I started working on something
[img]http://puu.sh/770Md.jpg[/img]
[QUOTE=Colteh;44012035][IMG]http://puu.sh/76Ot1.png[/IMG]
not completely satisfied with the new vest, but i thought it was good enough to post here as a wip[/QUOTE]
If that vest made it in, I'd love to have that.
[QUOTE=gigazelle;44012594]Dude, this is the emporium. You sure you're feeling 100% mentally today?
I'm positive there are plenty of people who are available to do texturing, especially with the recent conclusion of the arms race competition.[/QUOTE]
Update:
UV unwrap and AO bake done.
[t]http://puu.sh/771LE.png[/t]
[t]http://puu.sh/771O0.png[/t]
[QUOTE=Dark One;44012641]
well, i'm just working experience with searching for someone to texture my wrenches in this thread.[/QUOTE]
no offense but your items haven't been very interesting
[QUOTE=kenshin6;44013636]I started working on something
[img]http://puu.sh/770Md.jpg[/img][/QUOTE]
looks like a rather plain concept. why not work with some of inspecter's concepts and try something different for a change? most of the models i've seen from you are quite well made, but ultimately suffer from being rather too simple or generic.
seeing how you have cried every time one of your items hasnt been included in any given update, i'm fairly certain you ceased to do "practice models".
personally i think we need more silly cosmetics.
not like a sandcastle piece, but stuff that fits the tf2 humor and the merc
like the backbiters billycock, or the lucky shot. things that are cute little references to the playstyle of the class. The sammy cap is like this too, but we don't have enough hats that are really "specificially" made for that merc's personality
[QUOTE=Punchy;44014003]personally i think we need more silly cosmetics.
not like a sandcastle piece, but stuff that fits the tf2 humor and the merc
like the backbiters billycock, or the lucky shot. things that are cute little references to the playstyle of the class. The sammy cap is like this too, but we don't have enough hats that are really "specificially" made for that merc's personality[/QUOTE]
That idea died when the Demoman became a pirate
[QUOTE=scotty-furs;44014038]That idea died when the Demoman became a pirate[/QUOTE]
doesn't he only have like 4 specificially demolition related items? what a tragedy
[QUOTE=Colteh;44012035][IMG]http://puu.sh/76Ot1.png[/IMG]
not completely satisfied with the new vest, but i thought it was good enough to post here as a wip[/QUOTE]
Was wondering what happened to this!
[QUOTE=Punchy;44014003]personally i think we need more silly cosmetics.
not like a sandcastle piece, but stuff that fits the tf2 humor and the merc
like the backbiters billycock, or the lucky shot. things that are cute little references to the playstyle of the class. The sammy cap is like this too, but we don't have enough hats that are really "specificially" made for that merc's personality[/QUOTE]
problem with "silly cosmetics" is that they're either completely random or simply overdone.
the sammy cap, as a joke cosmetic, is at the same level as "pootis". a simple one time joke that gets old the moment you see it twice. same happens with any other random cosmetic for the pyro.
most of the silly cosmetics arent silly on their own, but as a result of people mixing them with other cosmetics, like for example the sore eyes or the photo badge.
Absolutely none of the download links on the first page work. Infact, nothing does. Clicking on them simply does nothing. Attempting to open the clickable in another tab simply reopens the first page of this thread. What's going on?
[QUOTE=Metaru;44013914]looks like a rather plain concept. why not work with some of inspecter's concepts and try something different for a change? most of the models i've seen from you are quite well made, but ultimately suffer from being rather too simple or generic.
seeing how you have cried every time one of your items hasnt been included in any given update, i'm fairly certain you ceased to do "practice models".[/QUOTE]
While I appreciate your opinion, may I ask what is wrong with simplicity?
[QUOTE=kenshin6;44014406]While I appreciate your opinion, may I ask what is wrong with simplicity?[/QUOTE]
Minimalism has nothing to do with simplicity. if anything, it should be a step towards something more complex, rather than an excuse for lazyness.
its clear you can do much better than that, but if you're not going to bother to get out of your comfort zone might as wel not bother. the helmet with a visor was a step foward, so naturally you take whatever you learned from it and challenge yourself with something more elaborated than a simple bucket.
[QUOTE=kenshin6;44014406]While I appreciate your opinion, may I ask what is wrong with simplicity?[/QUOTE]
i would maybe add a handle to it, as well as some dents, like its all worn out. then it would look cooler imo.
[QUOTE=Metaru;44014471]Minimalism has nothing to do with simplicity. if anything, it should be a step towards something more complex, rather than an excuse for lazyness.
its clear you can do much better than that, but if you're not going to bother to get out of your comfort zone might as wel not bother. the helmet with a visor was a step foward, so naturally you take whatever you learned from it and challenge yourself with something more elaborated than a simple bucket.[/QUOTE]
I'll be stepping out of my comfort zone soon enough. I have plans for a whole set minus 1 cosmetic (3 weapons, 2 cosmetics). Though if I can think of another good cosmetic it will be a full 6 piece set.
[QUOTE=dongalator;44014528]i would maybe add a handle to it, as well as some dents, like its all worn out. then it would look cooler imo.[/QUOTE]
It is still WIP. And not too sure about dents, since it is plastic. And yes, I do plan on a plastic shovel melee to go along with it because reasons.
Wahhhh, I got compiling problems.
qdir: "c:\users\dh\documents\tf2\mesa\projects\team_fortress_2\modelsrc\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\"
g_path: "sniper_flex.qc"
Building binary model files...
Working on "sniper_flex.qc"
WARNING: Unserialize: Unable to open temp file "c:\users\dh\documents\tf2\mesa\projects\team_fortress_2\modelsrc\_temp_conversion_file_.dmx"
ERROR: c:\users\dh\documents\tf2\mesa\projects\team_fortress_2\modelsrc\sniper_flex.qc(7): - could not load file 'sniper_flex'
ERROR: Aborted Processing on 'sniper_flex.dmx'
WARNING: Leaking 1 elements
Basically I've got a model that has HWM flexes for SFM purposes, above 1400 tris so I cant rely on using the importer's FBX feature, and Im using Mayas DMX export. My shit is broken!
EDIT: Should note Im using crowbar to compile my QC.
[QUOTE=Dark One;44012641]well, i'm just working experience with searching for someone to texture my wrenches in this thread.[/QUOTE]
There's a distinct difference between someone who is [I]available[/I] to do texturing and someone who [I]wants to help you[/I] with texturing. If you've posted something here and it's of no interest to anyone or of poor quality, they're not going to invest in the time to texture it.
Just because you're not getting a response from anyone doesn't automatically mean everyone is busy. It means your model doesn't interest anyone, and any texturers here would rather be working on something more worth their time.
[editline]23rd February 2014[/editline]
Same goes with concept art: You can post google images of crap concepts here all day. It doesn't automatically mean every single modeler is busy - it means they're crap concepts and no one wants to pick it up.
working on paglis robe thingy
[IMG]http://i.imgur.com/0Io1Kqy.png[/IMG]
[IMG]http://i.imgur.com/8Rc9EGy.png[/IMG]
will also probably need a rigger, since even though i copied the arm models to make the sleeves, it still clips pretty bad
[IMG]http://i.imgur.com/vyo2mzX.png[/IMG]
let me know of any crits you all may have, or if youd like to rig it when the models done.
edit: claimed
[T]http://fiatlux.lasiate.com/images/20080516060055_geisha3.jpg[/T]
What about a geisha mask for the medic ?
(Already done before I presume ? )
Edit:
I Checked on the workshop ,none mask.
Pretty sure thats make-up. Wouldnt really work.
[QUOTE=maxint33;44015675]Pretty sure thats make-up. Wouldnt really work.[/QUOTE]
It's definitely possible to make a facial flexed overlay of the face mesh and texture makeup on
Or better yet, make it a texture mod.
But it would have to be good or else it would be one of those hundreds of 5 minute done texture mods on Gamebanana.
[QUOTE=Radaghast;44015607][T]http://fiatlux.lasiate.com/images/20080516060055_geisha3.jpg[/T]
What about a geisha mask for the medic ?
(Already done before I presume ? )
Edit:
I Checked on the workshop ,none mask.[/QUOTE]
i think anything resembling a white painted human face is going to be more trouble than it is worth.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=145245139"][t]http://i.imgur.com/j3G0JkG.jpg[/t][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=159626400&searchtext=comedy"][IMG]http://i.imgur.com/dZo4UHc.jpg[/IMG][/URL]
Do you guys love stupid silly mods?
[t]http://i.imgur.com/bbN6kmJ.png[/t]
I sure as fuck do.
Replaces the Ambassador and works with festive and gold ambassadors.
EDIT:
I also want to point out that working on this shit at 3 in the morning makes problems arise that normally wouldn't if it wasn't 3am.
[QUOTE=FiveEyes;44016164]Do you guys love stupid silly mods?
[t]http://i.imgur.com/bbN6kmJ.png[/t]
I sure as fuck do.
Replaces the Ambassador and works with festive and gold ambassadors.[/QUOTE]
Rig it so that he puts the bullets in the sniper's ass
Spy is pulling Sniper's wang to shoot.
[QUOTE=iAmaNewb;44016186]Spu is pulling Sniper's wang to shoot.[/QUOTE]
Yes
[t]http://i.imgur.com/zfAiLb2.png[/t]
[I]Hot[/I]
[QUOTE=Vincentor;44016182]Rig it so that he puts the bullets in the sniper's ass[/QUOTE]
I would if I could animate.
[QUOTE=FiveEyes;44016191]Yes
*image*
[I]Hot[/I]
I would if I could animate.[/QUOTE]
You could try resizing the stock bullet models it uses when reloading so it kinda looks like it, but I think only the v_ model of the stock revolver has an actual bone for the bullets.
Sorry, you need to Log In to post a reply to this thread.