Can I make a suggestion?
I think we need a site in which we all can agree to use to upload pictures and download files too.
It's sad looking back and seeing old mods missing downloads and pictures.
or maybe a one huge host site in which we can have like a data base of ALL mods.
idk maybe im just going crazy.
:words:
[QUOTE=dolphin;44249937]Can I make a suggestion?
I think we need a site in which we all can agree to use to upload pictures and download files too.
It's sad looking back and seeing old mods missing downloads and pictures.
or maybe a one huge host site in which we can have like a data base of ALL mods.
idk maybe im just going crazy.
:words:[/QUOTE]
[url]http://tf2mods.net/[/url]
-Snip- Late by a second
Am I the only one who gets annoyed at people who reply to a concept saying "reminds me of that thing that i made with blahblah"
Like honestly, no offense, but who gives a shit? They post their ideas to get feedback, not for you to make it awkward by subtly suggesting they probably stole the idea.
Just my opinion on the matter.
[QUOTE=Hideous;44249596][IMG]http://i.imgur.com/wLigUGo.png[/IMG]
I will seriously buy a game for whoever makes this as a joke mod first (provided it's done at least decently well and not at gamebanana quality) because hilarity
and yes that includes badly rigged sausage fingers[/QUOTE]
Why does Spy need that tiny knife with those giant murder arms.
[editline]16th March 2014[/editline]
Make him neck snap everyone he would backstab.
[QUOTE=InfectedPotato;44250055]Am I the only one who gets annoyed at people who reply to a concept saying "reminds me of that thing that i made with blahblah"
Like honestly, no offense, but who gives a shit? They post their ideas to get feedback, not for you to make it awkward by subtly suggesting they probably stole the idea.
Just my opinion on the matter.[/QUOTE]
I agree completely.
The workshop is not a checklist, where an idea can only be done once. Multiple people can submit the same thing, it's not guaranteed to get in, it is a competitive system. Someone could of painted a naked chick in a giant sea shell way before Botticelli, but that doesn't mean theirs should be in the Louvre instead. If someone steals your idea whatever, might be a bit underhanded of them, but you don't have the right to deny them to make an item.
Of course with stuff like Bonk! and other specific things you should get permission of the creator to keep good graces but that should go without saying.
Alrighty, I've tried to make a UV map of my model, plus an occlusion map again as well :l
UV Map attempt: [url]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/outUV_zpsa10e4b36.png[/url] (1024x1024)
Occlusion map Attempt: [url]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/baked-bakedSG2-polySurface63_zpsd9472f75.jpg[/url] (512x512) + Model with the occlusion map on : [url]http://p3d.in/wuJcu[/url]
I think I've made the occlusion map from the wrong angle (one side looks darker than the other), asides from that, have NO idea if I've done the right things with my maps :tinfoil:
Another redrawn concept
[t]http://i.imgur.com/i5IMsUW.png[/t]
What does everyone think?
[QUOTE=LonelyRobot;44250333]Alrighty, I've tried to make a UV map of my model, plus an occlusion map again as well :l
UV Map attempt: [url]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/outUV_zpsa10e4b36.png[/url] (1024x1024)
Occlusion map Attempt: [url]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/baked-bakedSG2-polySurface63_zpsd9472f75.jpg[/url] (512x512) + Model with the occlusion map on : [url]http://p3d.in/wuJcu[/url]
I think I've made the occlusion map from the wrong angle (one side looks darker than the other), asides from that, have NO idea if I've done the right things with my maps :tinfoil:[/QUOTE]
The texture looks a bit fuzzy. Also, the texture on the bottom side of the box is messed up. The mode looks good though.
[QUOTE=VernoGuy;44250402]The texture looks a bit fuzzy. Also, the texture on the bottom side of the box is messed up. The mode looks good though.[/QUOTE]
Yeah, I think I need to see if I can tweak an option or two with Maya so the occlusion is clear, and not racked with dots. Also, thanks for pointing out the box bottom cause I missed it :D
Otherwise, if the UV map looks alright, I'll ask if anyone wants to texture it, because I do not have the skills to do so, as much as I like to. T_T
EDIT: I've just fixed the UVs since some of them were messed up, but still trying to get a clearer occlusion map, probably need to increase the resolution.
I've just changed the occlusion on the P3D model ([url]http://p3d.in/wuJcu[/url]) , it still has some pixel blur, but it's clearer than the last map.
A question about shape keys. Is there an easier way to rename them to all the flexes (AH/OO/happyupper/etc)? Or do you even have to rename them?
[QUOTE=Deodorant;44247983]I know which vertices I want to get rid of and which ones I want to keep, I just don't know how to get there without wrecking the UV or the mesh.
Here's a pic to demonstrate. Pardon the terrible layout and stuff.
[IMG]http://i.imgur.com/D5jzF9y.png[/IMG][/QUOTE]
Unless you are trying to delete edges that are a uv seam, using x > delete edge loop should preserve the uv mapping of the remaining faces. If for some reason it isn't you can try dissolving the edges, then dissolving the remaining verts. x > dissolve.
If you want to use merging, first press T in the viewport to be sure your tool window is open. After you perform your first merge, look in your tool window and check the UV box in the merge operator section. This will merge the same uvs and will preserve your mapping.
[QUOTE=Punchy;44251128]A question about shape keys. Is there an easier way to rename them to all the flexes (AH/OO/happyupper/etc)? Or do you even have to rename them?[/QUOTE]
Nope, the name doesn't matter at all. It's just for your personal reference.
[QUOTE=LonelyRobot;44250333]Alrighty, I've tried to make a UV map of my model, plus an occlusion map again as well :l
UV Map attempt: [url]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/outUV_zpsa10e4b36.png[/url] (1024x1024)
Occlusion map Attempt: [url]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/baked-bakedSG2-polySurface63_zpsd9472f75.jpg[/url] (512x512) + Model with the occlusion map on : [url]http://p3d.in/wuJcu[/url]
I think I've made the occlusion map from the wrong angle (one side looks darker than the other), asides from that, have NO idea if I've done the right things with my maps :tinfoil:[/QUOTE]
You're going to want to bake the handle and the area where the handle intersects the box separately. Otherwise when the medic pushes the handle forward there will be the box outline where the handle used to intersect. On a similar note, I think the handle needs to be re-designed. Right now it just clips into a square on the main portion of the medi-gun. I'd suggest at least having a recessed slot at least to show that the handle doesn't just magically move through metal.
[IMG]http://puu.sh/7xaGk.jpg[/IMG]
I lined up the handles, the red dot is the rotation center for the handle, right now your handle would only be able to go to the red line without clipping through the box around it.
[IMG]http://puu.sh/7xaJ6.jpg[/IMG]
This part.
Also you're missing the handle.
Hope I was clear in what I meant.
-snip-
i was sleeping when i heard the call to post this, you may be to check your sizes.
[QUOTE][IMG]http://i.imgur.com/Lh8dsKr.png[/IMG][/QUOTE]
[QUOTE=TheJukebox;44251674]You're going to want to bake the handle and the area where the handle intersects the box separately. Otherwise when the medic pushes the handle forward there will be the box outline where the handle used to intersect. On a similar note, I think the handle needs to be re-designed. Right now it just clips into a square on the main portion of the medi-gun. I'd suggest at least having a recessed slot at least to show that the handle doesn't just magically move through metal.
[IMG]http://puu.sh/7xaGk.jpg[/IMG]
I lined up the handles, the red dot is the rotation center for the handle, right now your handle would only be able to go to the red line without clipping through the box around it.
[IMG]http://puu.sh/7xaJ6.jpg[/IMG]
This part.
Also you're missing the handle.
Hope I was clear in what I meant.[/QUOTE]
Just updated, from both yours and Dark Ones notes.
Changed the model again in the p3d link (again, [url]http://p3d.in/wuJcu[/url] , I'm just going to add notes there on any more changes after this post), made the end part larger and body hose larger (it's meant to serve as the 'left-hand' handle, at least if I aligned it right :S), and changed the handle parts for operational functions.
Also, ty to the both of you for giving back more good feedback :dance:
as for your ambient, what program are you using because it seems a little strange.
have you got your colors and material setup?
[QUOTE=Dark One;44252412]as for your ambient, what program are you using because it seems a little strange.
have you got your colors and material setup?[/QUOTE]
I'm using Maya 2014 since it's able to create an ambient occlusion map with itself, but the stats of the Texture Bake set I'm using is:
Color mode: Occlusion
Occlusion Rays: 150 (more equals higher quality, but it taxes on my computer to do it)
Y/X Resolution: 1024x1024 (it was recommended to go half of what the texture map resolution was)
JPEG (I cannot put it on the P3D model if it's any other format)
Number of Samples: 2
Bake to one Map is marked on, everything else is left alone.
If anyone has used Maya to bake before, or/and knows what the recommended settings are meant to be, I guess you can say what it's meant to be :l
maya, didn't even think the plugins had been updated for that.
i heard thats the reason why larolaro stopped making items.
[QUOTE=Hideous;44249596][IMG]http://i.imgur.com/wLigUGo.png[/IMG]
I will seriously buy a game for whoever makes this as a joke mod first (provided it's done at least decently well and not at gamebanana quality) because hilarity
and yes that includes badly rigged sausage fingers[/QUOTE]
[IMG]http://puu.sh/7xiDR/a693cd46c6.jpg[/IMG]
on it
[QUOTE=Dark One;44252412]as for your ambient, what program are you using because it seems a little strange.
have you got your colors and material setup?[/QUOTE]
It has nothing to do with the program, he just needs to change the AO spread factor and use more samples.
[QUOTE=BANG!;44252482]It has nothing to do with the program, he just needs to change the AO spread factor and use more samples.[/QUOTE]
i don't know they all tend to have different renders, maya and max should have something close but as for samples i use something around 128 and spread is default.
[editline] edit [/editline]
i'm trying to pose the spy arms with the spytool but with limited camera controls that HLMV has it isn't really happening, so could someone get me a screenshot of the spy holding the tool from first person with animation c_sapper_idle.
[QUOTE][IMG]http://i.imgur.com/P4JNOtA.png[/IMG][/QUOTE]
while your at it could you get a close up shot of the sapper placed on the sentry with animation disable.
[QUOTE=Dark One;44252452]maya, didn't even think the plugins had been updated for that.
i heard thats the reason why larolaro stopped making items.[/QUOTE]
What plugins? the Source Engine SMD or DMX model exporters for Maya?
He's talking about rendering and Ambien Occlusion map in Maya, which has nothing to do with any plugin, AO shader and rendering comes with Maya by default.
[QUOTE=Dark One;44252502]i don't know they all tend to have different renders, maya and max should have something close but as for samples i use something around 128 and spread is default.[/QUOTE]
By default Max/Maya/Softimage use the same "mental ray" renderer and the mental ray ambient occlusion shader, I doubt he is using anything different and even if he did, all AO shaders have the settings needed to get the same results.
It really comes down to learning to use these AO parameters.
I recommend you check Polycount's wiki on that:
[URL="http://wiki.polycount.com/AmbientOcclusionMap"]http://wiki.polycount.com/AmbientOcclusionMap[/URL]
actually by default scanline is render for max and i believe maya.
[QUOTE=Constructor;44252478][IMG]http://puu.sh/7xiDR/a693cd46c6.jpg[/IMG]
on it[/QUOTE]
[IMG]http://i.imgur.com/57KSKAN.png[/IMG]
Done
[Sp] Not really, But nice arms buddy. [/sp]
Is the community fix pack ever going to be updated?
[QUOTE=LonelyRobot;44252386]Just updated, from both yours and Dark Ones notes.
Changed the model again in the p3d link (again, [url]http://p3d.in/wuJcu[/url] , I'm just going to add notes there on any more changes after this post), made the end part larger and body hose larger (it's meant to serve as the 'left-hand' handle, at least if I aligned it right :S), and changed the handle parts for operational functions.
Also, ty to the both of you for giving back more good feedback :dance:[/QUOTE]
There's no bottom handle...
[QUOTE='[Brn];44252955']There's no bottom handle...[/QUOTE]
If you mean the handle the Medic grips with his left hand, the hose that connects from the body to the middle is going to stand in for it (or should, if I don't need to move it or change it to avoid clipping - again). I think (unless stated otherwise) it's like the Vaccinator:
[IMG]http://wiki.teamfortress.com/w/images/7/72/RED_Vaccinator.png?t=20130106210418[/IMG]
The handle is also the part that holds it's container, so it's a reverse take on that.
Edit: I've made a 16 sample AO map and updated the p3d model with it. There's still some pixel blur, but it's only really noticeable up close.
[QUOTE=LonelyRobot;44252998]If you mean the handle the Medic grips with his left hand, the hose that connects from the body to the middle is going to stand in for it (or should, if I don't need to move it or change it to avoid clipping - again). I think (unless stated otherwise) it's like the Vaccinator:
[IMG]http://wiki.teamfortress.com/w/images/7/72/RED_Vaccinator.png?t=20130106210418[/IMG]
The handle is also the part that holds it's container, so it's a reverse take on that.
Edit: I've made a 16 sample AO map and updated the p3d model with it. There's still some pixel blur, but it's only really noticeable up close.[/QUOTE]
change that to 128 samples.
suddenly that makes more sense about the size, should be interesting to see what it looks like ingame.
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