I'm trying to use the automatic mod release page, I think I filled out the index.php correct but I'm not sure what to do next. Can any one help me out?
This guy is still at it.
[IMG]http://i.imgur.com/Z4aW5zX.png[/IMG]
Ok, time for some inspiration images from random sites:
A cotton glove for the Spy [URL="http://www.tsuzuki.com.br/site/wp-content/uploads/2013/07/luva-algodao-tsuzuki-final12-630x324.jpg"]like this[/URL] or[URL="http://superepi01.ezcdn.com.br/files/_fotos/grande/260FG1.JPG"] maybe this.[/URL]
A Medic Bonesaw based on the one that the surgeons carried on [URL="http://i.imgur.com/3KMp1I6.jpg"]these kits[/URL] during the Civil War.
Some [URL="http://adevarul.ro/assets/adevarul.ro/MRImage/2014/02/21/530761b4c7b855ff568ae03d/978x0.jpg"]silly clothing[/URL] that nurses in radiology used during the World War I.
[QUOTE=Metaru;44195461]a bit of topic, but i actually though you were from Venezuela.[/QUOTE]
my real screen name is Mexican
but I'm not that either
[QUOTE=Wowza!;44196378][IMG]http://puu.sh/7qNgI.png[/IMG]
[IMG]http://puu.sh/7qMN6.png[/IMG] [IMG]http://puu.sh/7qMwX.png[/IMG]
I'm working on a sweatshirt for the pyro based on Serious_Greg's [URL="https://dl.dropboxusercontent.com/u/97829431/23423423423.png"]concept[/URL]. Any feedback/suggestions?[/QUOTE]
I think the orange lines would look better if it goes all the way up the shoulders and under the straps and hood, also the second fold within the hood's color looks weird to me compared to the pyros default colored collar its to dark, and maybe experiment with texturing the laces so they don't look to plastic? Geez I get so nervous posting an opinion/suggestion on the internet these days. Overall I'm liking everything else very good job!
Edit: Also maybe add more depth and wrinkles to the hoodies pockets since they're being stressed by the straps?
[QUOTE=InfectedPotato;44197161]This guy is still at it.
[IMG]http://i.imgur.com/Z4aW5zX.png[/IMG][/QUOTE]
Well, at lest you don't get friends messaging you about making item stats.
[QUOTE=Dark One;44197548]Well, at lest you don't get friends messaging you about making item stats.[/QUOTE]
imma just cross post this here
[IMG]http://i.imgur.com/XicnPwX.jpg[/IMG]
[QUOTE=heinous;44197565]imma just cross post this here
[IMG]http://i.imgur.com/XicnPwX.jpg[/IMG][/QUOTE]
I can eat it some toast.
Like he is eating it in its stead.
What ever happened to that future engineer model, I haven't seen it for atleast 60 pages now
I've finally decided to start modeling for TF2 again after one and a half to two years of not touching a modeling program. So I'm making Blasbo Babbins' sword in order to reacquaint myself with the process.
[img_thumb]https://dl.dropboxusercontent.com/u/48795891/render.png[/img_thumb]
My problem now is that I don't know if the compiling/uploading processes have changed at all, and I don't know anything about this "gold star" stuff. Not that I plan on submitting this or making it anything other than a mod, I'd just like to know for future projects.
Gold Staring is only for cosmetics
[QUOTE=VernoGuy;44198473]Gold Staring is only for cosmetics[/QUOTE]
Well, as I said, my question is for future reference as opposed to the sword.
More progress on the flight suit, also including a paint test. My heart's pretty set on those being the paint areas, though I may make it a less little less intense.
[img]https://dl.dropboxusercontent.com/u/900111/flightsuitwip10.jpg[/img]
Should be able to finish it up tomorrow :D
not painted buckles instead of the straps?
Nah that sounds pretty lame. The paint is all over a big team neutral part of the Pyro and is therefore offering a nice amount of customization. The Pyro is also already SO teamcoloured that even the slate paint causes no confusion whatsoever. I have also maintained the original gradients of colour by making the paint darker and desaturated on the ankles.
Set for soldier I'm doing afters Square's concept. Textures are just test colors.
[img]http://puu.sh/7r4Qt.jpg[/img]
[QUOTE=Wowza!;44196378][IMG]http://puu.sh/7qNgI.png[/IMG]
[IMG]http://puu.sh/7qMN6.png[/IMG] [IMG]http://puu.sh/7qMwX.png[/IMG]
I'm working on a sweatshirt for the pyro based on Serious_Greg's [URL="https://dl.dropboxusercontent.com/u/97829431/23423423423.png"]concept[/URL]. Any feedback/suggestions?[/QUOTE]
The shape of the strips on the pouch/front part are a tad too uniform with no real curve to them
It's such a minor thing but it really bugs me
[img]http://puu.sh/7raDL.png[/img]
something more like that could be nicer
[QUOTE=GetGrenade;44199102]Set for soldier I'm doing afters Square's concept. Textures are just test colors.
[img]http://puu.sh/7r4Qt.jpg[/img][/QUOTE]
a very mannly beard
[QUOTE=GetGrenade;44199102]Set for soldier I'm doing afters Square's concept. Textures are just test colors.
[img]http://puu.sh/7r4Qt.jpg[/img][/QUOTE]
Will that beard be paintable? how will it look like with Bill's hat?
[QUOTE=VernoGuy;44198473]Gold Staring is only for cosmetics[/QUOTE]
well.. there are the few weapons with gold stars, but we don't talk about [B]them[/B].
Dude, I can not understand how to do things on the similarity of these: [URL="http://wiki.teamfortress.com/wiki/Cut_Throat_Concierge"]Cut Throat Concierge[/URL], [URL="http://wiki.teamfortress.com/wiki/Blood_Banker"]Blood Banker[/URL] or [URL="http://wiki.teamfortress.com/wiki/Frenchman%27s_Formals"]Frenchman's Formals[/URL]? Would love to see timelapse or view source.
-----
By the way, any requirement VALVE selects items in the workshop? The number of positive ratings, comments, or someone advises them?
-----
As game developers create promotional items for their games? Just one guy on polycount published his work, which later became the promotional items Thief.
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When your item is approved, if any message comes from VALVE? How do you then get a "salary"? Do not think that I'm doing things for the sake of money. This is not so. Just interesting to me that part of the workshop, in which I want to understand the least.
Sorry for so many questions.
[QUOTE=Estavos;44200642]Dude, I can not understand how to do things on the similarity of these: [URL="http://wiki.teamfortress.com/wiki/Cut_Throat_Concierge"]Cut Throat Concierge[/URL], [URL="http://wiki.teamfortress.com/wiki/Blood_Banker"]Blood Banker[/URL] or [URL="http://wiki.teamfortress.com/wiki/Frenchman%27s_Formals"]Frenchman's Formals[/URL]? Would love to see timelapse or view source.
-----
By the way, any requirement VALVE selects items in the workshop? The number of positive ratings, comments, or someone advises them?
-----
As game developers create promotional items for their games? Just one guy on polycount published his work, which later became the promotional items Thief.
-----
When your item is approved, if any message comes from VALVE? How do you then get a "salary"? Do not think that I'm doing things for the sake of money. This is not so. Just interesting to me that part of the workshop, in which I want to understand the least.
Sorry for so many questions.[/QUOTE]
Any specific part you don't understand? The most difficult part of shirts is dealing with clipping, and aligning the texture so his pinstripes match up.
Valve has said Community rating are a factor in which items get accepted but in the end it's whatever Valve wants. There have been super popular items that don't get in, and there have also been unpopular items get in.
From what I understand if a company wants to get someone to make the items for them they will get in contact with that person to discuss business. There have been companies that have tried to make their own but as the community has more practice with TF2 style and some people have more items accepted most will have a contributor make the item for them.
You will get an email from them asking for some tax forms. It's different if you do not live in the US.
[QUOTE]Dude, I can not understand how to do things on the similarity of these: [URL="http://wiki.teamfortress.com/wiki/Cut_Throat_Concierge"]Cut Throat Concierge[/URL], [URL="http://wiki.teamfortress.com/wiki/Blood_Banker"]Blood Banker[/URL] or [URL="http://wiki.teamfortress.com/wiki/Frenchman%27s_Formals"]Frenchman's Formals[/URL]? Would love to see timelapse or view source.[/QUOTE]
These are separate models that are applied to the player/rigged very tightly to the model resulting in pretty much a seamless transition from the cosmetic to the default body it's attached to.
[QUOTE]By the way, any requirement VALVE selects items in the workshop? The number of positive ratings, comments, or someone advises them?[/QUOTE]
I believe a valve employee indicated that there's some specific ratio that they like to see/pay attention to. generally if your item has gotten a whole lot of up-voting/response then it's easier to bring to valve's attention/get implemented
[QUOTE]As game developers create promotional items for their games? Just one guy on polycount published his work, which later became the promotional items Thief.[/QUOTE]
May have been an employee of the studio for the game that was also skilled in TF2 item making
OR may have been a contracted item contributor who was selected by the company to make content.
[QUOTE]When your item is approved, if any message comes from VALVE? How do you then get a "salary"? Do not think that I'm doing things for the sake of money. This is not so. Just interesting to me that part of the workshop, in which I want to understand the least. [/QUOTE]
You get an email telling you that you've had an item excepted. after sorting out your payment details ect. you get payed at the start of every month.
[QUOTE=Estavos;44200642]Dude, I can not understand how to do things on the similarity of these: [URL="http://wiki.teamfortress.com/wiki/Cut_Throat_Concierge"]Cut Throat Concierge[/URL], [URL="http://wiki.teamfortress.com/wiki/Blood_Banker"]Blood Banker[/URL] or [URL="http://wiki.teamfortress.com/wiki/Frenchman%27s_Formals"]Frenchman's Formals[/URL]? Would love to see timelapse or view source.
-----
By the way, any requirement VALVE selects items in the workshop? The number of positive ratings, comments, or someone advises them?
-----
As game developers create promotional items for their games? Just one guy on polycount published his work, which later became the promotional items Thief.
-----
When your item is approved, if any message comes from VALVE? How do you then get a "salary"? Do not think that I'm doing things for the sake of money. This is not so. Just interesting to me that part of the workshop, in which I want to understand the least.
Sorry for so many questions.[/QUOTE]
Valve selects items as and how they desire - ratings are taken into consideration, along with quality, popularity and various other factors. All items must be gold star certified (contributed via the in game importer) to be considered for use in the game.
Developers usually contact valve directly for permission to do promos, and then subcontract the work to selected item creators.
When an item is accepted you get an email and a notification in steam. You are then asked to enter your payment details. Money is earned via keys and mann co store sales. Valve keep a 70% cut of anything sold, contributors get a 25% stake, and the remaining 5% is given to service providers, if selected. Your income depends entirely on the popularity and price of your item and the crate it is in.
[QUOTE=TheJukebox;44201012]Any specific part you don't understand? The most difficult part of shirts is dealing with clipping, and aligning the texture so his pinstripes match up.
Valve has said Community rating are a factor in which items get accepted but in the end it's whatever Valve wants. There have been super popular items that don't get in, and there have also been unpopular items get in.
From what I understand if a company wants to get someone to make the items for them they will get in contact with that person to discuss business. There have been companies that have tried to make their own but as the community has more practice with TF2 style and some people have more items accepted most will have a contributor make the item for them.
You will get an email from them asking for some tax forms. It's different if you do not live in the US.[/QUOTE]
Thank you =) Yes, clipping and texturing. And rigging. When I tried to do such a thing, then the model spy intersected with the model of the subject and was poorly attached to the bones.
[QUOTE=Estavos;44202023]Thank you =) Yes, clipping and texturing. And rigging. When I tried to do such a thing, then the model spy intersected with the model of the subject and was poorly attached to the bones.[/QUOTE]
Well, if it was easy every body would be doing it. Takes time, effort and lots of trial and error.
What ever happened to this great concept?
[IMG]http://imageshack.us/a/img197/6408/wowwhatafag.png[/IMG]
Also, another thing from the guy that made that concept ^
[IMG]http://i4.minus.com/ibmFo0L1rdgX9i.png[/IMG]
I never intended to go to sleep anyways.
[IMG]http://cloud-4.steampowered.com/ugc/650998799273700716/E5799F40F5D6DD30EC6D4BEEDE54BB2D3F191422/[/IMG]
[editline]11th March 2014[/editline]
starting melon teeth now, brb
[QUOTE=kidsingrul;44202341]What ever happened to this great concept?
-bad-
-bad-
I never intended to go to sleep anyways.[/QUOTE]
Those both were drawn by me they are not good concepts or funny, I am not proud.
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