUOTE=Dim;43678538]picture doesn`t show, or is just my computer ?[/QUOTE]
fixed.
[editline]26th January 2014[/editline]
[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]http://puu.sh/6z9qT.jpg[/IMG][/QUOTE]
racist
[img]http://puu.sh/6zfC9.png[/img]
wip
[t]http://puu.sh/6zfYQ.jpg[/t]
[t]http://puu.sh/6zfZS.jpg[/t]
The bag will be full of rock-climbing kit like cams and nuts. I'll also be making a climbing helmet and chalkbag for some reason :downs:
[QUOTE=WnR;43679026]That's not why you would use four materials. You have more then enough room on your texture map for the hat to add the textures for each color of hair. You don't use a new material when only the color of something is changing. You use a new material when the surfaces of a model are DRASTICALLY different from each other - think the difference between a soft fabric and glass. Hair and the fabric of your hat are going to only really differ in the amount of specular they will have, and that can be handled by a spec map. Give it a try to make it all use one material. There's no reason not to and it would be a good exercise for you to learn.
As for jiggle bones...
Tutorials are a great way to learn about things, but you should never just blindly copy things from them. You learn nothing by doing that. You don't learn how things work, or why some settings are what they are. Here's the developer wiki entry on jiggle bones. It explains each variable and what they do. What you want to do to learn about it is to start small.
https://developer.valvesoftware.com/wiki/$jigglebone
This is all you should need to get a basic jiggle bone working. Start with that. Experiment with changing the length and mass one at a time and see what it does! As you get a feel for that, start adding more options, such as damping, one at a time and see what those do. Always only change one things at a time when testing. Go step by step and learn what each things does and understand WHY you are adding that parameter.
[code]$jigglebone "jiggle" {
is_flexible {
length 20
tip_mass 5
}
}[/code][/QUOTE]
I still can't get it to work. For some reason it doesn't anknowledge the existing of the "Jiggle" bone I added.
[QUOTE=Blase005;43680634]I still can't get it to work. For some reason it doesn't anknowledge the existing of the "Jiggle" bone I added.[/QUOTE]
you assigned the proper vertexes to the "jiggle" bone?
[QUOTE=Punchy;43680722]you assigned the proper vertexes to the "jiggle" bone?[/QUOTE]
Yes and I made sure that they did move with the Jigglebone. It's also connected to the bip_head bone.
If I remember there was a cl_jigglebonecutoff thing, try disabling that.
[QUOTE=Gadget | TF2M;43676792]Flames good or not?
[IMG_thumb]http://manschitz.com/projects/tf2/preview_fullthrottle6.jpg[/IMG_thumb][/QUOTE]
Hate to be a bearer of bad news so late, but a supercharger's shape is basically just a shell for two long pieces of metal that spin inwardly to force air and fuel into an engine. Having one square doesn't really make a whole lot of sense.
[IMG]http://www.racecarparts.com/images/listings/393_l.jpg[/IMG]
Also i'd shrink the whole thing down a touch so it fits on the top of the gun, just before the curve along the edges, as it is now it just looks glued on for no particular reason.
[QUOTE=SergerantJoe;43680763]If I remember there was a cl_jigglebonecutoff thing, try disabling that.[/QUOTE]
It doesn't even jiggle in Model Viewer and also disabling it didn't work.
[QUOTE=Trilby Harlow;43680884]Having one square doesn't really make a whole lot of sense.
[/QUOTE]
Well having a supercharger on top of a gun doesn't make much sense either, so let's suspend disbelief and congratulate Gadget on his cool-ass gun he made.
[QUOTE=Gadget | TF2M;43676792]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]
personally not feeling the flames. let's compare to pyro's unused Reserve Shooter to see what they did right:
[t]http://th08.deviantart.net/fs70/PRE/i/2011/290/5/c/pyro__s_reserve_shooter_by_elbagast-d4d5hqo.png[/t]
*simple one color, no noisy gradients
*less vibrant, in-your-face colors
*no outline which makes it look soft and adds yet another color to the fray
*strong form, the fire is expressed through contour not color
*on a TC background making it much less strong contrast compared to unsaturated black
*barely intersects the shell ejection port (probably not much you can do about this)
*the shell ejection port is similar in color to the background making less contrast and color noise (in your case you might just wanna paint the port a similar color as the flame)
If you disagree you should reply cause I made a lot of points and I like to think at the very least some of them are valid
Probably been done before but this is what I've come up with so far. Now to learn 3D modeling.
[IMG_thumb]http://i.imgur.com/UcOrEA3.png[/IMG_thumb]
Has this actually been done already? If so, can someone give me the name of their item.
[QUOTE=Sexy Robot;43678534][IMG]http://puu.sh/6z0UQ/7248bb7d47.png[/IMG]
Heavygineer.[/QUOTE]
[t]http://puu.sh/6zlyK.jpg[/t]
just a heads up
[QUOTE=Sparkwire;43681715][t]http://puu.sh/6zlyK.jpg[/t]
just a heads up[/QUOTE]
Heavy is scout?
Both aren't that similar. His makes his vest a part of the overalls and still has the sleeves. Also he looks like a big engineer.
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