• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
Here's a shameless update of one of the preview pics of the now called "Dogfighter" Jacket I've been working on for the engineer. Look forward to it in a few days! [IMG]http://i.imgur.com/JRpBddd.png[/IMG] Also I would like to ask why the textures are a little murky but in Blender is crystal clear? Is it because of the game's texture compression?
[QUOTE=questionablyi;43081160]Here's a shameless update of one of the preview pics of the now called "Dogfighter" Jacket I've been working on for the engineer. Look forward to it in a few days! [IMG]http://i.imgur.com/JRpBddd.png[/IMG] Also I would like to ask why the textures are a little murky but in Blender is crystal clear? Is it because of the game's texture compression?[/QUOTE] It's most likely the compression, but the texture is really nice imo
[IMG]http://i.imgur.com/qbkDxeq.png?1?6958[/IMG] Smoothed the bolt and circle. Opinions what else? Rate agree if you think it's ready for texturing.
[QUOTE=Whiskered;43081537][IMG]http://i.imgur.com/qbkDxeq.png?1?6958[/IMG] Smoothed the bolt and circle. Opinions what else? Rate agree if you think it's ready for texturing.[/QUOTE] Now everything is smoothed you have to put some hard edges there to keep a clean shape, specially at the end of cylinders and those things that hold the outter ring
[QUOTE=Petachepas;43081572]Now everything is smoothed you have to put some hard edges there to keep a clean shape, specially at the end of cylinders and those things that hold the outter ring[/QUOTE]] I am not sure if I understand exact what do you mean.
[QUOTE=Whiskered;43081704]] I am not sure if I understand exact what do you mean.[/QUOTE] Well, the flat end of a cylinder can look sightly or even heavily smoothed in real life, but that doesn't look that good in modeling without adding many aditional faces, so sometimes hard edges are more optimal and help with the cartoonish look. Like the connection between the holders and the outter ring: it is smoothed, but it maybe oculd be a clean hard edge
[QUOTE=Petachepas;43080093]Nope, tested it with that ticked and unticked. I was prepared to give you my firstborn, but won't be this time. I'm checking all and I can't spot the error. Alpha is fine, and all of this was in the original VMT that worked fine a year ago[/QUOTE] There are two ways to apply paint - the additive and multiplicative way. It looks like you're trying to do a mixture of both, which is why it's all wonky. [B]The additive way:[/B] Put your AO bake in the alpha layer, set blend tint over base to 1, and set the color tint base to the color you want the paintable area to be by default. [B]The multiplicative way:[/B] Have your AO bake in the diffuse like you usually would, but do not color it - leave it completely white. Your alpha channel should have all white on the paintable spots and all black in the non-paintable spots. Leave blend tint color over base at 0. The additive method colors your paintable areas with the color tint base value by default, then replaces it with the paint value when applied. The multiplicative method just slaps paint on top of the texture, which is why you want to leave the diffuse white with just the AO bake. White paint doesn't do anything with the multiplicative method. For the record, most items in the game use additive paint. I believe the voodoo juju is one that uses multiplicative.
I FINALLY FOUND IT!! [t]http://i.imgur.com/dIvvuW2.png[/t][t]http://i.imgur.com/7SujapU.png[/t] The model has its own set of hair bones that the Spy doesn't have! (obviously) How was I so dumb to not notice it!! Now, is there a way to merge both set of bones, so the skeleton is the updated spy (with canteen bone and all), while still having the hair bones?
[QUOTE=gigazelle;43081770]There are two ways to apply paint - the additive and multiplicative way. It looks like you're trying to do a mixture of both, which is why it's all wonky. [B]The additive way:[/B] Put your AO bake in the alpha layer, set blend tint over base to 1, and set the color tint base to the color you want the paintable area to be by default. [B]The multiplicative way:[/B] Have your AO bake in the diffuse like you usually would, but do not color it - leave it completely white. Your alpha channel should have all white on the paintable spots and all black in the non-paintable spots. Leave blend tint color over base at 0. The additive method colors your paintable areas with the color tint base value by default, then replaces it with the paint value when applied. The multiplicative method just slaps paint on top of the texture, which is why you want to leave the diffuse white with just the AO bake. White paint doesn't do anything with the multiplicative method. For the record, most items in the game use additive paint. I believe the voodoo juju is one that uses multiplicative.[/QUOTE] Thanks man, I'm testing what you said. The alpha is all white and black like the multiplicative, but I had the blend tint over base at 0 already so I still have the problem, but I'll keep trying things. It will probably be a small silly error for being away from modeling some time
Decided to change up the scales anyways, but I do plan on releasing that version as a mod anyways since I like it myself Hope this all is an improvement [IMG]http://puu.sh/5CYcx[/IMG] Armour is all rigged: [IMG]http://puu.sh/5CYEA[/IMG]
[QUOTE=Bapaul;43081941]Decided to change up the scales anyways, but I do plan on releasing that version as a mod anyways since I like it myself Hope this all is an improvement[/QUOTE] That's much better. There is clearly a visible distance height distance between each fold in the armour.
Me and Miles are doing a hyena, and with his help i was able too improve the conceptual stuff drastically. [B][U]Before[/U][/B] [IMG]http://i.imgur.com/iYO9it6l.jpg[/IMG] [B][U]After[/U][/B] [IMG]http://i.imgur.com/voQBOXul.jpg[/IMG] enjoy
animal pelts are the new shoulder pets
sick of animal pelts. they all have the same effect on your loadout. dunno why more than one is needed...
Looking for people to texture these. [THUMB] https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/q71/s720x720/1470395_559879490752743_25266723_n.jpg [/THUMB] (Bell hat for soldier, Eye-cicles for pyro and a floating snow cloud) I also need somebody to work on the particle effects for the cloud. If anybody would like to help out message me on steam (and btw collaborating is new to me so, you'll probably have to give me some pointers :\) Sidenote, do any blender geniuses know why my snow cloud render is so bad and triangulated etc?
[QUOTE=SkyHaddaCG;43082474]Looking for people to texture these. [THUMB] https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/q71/s720x720/1470395_559879490752743_25266723_n.jpg [/THUMB] (Bell hat for soldier, Eye-cicles for pyro and a floating snow cloud) I also need somebody to work on the particle effects for the cloud. If anybody would like to help out message me on steam (and btw collaborating is new to me so, you'll probably have to give me some pointers :\) Sidenote, do any blender geniuses know why my snow cloud render is so bad and triangulated etc?[/QUOTE] I won't be of much help, but you could probably ask Chaofanatic for some particle effects in exchange for credit. It seems he collaborates alot on the workshop, and he's pretty much an expert on particle effects.
I don't think you can goldstar particles
Asking once more, if anyone could give insight of importing weapons into blender I've decompiled the bonk can, but it seems to have a predefined texture/UV which i can't remove/change despite removing the old ones and unwrapping it again
Need some help on which base color I should use for this. Rate to vote. [IMG]http://i.imgur.com/F8d0aEl.jpg[/IMG]
[QUOTE=Problem;43082913]Need some help on which base color I should use for this. Rate to vote. [IMG]http://i.imgur.com/F8d0aEl.jpg[/IMG][/QUOTE] I assume you're not going to, but it looks absolutely bland with it all in one colour. You could probably have the belt, the main piece of the hat and then the cap of it in three seperate colours.
[QUOTE=LightFlock;43083025]I assume you're not going to, but it looks absolutely bland with it all in one colour. You could probably have the belt, the main piece of the hat and then the cap of it in three seperate colours.[/QUOTE] Yeah I'm definitely not going to leave it one color, the belt's going to be a darker color, buckle will be silver or gold, and I'll probably discolor the bill some as well. I'll probably leave the top and sides of the main cap the same color though, but add some simple stitches and paintstrokes to differentiate.
[QUOTE=Punchy;43082892]Asking once more, if anyone could give insight of importing weapons into blender I've decompiled the bonk can, but it seems to have a predefined texture/UV which i can't remove/change despite removing the old ones and unwrapping it again[/QUOTE] All things decompiled from the game have a pre-done uv. All you need to do to give it a new one is to mark your seams and select the whole model and unwrap. If it really isnt changing then you are doing something wrong.
Well shit, i'm learning with helljumper's tutorial, but when i select texture mode everything is black [t]http://i.imgur.com/Cpx9umL.png[/t]
[QUOTE=Cosa8888;43083349]Well shit, i'm learning with helljumper's tutorial, but when i select texture mode everything is black [t]http://i.imgur.com/Cpx9umL.png[/t][/QUOTE] You've got a light somewhere in there. If you can't find it, select everything you want to keep then Ctrl + I (inverses selection) in object mode, then hit delete.
[QUOTE=LightFlock;43083448]You've got a light somewhere in there. If you can't find it, select everything you want to keep then Ctrl + I (inverses selection) in object mode, then hit delete.[/QUOTE] Thanks it worked! [editline]5th December 2013[/editline] I think i textured the wrong one, that shit's backwards
[IMG]http://puu.sh/5Do7j.jpg[/IMG] wip need rigger
[QUOTE=GibbleMiester;43080422]so yeah i forgot about this, been sitting in my imgur for awhile: [IMG]http://i.imgur.com/Xjpw4vul.jpg[/IMG] Idea by my friend logrey before anyone goes "Omg dats dat cheetah hats fur deh scoot", my goodsir, this be a Saber Toothed Tiger :3[/QUOTE] Omg dats dat cheetah hats fur deh scoot
[QUOTE=Ducksink;43083528][IMG]http://puu.sh/5Do7j.jpg[/IMG] wip need rigger[/QUOTE] Is he wearing underwear over his trousers?
So I just realised that little Pete clips with the Engi when hes using the building tool. This is the only instance where it clips. For something quite small, would Valve be really strict about this? [IMG]http://i.imgur.com/oVGryIr.png[/IMG]
[QUOTE=Ducksink;43083528][IMG]http://puu.sh/5Do7j.jpg[/IMG] wip need rigger[/QUOTE] suggest changing the color back to the original heavy pants color but other than that it looks great
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