• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=Dark One;44327781]so, anyone know of a way to give a chrome look to an object? like this.[/QUOTE] make the texture silver colored, give it high phong, and turn on an env map should do the trick.
[QUOTE=InfectedPotato;44327813]Google is a nice guy. Why am I getting boxes for this, I literally just typed in "blender chrome effect" into Google and found tons of results.[/QUOTE] because a blender chrome effect isn't what he's lookin for and you're just bein' rude [QUOTE=Dark One;44327781]so, anyone know of a way to give a chrome look to an object? like this.[/QUOTE] use an envmap, hon maybe 2 .vmt's
Well how was I supposed to know, hes being incredibly vague, like always.
[QUOTE=InfectedPotato;44327865]Well how was I supposed to know, hes being incredibly vague, like always.[/QUOTE] it's the tf2 emporium, where we learn how to make things in tf2, not just blender you also could've taken the time to tell him how to do it, probably would've taken you just as long as it did to mock him, maybe you should google better uses of time than that
Good guy Void!:)
[QUOTE=InfectedPotato;44327813]Google is a nice guy.[/QUOTE] Well? if you forget about him spying on you, then maybe.. [I]its always the quite ones.[/I] [QUOTE=InfectedPotato;44327813] Why am I getting boxes for this, I literally just typed in "blender chrome effect" into Google and found tons of results.[/QUOTE] I don't use blender. 3D Max [QUOTE=dongalator;44327854]make the texture silver colored, give it high phong, and turn on an env map should do the trick.[/QUOTE] yeah thats what i've got right now but without the phong, pyro lightwrap instead. [QUOTE=Void Skull;44327858] use an envmap, hon maybe 2 .vmt's[/QUOTE] well, i've never heard of a envmap before but it wouldn't happen to do with somehow mapping the specular? [editline] e [/editline] envmap maybe what i need.
[QUOTE=Dark One;44327953] yeah thats what i've got right now but without the phong, pyro lightwrap instead. [/QUOTE] you can have both phong and a lightwarp. lightwarp is just the way light warps around the model. phong is how shiny the model looks.
[QUOTE=dongalator;44328002]you can have both phong and a lightwarp. lightwarp is just the way light warps around the model. phong is how shiny the model looks.[/QUOTE] ok, didn't know that but just another question is there anyway to make part of an object glow? like produce light.
[QUOTE=Dark One;44328037]ok, didn't know that but just another question is there anyway to make part of an object glow? like produce light.[/QUOTE] yeah, its the self illumination check mark. check out this page for more info [URL="https://developer.valvesoftware.com/wiki/$selfillum"]https://developer.valvesoftware.com/wiki/$selfillum[/URL] that site has pretty much all the info you need on vmt stuff.
Guys, who is Mordecai?
[QUOTE=dongalator;44328063] check out this page for more info [URL="https://developer.valvesoftware.com/wiki/$selfillum"]https://developer.valvesoftware.com/wiki/$selfillum[/URL] that site has pretty much all the info you need on vmt stuff.[/QUOTE] Where have you been my entire life? well, i don't think i'll have any more questions for a while and i guess i'll search that on how to do team colored weapons while i'm at it.
[QUOTE=Dark One;44328037]ok, didn't know that but just another question is there anyway to make part of an object glow? like produce light.[/QUOTE][URL="http://developer.valvesoftware.com/wiki/$selfillum"]http://developer.valvesoftware.com/wiki/$selfillum[/URL] To make only certain parts illuminate, you'll need to assign the faces to a different texture that will use the $selfillum parameter or use $selfillummask, the texture has to be a black and white image, lighter parts means they light up more, darker parts mean they light up less If your model uses color tinting, it may not always work with $selfillum, even with a $selfillummask, so in those cases, you'll just want to use a separate texture for the faces you want to have light up Edit: Oops, i'm super late :(
A lot of questions here could be answered with a simple google search. Plus it's a lot faster to look something up yourself instead of posting and waiting for someone to answer your question.
[QUOTE=Estavos;44328065]Guys, who is Mordecai?[/QUOTE] [t]http://media.tumblr.com/tumblr_m607ymljpe1qkimw4.jpg[/t]
[QUOTE=HyperTails;44328234][t]http://media.tumblr.com/tumblr_m607ymljpe1qkimw4.jpg[/t][/QUOTE] [img]http://upload.wikimedia.org/wikipedia/commons/thumb/9/93/Pieter_Pietersz._Lastman_-_The_Triumph_of_Mordechai.jpg/300px-Pieter_Pietersz._Lastman_-_The_Triumph_of_Mordechai.jpg[/img]
[IMG]http://i.imgur.com/Pq8MWZ9.png[/IMG] workin on the texture of paglis bandanna/goggles combo [IMG]http://i.imgur.com/ysTbT8d.png[/IMG] bandanna sculpt by sparkwire any criticism at all?
How do we edit stuff in Blender ? [url]https://www.youtube.com/watch?v=-X5QGx2TP_8[/url] I'm stuck at 12:00/13:00
[QUOTE=dongalator;44328287][IMG]http://i.imgur.com/Pq8MWZ9.png[/IMG] workin on the texture of paglis bandanna/goggles combo bandanna sculpt by sparkwire [IMG]http://i.imgur.com/ysTbT8d.png[/IMG] any criticism at all?[/QUOTE] I would go with teams colors as the default color rather then green.
[QUOTE=VernoGuy;44328316]I would with teams colors as the default color rather then green.[/QUOTE] should i use the colors from the bushmans boonie? [t]http://wiki.teamfortress.com/w/images/8/87/RED_Bushman%27s_Boonie.png?t=20120414184353[/t]
[QUOTE=coolaida14;44325809]Truly sorry for the repost but i added a few things/1 thing(s) [URL="http://i.imgur.com/g4Vifxh.png"][IMG]http://i.imgur.com/g4Vifxhl.png[/IMG][/URL] Added super happy pouch. yeah it looks like huntsman essentials Still up for snags[/QUOTE] Can I grab this? Also, this medieval items "hunger" couldn't have come at a better time, given I'm working on an Sfm medieval movie
[IMG]http://i.imgur.com/vMXK0Tg.png[/IMG] WIP, obviously. I've got no idea how to make chainmail in TF2's style, though.
[QUOTE=VariableAgent;44329813] WIP, obviously. I've got no idea how to make chainmail in TF2's style, though.[/QUOTE] Stylistically I'd probably make the chains in the chainmail big, bulky, and obvious looking.
Guys, how to rig models more quality? I use Transfer Weights, but.. [IMG]http://i.imgur.com/PHupatj.png[/IMG] How you rig your models?
So, Medival Boogaloo is becoming a thing, I guess? :) I've lost my original sketch for the second stage but here's what I got from reconstructing my memory: [IMG_thumb]http://manschitz.com/projects/tf2/preview_castlerock2.jpg[/IMG_thumb]
[QUOTE=JPRAS;44328741]Can I grab this? [/QUOTE] You sure can
[URL="http://tf2.gamebanana.com/skins/132890"][IMG]http://files.gamebanana.com/img/ss/srends/thm_532ef92d84f5b.jpg[/IMG][/URL] Click to download, I guess.
gatorade me [IMG]http://i.imgur.com/FtwgM5T.png[/IMG]
[img]https://dl.dropboxusercontent.com/u/39556064/soldiersuitjacket2.jpg[/img] progress
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So regarding the medieval rush. Do we have a list of concepts and models that are being worked on?
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