• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=Flubbman;44136982]God damn, is the Hunger Force really that distracting just because it's a different, but still neutral, color? It doesn't even cover any team colors except the collar, the arms and pants are still clearly visible. No offense to you, Venezuelan, but I really don't get why everyone gets so worked up about it.[/QUOTE] issue is that heavy has no white on his color palette. so it's ugly, clips and eye catching. same with the heavy pants. if they matched a color on his palette, things would be much different.
he does have white on his pallet, just not an overly large amount. [img]http://wiki.teamfortress.com/w/images/thumb/0/08/Heavy.png/250px-Heavy.png?t=20111118215652[/img]
[QUOTE=kibbleknight;44139095]he does have white on his pallet, just not an overly large amount. [img]http://wiki.teamfortress.com/w/images/thumb/0/08/Heavy.png/250px-Heavy.png?t=20111118215652[/img][/QUOTE] i'd hardly call the single 20 pixels of undershirt enough to justify taping a wall of white onto him
Okay guys so I'm making my very first weapon right now. I'm working on TF2-izing this guy here [t]http://i61.photobucket.com/albums/h53/jntmjt1/Stevens77right.jpg[/t] (Stevens 77E, common gun used by US forces in Vietnam. This is a recreation of one made from a 77F but in my research it's accurate enough.) And I'll be fine working with the model and most of the texture, but for the later part of the process I think I'm going to need someone to mentor me, if that's alright?
[QUOTE=Omninerd;44138365]Ok, I think I may have asked this already, but at that time no one answered, sooo... Can someone give me tips on doing concept arts? What program to use, brush, how to do good concepts quickly or anything else I have no idea about? All I know is that HLMV helps a lot. Thanks in advance.[/QUOTE] a far easier program too use that shows good results as well is Autodesk Sketchbook Express. as mentioned before hlmv is one of the better sources for reference pics of the TF characters but don't be afraid too look around the internet for premade images. everyone has there own opinion as to what a "Good Concept" is, but some of the basic steps to making a concept that looks good ( for me at least) would to make it go with the theme of the character, try and make something visually interesting and flows well with the silhouette, and try not to make things that are similar to what is already in-game. remember to take criticism well, and if people have clearly shown no interest, then let it go, no point in reposting the concept over and over if people have shown no interest or have just given the overall idea negative critique. dont let this deter you from continuing to make concepts though, use the feedback that is given instead of giving excuses and keep on trying. dont spew out random unfinished concepts , try to show a finished product. i think this is one of the more obvious things, Don't steal ideas. no one owns Beards, shoes, hats or sweaters but this is not an excuse to just rip of someones hard work, make some color/detail changes, and call it a day. and lastly, try and have fun doing this, being imaginative and creative should be a positive thing, don't get overwhelmed and think you MUST churn out ideas. have fun and enjoy the modding community, and eventually you might see one of your items hitting the workshop.that's just what i think
[QUOTE=Omninerd;44138365]Ok, I think I may have asked this already, but at that time no one answered, sooo... Can someone give me tips on doing concept arts? What program to use, brush, how to do good concepts quickly or anything else I have no idea about? All I know is that HLMV helps a lot. Thanks in advance.[/QUOTE] This might help [URL="https://dl.dropboxusercontent.com/u/96692528/Class%20Images/Class%20Images%20v3.zip"][IMG]https://dl.dropboxusercontent.com/u/96692528/Class%20Images/Class%20Images%202.png[/IMG][/URL] [URL="https://dl.dropboxusercontent.com/u/96692528/Class%20Images/Class%20Images%20v3.zip"](link)[/URL] One suggestion I would give is make the concept useful, if the a image off the internet does a better job of describing your idea, then the concept may not be worth it. Use concepts to illustrate ideas, not to claim them.
Speaking of concepts here is a sporty shirt for the demoman [t]http://i.imgur.com/4DrG0wu.png[/t] Any suggestions on what to add or remove? I'll be doing pants next.
Are HWM sniper's and playermodel sniper's face the same topology? Wondering if I can create a face item for both.
[QUOTE=donhonk;44140020]Are HWM sniper's and playermodel sniper's face the same topology? Wondering if I can create a face item for both.[/QUOTE]I doubt it, what with the very different facial flexes and all.
-snipsnop-
it looks weird as fuck. you'd rather not go past the pants with these socks, because from an anatomically point of view it looks as if the demo's legs were somehow prosthetic under the knee.
[QUOTE=VernoGuy;44139925]This might help [URL="https://dl.dropboxusercontent.com/u/96692528/Class%20Images/Class%20Images%20v3.zip"][IMG]https://dl.dropboxusercontent.com/u/96692528/Class%20Images/Class%20Images%202.png[/IMG][/URL] [URL="https://dl.dropboxusercontent.com/u/96692528/Class%20Images/Class%20Images%20v3.zip"](link)[/URL] One suggestion I would give is make the concept useful, if the a image off the internet does a better job of describing your idea, then the concept may not be worth it. Use concepts to illustrate ideas, not to claim them.[/QUOTE] That needs to be put on the front page of every emporium
[QUOTE=Metaru;44140455]it looks weird as fuck. you'd rather not go past the pants with these socks, because from an anatomically point of view it looks as if the demo's legs were somehow prosthetic under the knee.[/QUOTE] I was thinking of scrapping it, I tried to replicate the kilt's socks but it ended up looking horrible. Any word on the Shirt?
[QUOTE=VernoGuy;44139925]This might help [URL="https://dl.dropboxusercontent.com/u/96692528/Class%20Images/Class%20Images%20v3.zip"][IMG]https://dl.dropboxusercontent.com/u/96692528/Class%20Images/Class%20Images%202.png[/IMG][/URL] [URL="https://dl.dropboxusercontent.com/u/96692528/Class%20Images/Class%20Images%20v3.zip"](link)[/URL] One suggestion I would give is make the concept useful, if the a image off the internet does a better job of describing your idea, then the concept may not be worth it. Use concepts to illustrate ideas, not to claim them.[/QUOTE] Heh, this will help. Both the images and the suggestion. Thanks to Inspecter and GibbleMiester too. I think I'll start with small concepts (because I get tired of doing my stuff way too often. My pc has a lot of WIPs for everything...)
Friendly heads up to everyone, Adobe is moving solely toward a subscription-based pricing model. After the end of this month, I won't be able to hook you guys up with a perpetual photoshop license - come April it will be a year subscription to the creative cloud or single products that must be renewed to continue using it. The plus side is that you get the latest and greatest as soon as it's out (upgrades always 100% free), downside is that you can't use the same version for years on end and be that guy who still uses CS3. So if you've had your eye on photoshop and are interested in a perpetual license, now would be a good time to get in touch with me; because in a few weeks it won't be an option anymore.
[t]http://i.imgur.com/WXJKUNt.png[/t] Quick and simple little demo misc. Searched the workshop for 'claymore' and nothing came up but it wouldn't surprise me if something similar is already hanging about. A larger single one on his waist might be good too. Ignore the backwards writing, I just flipped 'em cause I'm lazy.
[IMG]https://dl.dropboxusercontent.com/u/27653108/mods/promo3.png[/IMG] [URL="https://dl.dropboxusercontent.com/u/27653108/mods/Aye%20Eye/Aye_Eye.zip"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Aye%20Eye/Aey_Eye_promo.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=235153522"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Workshop%20Promo%20Extention.png[/IMG][/URL] [URL="https://dl.dropboxusercontent.com/u/27653108/mods/Privateer%27s%20Pride/Privateers_Pride.zip"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Privateer%27s%20Pride/Privateers_Pride_promo.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=235152791"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Workshop%20Promo%20Extention.png[/IMG][/URL]
[t]http://i.imgur.com/kUD1Bpg.png[/t] I don't know if those trade catalog things existed in the 60's, but here's one for the engy, complete with a little notepad to work out what he needs. And a super high tech portable phone to call them in on. It even has a little speaker so you can annoy everyone with your phone calls. Dumped this and the demo thing above into my [URL="http://imgur.com/a/4EHyd#0"]imgur album[/URL] with all my unclaimed stuff in, mostly leftovers from christmas.
[QUOTE=Mellowbloom;44142791][t]http://i.imgur.com/kUD1Bpg.png[/t][/QUOTE] You should keep in mind the characteristic of each TF2 merc. I know this is a concept but look at how small you made the buttons on that phone. Now look at the engi's hands.
[QUOTE=InfectedPotato;44143320]You should keep in mind the characteristic of each TF2 merc. I know this is a concept but look at how small you made the buttons on that phone. Now look at the engi's hands.[/QUOTE] you understand how rotary dials work, right
Yes I do. Just trying to give feedback. It's really small in comparison with the Engi.
[QUOTE=InfectedPotato;44143718]Just trying to give feedback. It's really small in comparison with the Engi.[/QUOTE] I know, I'm just saying. If they were buttons they'd be bigger, but they're not.
so, whats the maximum amount of jiggle bones a single object in TF2 can have?
I don't think there is a limit. Heinous managed to cleverly make animations using them, I'm sure it must've used a lot. (Correct me if I'm wrong.)
[QUOTE=InfectedPotato;44143845]I don't think there is a limit. Heinous managed to cleverly make animations using them, I'm sure it must've used a lot. (Correct me if I'm wrong.)[/QUOTE] really animation? i would love to see it in action, do you have a link or image
[QUOTE=Dark One;44143757]so, whats the maximum amount of jiggle bones a single object in TF2 can have?[/QUOTE] The importer iirc can have up to 5. Non gold star can have god knows how many.
[QUOTE=Dark One;44143757]so, whats the maximum amount of jiggle bones a single object in TF2 can have?[/QUOTE] When they start to look like this. [t]http://pokemon3d.net/wiki/images/0/03/Ditto.png[/t] Pretty much as long as the whole point of the object isn't solely dependent on "loljigglebones"
What happened to tge jiggleboned player models thing?
[QUOTE=Dark One;44143988]really animation? i would love to see it in action, do you have a link or image[/QUOTE] it's quoth and guano
[QUOTE=Dark One;44143988]really animation? i would love to see it in action, do you have a link or image[/QUOTE] [img]http://cloud-2.steampowered.com/ugc/630792923189503781/0C4DD7E9351BAD44045B72D6CB06439E4BE3935A/[/img][img]http://cloud-3.steampowered.com/ugc/630792923189121598/3ED06C88A9191A66780A892C106BC2DEBBB23995/[/img]
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