So a friend and i are working on a jacket and turtleneck combo for soldier:
[img]http://puu.sh/7dgOc[/img]
[img]http://puu.sh/7dRJA[/img]
but we've come to a dilemma, we aren't sure if the bottom flap can easily be rigged, its intended to be unbuttoned and move with the flap its connected to. If you guys could shed some light as to if its possible that would be great.
Here's a thing:
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=233047144&searchtext=][img]http://cloud-2.steampowered.com/ugc/3316078062291593638/4A3CD41C57DFC680354B357E7CE1DC6EB5EED8E7/[/img][/url]
Clicky, voty, thanks!
[QUOTE=Dark One;44077794]it isn't final but its getting there, actually easier than i thought it would be.
so the wood texture any criticisms?
[/QUOTE]
The texture's coming along quite well - I'd recommend extracting the sandman's texture and comparing it with what you have right now. I think the main component that it's missing is edge wear, which is a very important feature in TF2 texturing.
[IMG]http://puu.sh/7dVY2.jpg[/IMG]
[IMG]http://puu.sh/7dWaS.jpg[/IMG]
I've got a model showing faces through it, and it shows up in game. What can I do to fix this?
Just a question, has anyone drawn up or modeled a French Police uniform for spy?
misc item to go with the pot and pan:
[img]http://puu.sh/7dYQJ.png[/img]
[img]http://puu.sh/7dYQt.png[/img]
Did you triangulate it before exporting?
[QUOTE=Aibaleet;44082170][IMG_thumb]http://puu.sh/7dVY2.jpg[/IMG_thumb]
[IMG_thumb]http://puu.sh/7dWaS.jpg[/IMG_thumb]
I've got a model showing faces through it, and it shows up in game. What can I do to fix this?[/QUOTE]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=233144558"][B]Machine Head[/B]
[IMG]http://cloud-4.steampowered.com/ugc/3336344260619269152/F1D43B3814993E62FC5319E1B532F79325827860/[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=233146502"][B]Armor Suit[/B]
[IMG]http://cloud-3.steampowered.com/ugc/3336344260619371390/A9EDD97EEE846A4DCAE851CE5BE78CC9505340A8/[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=233145834"][B]Iron Fist[/B]
[IMG]http://cloud-4.steampowered.com/ugc/3336344260619336764/CEC118DCC27FF278940D8DC7C53CDB680F571009/[/IMG][/URL]
I will release mods later.
first one links to a l4d screenshot
[QUOTE=Aibaleet;44082170][IMG]http://puu.sh/7dVY2.jpg[/IMG]
[IMG]http://puu.sh/7dWaS.jpg[/IMG]
I've got a model showing faces through it, and it shows up in game. What can I do to fix this?[/QUOTE]
have you tried $alphatest rather than $translucent?
I can't remember if this issue is fixable at all, Source sucks at transparency
[QUOTE=Inspecter;44082656]Just a question, has anyone drawn up or modeled a French Police uniform for spy?[/QUOTE]
[IMG]http://i.imgur.com/nJCfIMGl.png[/IMG]
I plan on drawing this on the character model sometime soon.
Heads up! New release for Crowbar by ZeqMacaw.
Been helping a bit on Crowbar, it now decompiles most animations properly, even some of the TF2 player animations!
(blended animations and some taunt animations that can't be extracted properly yet)
[URL]https://sites.google.com/site/zeqmacaw/tools/crowbar[/URL]
[QUOTE=GetGrenade;44082815][B]Machine Head[/B]
[B]Armor Suit[/B]
[B]Iron Fist[/B]
I will release mods later.[/QUOTE]
Holy shit.
i'm having a rather curious error its to do with a bone and it says the weight is -1 when loading up a SMD that i've recently save and just wondering before i delete the bone why is it doing that?
strangely enough when compiled the wrench shows up invisible, but it loads everything else.
[QUOTE=mutated;44083212]Holy shit.[/QUOTE]
Yup, a man in a machine! amazing isn't it.
[QUOTE=Venezuelan;44082898]have you tried $alphatest rather than $translucent?
I can't remember if this issue is fixable at all, Source sucks at transparency[/QUOTE]
Source isn't bad at transparency sorting, it's a problem with rendering transparent faces on a single mesh for both OpenGL and DirectX ([url=https://www.opengl.org/wiki/Transparency_Sorting]read here for more info[/url]). Breaking it up helps alleviated it but it's more costly and you can only split it to 2 materials with the importer limitations. $mostlyopaque might help but it only cures sorting problems on the completely opaque faces.
[QUOTE=GibbleMiester;44083106][IMG]http://i.imgur.com/nJCfIMGl.png[/IMG]
I plan on drawing this on the character model sometime soon.[/QUOTE]
Ah okay, I'll think of something else then.
[QUOTE=GetGrenade;44082815]
[IMG]http://cloud-4.steampowered.com/ugc/3336344260619269152/F1D43B3814993E62FC5319E1B532F79325827860/[/IMG][/URL]
[/QUOTE]
I would love to see this on the Robo engineer.
[QUOTE=Inspecter;44082656]Just a question, has anyone drawn up or modeled a French Police uniform for spy?[/QUOTE]
[img]http://cloud-4.steampowered.com/ugc/577873793408735092/9E55B6D015A4E0DBD14904F6E43F4C10A7B727D0/268x268.resizedimage[/img]
[QUOTE=retrocitrus;43020428]snip a ton of cool concepts[/QUOTE]
I'd love to make the heavy shoes whenever i've got the time from all my other tf2 related projects, id like to claim it
[QUOTE=GetGrenade;44082815]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=233146502"][B]Armor Suit[/B]
[IMG]http://cloud-3.steampowered.com/ugc/3336344260619371390/A9EDD97EEE846A4DCAE851CE5BE78CC9505340A8/[/IMG][/URL]
[/QUOTE]
I would probably put an engraved/colored class icon on the metal discs covering his existing icons. As unique as this item is, class recognition is still important.
[QUOTE=ImACrocketMan;44083944]I would probably put an engraved/colored class icon on the metal discs covering his existing icons. As unique as this item is, class recognition is still important.[/QUOTE]
I don't think anyone goes out of their way to look at the class icons for class recognition. The heavy shirt in the last update got away with it.
[QUOTE=ImACrocketMan;44083944]I would probably put an engraved/colored class icon on the metal discs covering his existing icons. As unique as this item is, class recognition is still important.[/QUOTE]
Not really necessary, but it wouldn't hurt or be a bad idea.
[IMG]http://wiki.teamfortress.com/w/images/thumb/a/a2/Backpack_Chronomancer.png/90px-Backpack_Chronomancer.png?t=20131010230348[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/e/ef/Backpack_Toowoomba_Tunic.png/90px-Backpack_Toowoomba_Tunic.png?t=20140207192758[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/5/5e/Backpack_Apparatchik%27s_Apparel.png/90px-Backpack_Apparatchik%27s_Apparel.png?t=20120628030534[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/3/30/Backpack_Heavy_Lifter.png/90px-Backpack_Heavy_Lifter.png?t=20140207185458[/IMG]
[url=http://tf2.gamebanana.com/skins/124706] [img]http://i.imgur.com/UM1UVTW.png[/img] [/url]
The 70 FOV Fix pack turned 1 year old today so i'm going to repost it in the emporium.
[QUOTE=ImACrocketMan;44083944]I would probably put an engraved/colored class icon on the metal discs covering his existing icons. As unique as this item is, class recognition is still important.[/QUOTE]
It's pretty hard to mistake the Engineer for anyone else, even with that on.
But class recognition is so [I]easy[/I] in TF2. The silhouettes do the work.
the class emblems are practically unreadable at any distance farther than very close range. there's no loss covering them
So, I think i'm ready for source film maker.
[IMG]http://i.imgur.com/v0I85BI.png[/IMG]
Check it Peeps, this be up for claim:
[IMG]http://i.imgur.com/q9bW33nl.png[/IMG]
[QUOTE=GibbleMiester;44085419]Check it Peeps, this be up for claim:
[IMG]http://i.imgur.com/cK1qJDQl.png[/IMG][/QUOTE]
It's nice, but needs some colour. It looks like it's all been caked in dust.
EDIT: That bit of orange has helped quite a bit.
[QUOTE=SediSocks;44085470]It's nice, but needs some colour. It looks like it's all been caked in dust.[/QUOTE]
that desert dirt theme is what i'm going for
Sorry, you need to Log In to post a reply to this thread.