[QUOTE=otterwolfy;43879636]Feels forced to me.
[img]http://puu.sh/6SYIf.png[/img]
Also, even if I was to have it rotate on an axis based on the hole, that still wouldn't make the strap acknowledged that the handle is there.
[img]http://puu.sh/6SYPv.png[/img]
You have to remember that spy turns his knife upside down, and I really don't think it's plausible to have a strap act like a strap in an animation like that. Even if the area around the hole was to remain rigid while the rest moved, it would look so very awkward and stretched.
[img]http://puu.sh/6SZ0j.png[/img]
I don't think there are any items in game that have such elaborate jiggle bones that make a piece turn more than 45 degrees. Such as a dangling strap that gets turned entirely upside down.
If anyone with jigglebone experience can test this out or confirm my suspiscions, I'd greatly appreciate it. Would be nice to know if it were even possible or not, as I do not have the knowledge or time to properly test it.[/QUOTE]
How many polys are in the strap?
[QUOTE=Pagliacci;43878244][IMG]http://i.imgur.com/yZfL0Af.png[/IMG][/QUOTE]
tiny legs
[QUOTE=The Duke;43879315]He's referring to the glasses not being turned into triangles; the term for a shape with an unknown amount of sides is "ngon". If you don't convert it to tris, the exporter will automatically convert them, regardless of whether it splits it in a way that makes sense or not since it always chooses the most efficient way (which is usually never the appealing way if it's involving something other than quads).[/QUOTE]
Alright, thanks for the help :P I was a bit confused.
[QUOTE=TrevorTheJedi;43882539]How many polys are in the strap?[/QUOTE]
Very low poly. Arms race ends in four days, and I don't really have the time nor skill to make an elaborate jiggleboned strap that you'll only really see in backstab animation. My skills are already getting rusty from not working on anything diligently due to real life job hunting.
Considering that nobody else has bothered to comment on it, nor even rate the post anything, it seems you're the only one who wants the strap at all, and I feel like it's a forced feature. I think it has enough character as is. Will work on the UV of the wooden handled version once I get done with these applications.
[url]https://www.dropbox.com/s/96fhrc2zj4byjvg/july_launcher_texture_v2.png[/url]
My first texture on a 3D model, having some critiques on this is a must as this is the first 3D model I've ever textured, and improvements can happen.
so after 2 long days and a very helpful friend
my low res ao bake finally works
[QUOTE][IMG]http://i.imgur.com/l3cGiwN.png[/IMG][/QUOTE]
need to fix a few things but will need someone to texture it
jesus christ how small is that ao?
64x64?
Hooray for uvs, even though I suck at them and hate them.
[img]http://puu.sh/6Tux9.jpg[/img]
Handle color was picked from the Sandman. Any suggestions on what kind of wood pattern to use? Something like the sandman with lots of grain, or something more plain with a few brush strokes like the shotgun pump? Or even go ornate?
[QUOTE=CompanionMube;43882717]tiny legs[/QUOTE]
heavy has tiny-er so by the laws of tf2 this is ok
Well I'm back to drawing stuff, I did 3 variations of the same concept
[t]http://i.imgur.com/RKrNdia.png[/t]
Just the armour rate disagree.
[t]http://i.imgur.com/7wGqhlI.png[/t]
Armour with cape rate agree.
[t]http://i.imgur.com/zMwx1Ow.png[/t]
Amour with cape and collar rate winner.
Which is better?
[QUOTE=Inspecter;43885727]Which is better?[/QUOTE]
Make a Rate - Voteing
[t]http://puu.sh/6TDhs.jpg[/t]
Critiques appreciatted (apart from the fact that he stole demoman's arm)
Also there appears to be something wrong with the smoothing, i used crowbar, does it fucks something up?
[QUOTE=Cosa8888;43886468][IMG]http://puu.sh/6TDhs.jpg[/IMG]
Critiques appreciatted (apart from the fact that he stole demoman's arm)[/QUOTE]
when you go to lighten the skin of his arm i would lighten the base colors for the whole weapon too while you're at it. maybe make the saturation of the orange and black colors match the saturation of his goggles and helmet
[QUOTE=Cosa8888;43886468][t]http://puu.sh/6TDhs.jpg[/t]
Critiques appreciatted (apart from the fact that he stole demoman's arm)
Also there appears to be something wrong with the smoothing, i used crowbar, does it fucks something up?[/QUOTE]
if you're using blender hit Normalize when you bake your AO
[QUOTE=Cosa8888;43886468][t]http://puu.sh/6TDhs.jpg[/t]
Critiques appreciatted (apart from the fact that he stole demoman's arm)
Also there appears to be something wrong with the smoothing, i used crowbar, does it fucks something up?[/QUOTE]
looks like it just needs some texturing. assuming it isnt textured, it needs to look like metal and rusted a bit.
[QUOTE=VernoGuy;43880234]So close...
[t]https://dl.dropboxusercontent.com/u/96692528/SR1.png[/t]
[t]https://dl.dropboxusercontent.com/u/96692528/SR2.jpg[/t][/QUOTE]
Maybe this could work with the Scout Emblem in place of the M?
So I take it I should just go with armour but no cape and no collar? I don't know I kind of like it with the collar, I still would like to know what everyone else thinks besides the 3 people that already rated.
Happy early valentine's day
[t]http://srv2.jpg.co.il/6/52fbdcd70c04f.png[/t]
should I make it an actual workshop item? (X/V)
[QUOTE=perrryz;43886739]Happy early valentine's day
[t]http://srv2.jpg.co.il/6/52fbdcd70c04f.png[/t]
should I make it an actual workshop item? (X/V)[/QUOTE]
I don't think the soldier would go around wearing cartoon hearts, I would suggest making them look like the organ but I think that would be more suited as a Halloween item. Whatever floats your boat.
[QUOTE=perrryz;43886739]Happy early valentine's day
[t]http://srv2.jpg.co.il/6/52fbdcd70c04f.png[/t]
should I make it an actual workshop item? (X/V)[/QUOTE]
Seems way too late? And kinda tacky.
Perhaps you could fashion them to be like crude, Soldier-ish explosive devices and still retain the heart shape.
[QUOTE=sky_216;43886979]Seems way too late? And kinda tacky.[/QUOTE]
holy shit I didn't know it's in 2 days!
and yea I know it's tacky, but what isn't tacky in valentine's day?
[QUOTE=Inspecter;43886775]I don't think the soldier would go around wearing cartoon hearts, I would suggest making them look like the organ but I think that would be more suited as a Halloween item. Whatever floats your boat.[/QUOTE]
that could be quite hilarious.. and a really good idea
Would anyone be interested in a good AO baking tutorial for Blender? The default settings for it are terrible and I know I've had to explain it to people a few times myself.
-snip-
[QUOTE=WnR;43887236]Would anyone be interested in a good AO baking tutorial for Blender? The default settings for it are terrible and I know I've had to explain it to people a few times myself.[/QUOTE]
There's already one, it's at step 4.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=155101824[/url]
[QUOTE=perrryz;43886739]Happy early valentine's day
[t]http://srv2.jpg.co.il/6/52fbdcd70c04f.png[/t]
should I make it an actual workshop item? (X/V)[/QUOTE]
Much better Valentine's items have been ignored, I wouldn't bother.
[QUOTE=Cosa8888;43886468][t]http://puu.sh/6TDhs.jpg[/t]
Critiques appreciatted (apart from the fact that he stole demoman's arm)
Also there appears to be something wrong with the smoothing, i used crowbar, does it fucks something up?[/QUOTE]
you might be using an outdated version of blender smd tools, which makes the smoothing not work. get the most updated version here: [url]http://steamreview.org/BlenderSourceTools/[/url]
[QUOTE=Inspecter;43885727]Well I'm back to drawing stuff, I did 3 variations of the same concept
Which is better?[/QUOTE]
The armour doesn't really fit with the cape, or the hat, in my opinion. I would try something more obviously Pioneer or Pilgrim if that the theme you're going for, rather than copying the Pocahontas character.
[t]http://i4.photobucket.com/albums/y119/phillipc/july_launcher_texture_v2_zpscbd70235.png[/t]
[t]http://i4.photobucket.com/albums/y119/phillipc/july_launcher_texture_v2_2_zps41093b2f.png[/t]
Sorry about that last post, the files got moved around. Here's the weapon. Again critique is more than welcome right now as I want this to look good..
[QUOTE=SediSocks;43887523]There's already one, it's at step 4.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=155101824[/url][/QUOTE]
Hell Jumpers is good if you are just following along with his tutorial. It does nothing to actually teach someone about ambient occlusion in Blender, just presents them with abstract settings to use. It doesn't say WHY you would use those settings or how to improve things if you have quality problems. The approximation method itself also has issues. A good tutorial should teach, not just tell you numbers to use.
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