• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=239055644][IMG]http://cloud-4.steampowered.com/ugc/577891014116640040/241511E328673C49CDA471B98036F9A842F64774/[/IMG][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=239055644][IMG]http://cloud-3.steampowered.com/ugc/577891014116672446/58D693B11326322FB3F2199521E41D889FFFB958/[/IMG][/url] Grab him while ya can, lads mod release coming sooner rather than later
this actually happened constructor modder of the year 2013 and 2014
gonna do a matching leg misc so stay tuned
Wow I thought you were just dicking about with that wip you posted. This looks great.
I'm making a logo for an army troop truck. I'm having trouble designing it, however. I want it to say something along the lines of "Miller Surplus" or something, but I don't know how to make it not just words. This is what I have currently: [t]http://i.imgur.com/A73qWif.png[/t] Does anyone have any suggestions?
Now you gotta buy him a game.
[QUOTE=coolaida14;44255428]Now you gotta buy him a game.[/QUOTE] Watch as he chooses Super Sanctum TD. :v:
[QUOTE=Constructor;44255408]gonna do a matching leg misc so stay tuned[/QUOTE] Will it have a matching hat?
[QUOTE=Inspecter;44255493]Will it have a matching hat?[/QUOTE] idk if I can come up with one maybe stereotypical gym jock hair with a headband?
Lesson learned? Export from LeoCAD, looks way better: [IMG]http://puu.sh/7xGRL.jpg[/IMG] [IMG]http://puu.sh/7xGYs.jpg[/IMG]
[QUOTE=Constructor;44255521]idk if I can come up with one maybe stereotypical gym jock hair with a headband?[/QUOTE] That can work, but I was thinking something more hulk hogan-esq to match those pythons
[QUOTE=TheMooseman;44255557]Lesson learned? Export from LeoCAD, looks way better: [IMG]http://puu.sh/7xGRL.jpg[/IMG] [IMG]http://puu.sh/7xGYs.jpg[/IMG][/QUOTE] select all vertices in edit mode and press ctrl+n
Now that I found a much much better way I'm actually going to make the hat look better: [IMG]http://puu.sh/7xHNb.jpg[/IMG]
[QUOTE=Sevin;44255422]I'm making a logo for an army troop truck. I'm having trouble designing it, however. I want it to say something along the lines of "Miller Surplus" or something, but I don't know how to make it not just words. This is what I have currently: [t]http://i.imgur.com/A73qWif.png[/t] Does anyone have any suggestions?[/QUOTE] Honestly I don't think the army truck needs a logo, maybe a single white star at most, like in the image below. However, if you do want a logo, here are some tips: 1. Have a version of the truck without the logo 2. Have more spacing between the letters 3. Have much less spacing between the words 4. Use military stencil font instead (pretty sure one comes default with Windows) 5. Make everything off-white instead yellow 6. Your star looks a bit chubby (not necessarily a bad thing, but if your aiming for the more traditional shape it needs to be tweaked) 7. Move the star somewhere else (I know your trying to make it the dot of an "i", but your "I" is capital) - I would recommend either centering it behind the text - Or placing it below the M and have the word surplus aligned to the right of the logo Also you should make an open-air back version of the truck (like in the image below, again). [t]http://farm7.staticflickr.com/6009/5995400928_b4074a204d_o.jpg[/t]
[QUOTE=TheMooseman;44255557]Lesson learned? Export from LeoCAD, looks way better: [IMG]http://puu.sh/7xGRL.jpg[/IMG] [IMG]http://puu.sh/7xGYs.jpg[/IMG][/QUOTE] relatively speaking?
[QUOTE=VernoGuy;44256136]Honestly I don't think the army truck needs a logo, maybe a single white star at most, like in the below. However, if you do want a logo, here are some tips: 1. Have a version of the truck without the logo 2. Have more spacing between the letters 3. Have much less spacing between the words 4. Use military stencil font instead (pretty sure one comes default with Windows) 5. Make everything off-white instead yellow 6. Your star looks a bit chubby (not necessarily a bad thing, but if your aiming for the more traditional shape it needs to be tweaked) 7. Move the star somewhere else (I know your trying to make it the dot of an "i", but your "I" is capital) - I would recommend either centering it behind the text - Or placing it below the M and have the word surplus aligned to the right of the logo Also you should make an open-air back version of the truck (like in the image below, again). [t]http://farm7.staticflickr.com/6009/5995400928_b4074a204d_o.jpg[/t][/QUOTE] remember when people wanted to make both YLW and GRN Teams? the army would work great as a neutral, NPC faction.
[QUOTE=Metaru;44256347]remember when people wanted to make both YLW and GRN Teams? the army would work great as a neutral, NPC faction.[/QUOTE] A neutral faction for what? Speaking of YLW and GRN... [t]http://i.imgur.com/rU3beqY.jpg[/t] [t]https://dl.dropboxusercontent.com/u/96692528/YLWSign.png[/t] Made these a while ago.
I made a thing for the first time in forever. WIP by the way. [t]http://puu.sh/7xMVT.jpg[/t] [t]http://puu.sh/7xMRX.jpg[/t] [t]http://puu.sh/7xMD3.jpg[/t]
[QUOTE=VernoGuy;44256438]A neutral faction for what? Speaking of YLW and GRN... [t]http://i.imgur.com/rU3beqY.jpg[/t] [t]https://dl.dropboxusercontent.com/u/96692528/YLWSign.png[/t] Made these a while ago.[/QUOTE] had these logos in mind. as for the neutral faction i'm obviusly not talking about a new ingame faction, just part of the background story of the world. as much as the world is ruled by either BLU or RED ""plot wise"", im pretty sure the army could exist as a faction on its own(seeing as how the soldier was rejected from it)
[QUOTE=TheMooseman;44255669]Now that I found a much much better way I'm actually going to make the hat look better: [IMG]http://puu.sh/7xHNb.jpg[/IMG][/QUOTE] Fix the clipping of the heavy's chin.
[QUOTE=Metaru;44256512]had these logos in mind. as for the neutral faction i'm obviusly not talking about a new ingame faction, just part of the background story of the world. as much as the world is ruled by either BLU or RED ""plot wise"", im pretty sure the army could exist as a faction on its own(seeing as how the soldier was rejected from it)[/QUOTE] Perhaps this is a conversation for a different thread, but I've always wanted to se the mercs fighting agaisnt some sort of 1950's Iron Giant-esque americana army. might be cool
[QUOTE=NeoDement;44253410]that's not true at all, atleast in Maya. Assuming we're all talking about face flexed items which have to match up with default flex names.[/QUOTE] [QUOTE=JPRAS;44253567]It does matter, it's essential for flexes to work. How else does the engine know what flexes to use??[/QUOTE] We were talking about SHAPE KEYS in BLENDER. The name of those doesn't matter. The actual names of the flexes gets assigned in the QC, those definitely need to match up.
[QUOTE=TheMooseman;44255669]Now that I found a much much better way I'm actually going to make the hat look better: [IMG]http://puu.sh/7xHNb.jpg[/IMG][/QUOTE] Hope you don't mind that I decided to throw my stick at it. [IMG]http://i.imgur.com/xXlUWX8.png[/IMG] Still a novice when it comes to this stuff, but I applied some basic abilities that I caught on from every now and then.
[QUOTE=OneFourth;44256732]Perhaps this is a conversation for a different thread, but I've always wanted to se the mercs fighting agaisnt some sort of 1950's Iron Giant-esque americana army. might be cool[/QUOTE] hence why the vehicle prop pack includes some sweet military hardware. would be cool if someone makes a generic soldier model(like the ones from metal slug)
[QUOTE=SergerantJoe;44256805]We were talking about SHAPE KEYS in BLENDER. The name of those doesn't matter. The actual names of the flexes gets assigned in the QC, those definitely need to match up.[/QUOTE] If you're making an item for the importer, the face flex stuff is all in the DMX/FBX. Nothing in the QC.
[QUOTE=NeoDement;44256936]If you're making an item for the importer, the face flex stuff is all in the DMX/FBX. Nothing in the QC.[/QUOTE] Oh. Well then. I assumed we were doing things the traditional way. And since the subject came up, how the heck does that business even work? Do you just add on the flexes into the dmx/fbx or whatever and it'll automatically flex them for you? How does it know which frame is which? Is that why the name matters?
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=239127040"][IMG]http://cloud-4.steampowered.com/ugc/468678723155912386/F0EA59CBB88A262CC7DC95AC6297228D31E6CFB2/637x358.resizedimage[/IMG][/URL] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=239127040"][IMG]http://cloud-3.steampowered.com/ugc/468678723155920861/C228DA3BE774C86247EDE0528D1387583587374E/637x358.resizedimage[/IMG][/URL] finished finalizing it
[QUOTE=SergerantJoe;44256992]Oh. Well then. I assumed we were doing things the traditional way. And since the subject came up, how the heck does that business even work? Do you just add on the flexes into the dmx/fbx or whatever and it'll automatically flex them for you? How does it know which frame is which? Is that why the name matters?[/QUOTE] What i know is when you make and name all the shape keys [I]in blender at least[/I] then import it, you can't actually test flexes in the importer because they either don't move or don't gradually change (instead of slowly moving they just jump from one frame to another) but if you verify and compile it, the same imported file will work in HLMV
[QUOTE=Colteh;44257146][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=239127040"][IMG]http://cloud-4.steampowered.com/ugc/468678723155912386/F0EA59CBB88A262CC7DC95AC6297228D31E6CFB2/637x358.resizedimage[/IMG][/URL] finished finalizing it[/QUOTE] I do not like this sash at all
After exporting models from LEOCad, they just look like this in model Viewer and Texture View. [IMG]http://puu.sh/7xTyx.png[/IMG] Made a topic on a LEGO forum, tried searching it again and that was all I could find. They look fine in Solid View.
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