[QUOTE=blaholtzen;44341035][img]https://dl.dropboxusercontent.com/u/39556064/concepts/Medieval/ScoutPrince.jpg[/img][/QUOTE]
hmmm..... is this one taken? if not, could I work on it?
[QUOTE=gigazelle;44343837]I'm fairly certain it's actually a limitation with how paint works in TF2. Even if your pixels and UV's are lined up perfectly, they'll have white pixels on borders. Expand them one pixel out, and you'll have overlapping paint. Whenever I run into this, I use separate UV islands for paintable and non-paintable areas, and that fixes the issue perfectly. However for your circumstance, that's not entirely reasonable since we're dealing with camo here.
If you describe in detail what you want your pants to look like unpainted by default and painted in a bright color (like pink or lime), I could help with importer variables, diffuse and alpha. Pictures would definitely be the best, even if they're just manually colored in or photoshopped. My main question is what color(s) you want the darkest part of the camo; Scout's default pants color, or a darker version of the applied paint.
Traditionally I've used the additive method to apply paint with a black diffuse. All my texturing (such as the bake) is in the alpha channel. The default color for paintable areas is actually nowhere in the diffuse; instead it is in $colortintbase (i dont remember the exact name, but it's the RGB value in the importer). The multiplicative method for paint only looks good on white diffuses; it looks terribad for colored items (see [URL="http://wiki.teamfortress.com/wiki/Five-Month_Shadow"]five-month shadow[/URL], which uses multiplicative paint on a brown diffuse).
(Also, no offense to E-Arkham in critiquing the five-month shadow, I believe most of us are aware the workshop item wasn't intended to be paintable but valve threw paintability in because they felt like it and valve did an abhorrent job in doing so)[/QUOTE]
thanks! im gonna add you on steam to see if you can help. i wont be able to get online for a few hours though. also, its a mask and goggles for sniper, not scout pants. you can see it a few pages back.
also is there a way to have your ao in the alpha, black in diffuse method to work in sfm? a lot of hats use that method now and it ends up black in sfm.
hello everyone, I am finished moving and I got my internet connected! currently working on something cool
So heres a WiP of one of Gibbly's concepts.
[IMG]http://i.imgur.com/lJjV85X.png[/IMG]
Being as this is my first time modelling hair, I'd love some criticism. I also can't get the small curl on the front to look right, any suggestions? The whole thing, once finished, should look like this.
[IMG]http://i.imgur.com/2UJxJcD.png[/IMG]
Cheers.
[QUOTE=InfectedPotato;44344569]Do we really need more Shakos?[/QUOTE]
but shakos are the new jackets who happened to be the new birds who happened to be the new fedoras.
[QUOTE=donhonk;44345822][img]http://i.imgur.com/FhWUzs5.jpg[/img]
Moar progress![/QUOTE]
Is that gonna be golden trim or will it remain that goldish color and will be the paintable bits?
[QUOTE=dolphin;44346160]Is that gonna be golden trim or will it remain that [b]goldish color and will be the paintable bits?[/b][/QUOTE]
That part! I figure if people want it to paint it Team Spirit and make it less 'wizardy' then they can do that.
[IMG]http://i.imgur.com/JCS7jtb.png[/IMG]
I'll do the rest later.
[QUOTE=Pagliacci;44346991][IMG]http://i.imgur.com/JCS7jtb.png[/IMG]
I'll do the rest later.[/QUOTE]
This is Persia!
so, i can't find the stock sniper model.
whats the name of it?
sniper.mdl? In the models/player/sniper folder?
[QUOTE=TheRealFierce;44347064]sniper.mdl? In the models/player/sniper folder?[/QUOTE]
thats the player model, i'm looking for the actual rifle.
[QUOTE=Dark One;44347139]thats the player model, i'm looking for the actual rifle.[/QUOTE]
The stock sniper still uses world and view models. Look in those folders.
[QUOTE=FiveEyes;44347144]The stock sniper still uses world and view models. Look in those folders.[/QUOTE]
i was under the impression everything had been updated to using a single model.
[editline] e [/editline]
thank you!
[QUOTE=Dark One;44347200]i was under the impression everything had been updated to using a single model.[/QUOTE]
Yeah, you'd think that they'd just move everything over to C models, but nope. A ton of stuff still uses the old system like the medic's stock weapons.
[QUOTE=InfectedPotato;44345712]
[IMG]http://i.imgur.com/lJjV85X.png[/IMG][/QUOTE]That's a nasty looking booger
[QUOTE=FiveEyes;44347209]Yeah, you'd think that they'd just move everything over to C models, but nope. A ton of stuff still uses the old system like the medic's stock weapons.[/QUOTE]
To be fair, moving to the C_model system lowers the quality of the model when seen from the viewmodel. Also, many of the C_model weapons, including sniper rifles, suffer from being unable to reload properly.
[QUOTE=Dr. Doughnut;44347257]To be fair, moving to the C_model system lowers the quality of the model when seen from the viewmodel. Also, many of the C_model weapons, including sniper rifles, suffer from being unable to reload properly.[/QUOTE]
Isn't that just because none of them have bones for the bolt
[QUOTE=Dr. Doughnut;44347257]To be fair, moving to the C_model system lowers the quality of the model when seen from the viewmodel. Also, many of the C_model weapons, including sniper rifles, suffer from being unable to reload properly.[/QUOTE]
wouldn't they have the model source so it would be a simple matter of recompiling it for c_models?
[QUOTE=Dark One;44019004]this is what i see when i look at that image.
[IMG]http://images3.wikia.nocookie.net/__cb20080201041652/timesplitters/images/0/0e/Meezormox.JPG[/IMG][/QUOTE]
I found this while searching the depths of the emporium, and damn am I glad to see a fellow timesplitters player.
[QUOTE=InfectedPotato;44345712]So heres a WiP of one of Gibbly's concepts.
[IMG]http://i.imgur.com/lJjV85X.png[/IMG]
Being as this is my first time modelling hair, I'd love some criticism. I also can't get the small curl on the front to look right, any suggestions? The whole thing, once finished, should look like this.
[IMG]http://i.imgur.com/2UJxJcD.png[/IMG]
Cheers.[/QUOTE]
Well I'd furst suggest moving the part on over a bit, seems a bit too center-parted for that type of curl.
[QUOTE=-=NARH=-;44347422]Isn't that just because none of them have bones for the bolt[/QUOTE]
Yeah. They used to use the world models as a reference for the C models and realized why that was a bad idea and at some point decided to make unique models for both view and world again. Which kind of makes the C system pointless.
[QUOTE=gigazelle;44343837]snip[/QUOTE]
[IMG]http://i.imgur.com/LCUorbR.png[/IMG]
it worked! thanks a lot!
[QUOTE=dongalator;44157612]worked a bit on my head cannon
[IMG]http://i.imgur.com/rk7GiuH.png[/IMG]
click for 3D view: [url]http://p3d.in/d96uh[/url]
not really sure what else to add or change. suggestions to it are welcome!
the cannon will also be jiggleboned so it bobs up and down.[/QUOTE]
Head cannon accepted.
[QUOTE=gigazelle;44343837]The multiplicative method for paint only looks good on white diffuses; it looks terribad for colored items (see [URL="http://wiki.teamfortress.com/wiki/Five-Month_Shadow"]five-month shadow[/URL], which uses multiplicative paint on a brown diffuse).
(Also, no offense to E-Arkham in critiquing the five-month shadow, I believe most of us are aware the workshop item wasn't intended to be paintable but valve threw paintability in because they felt like it and valve did an abhorrent job in doing so)[/QUOTE]
That reminds me, it's time to send another reminder email about the fix being uploaded to the workshop that even Eric has stopped replying to.
[IMG]http://puu.sh/7IYtq.png[/IMG]
engi armor
engiknight
Sort of combined the medieval engy with my old [url=https://dl.dropboxusercontent.com/u/39556064/concepts/Medieval/bard2.jpg]bard concept[/url]
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Medieval/EngineerInventiveBard.jpg[/img][img]https://dl.dropboxusercontent.com/u/39556064/concepts/Medieval/EngineerMedievalMechanic.jpg[/img]
Figured that'd make it work for a more inventor type of look, wiht some hint of a bard, he does play guitar after all (would be cool with a lute replacement alogn with this)
but idk, perhaps the more peasant-ish blacksmith look is better?
could keep my fingers crossed and have styles for the sleeves and make both hats i suppose
[QUOTE=blaholtzen;44350580]
could keep my fingers crossed and have [b]styles[/b] for the sleeves and make both hats i suppose[/QUOTE]
*single tear for the fallen styles*
I like both though quite a bit, dunno.
I'm with Don, both are superb! Would be great to combo the beard and bard too.
Edit: Idea just popped in. Perhaps a sleeve style with the end in a pattern like the mantle area for the blacksmith version. Or muscles.
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