• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=LonelyRobot;44540421]Went through the model and textures again: Links to 3d views: [url]http://p3d.in/4w6U2[/url] [url]http://p3d.in/Bhaw5[/url] (the pictures don't show the texture quality very well, by the way)[/QUOTE] You have so much tris left....
[QUOTE=TrevorTheJedi;44540503]You have so much tris left....[/QUOTE] Small note, the main model is using 5,339 tris.
you may have too many tris in areas that don't need them.
[url=https://dl.dropboxusercontent.com/u/31115055/TF2/tip_w_models.rar][img]https://dl.dropboxusercontent.com/u/31115055/TF2/tip_w_models.png[/img][/url] I added bones for random things like triggers and all that if some one wants to use this in SFM for what ever reason. I'll update it when ever I finish the last few models and Hecates finishes the Scatter texture.
[QUOTE=TrevorTheJedi;44540582]you may have too many tris in areas that don't need them.[/QUOTE] I think the handle parts may have some excess tris, but can you also note where I need to fix up?
[QUOTE=LonelyRobot;44540605]I think the handle parts may have some excess tris, but can you also note where I need to fix up?[/QUOTE] In my opinion, I'd start from scratch, but don't let me bring you down. Keep at it. You can only improve.
[QUOTE=Vincentor;44534661]It's here. [URL=https://dl.dropboxusercontent.com/u/65113316/content/trainshield.zip][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/emporium_mods/addon_tankengine.png[/IMG][/URL][/QUOTE] I want facial flexes on this thing [I]soooooo [/I]bad
[QUOTE=gigazelle;44540750]I want facial flexes on this thing [I]soooooo [/I]bad[/QUOTE] i have this image in my head of it getting a horribly angry face when you charge
[QUOTE=Punchy;44540762]i have this image in my head of it getting a horribly angry face when you charge[/QUOTE] [t]http://img3.wikia.nocookie.net/__cb20120207193613/ttte/images/a/af/OldIron21.png[/t]
Speaking of concept art done with a mouse... [t]http://i.imgur.com/HEACxMB.png[/t][t]http://i.imgur.com/4WT2HhA.png[/t][t]http://i.imgur.com/fjXJayA.png[/t] Dress shirt and sweater for scout, demo, engie, medic, sniper and spy. Should get around to finishing spy/medic's and doing scout's. Don't claim yet please, moar details incoming tomorrow. Now I'm off to bed, gotta get some sleep for school tomorrow
[QUOTE=Cufflux;44540884]Speaking of concept art done with a mouse... [t]http://i.imgur.com/HEACxMB.png[/t][t]http://i.imgur.com/4WT2HhA.png[/t][t]http://i.imgur.com/fjXJayA.png[/t] Dress shirt and sweater for scout, demo, engie, medic, sniper and spy. Should get around to finishing spy/medic's and doing scout's. Dont claim yet please, moar details incoming tomorrow.[/QUOTE] The sweater's V neck should be up more. Right now it doesn't make much sense. [img]http://i.imgur.com/zp6eztp.png[/img] Here's a crappy paintover. [editline]13th April 2014[/editline] Okay well, it does make sense, but by raising the sweater, it looks more appealing.
[QUOTE=Game Zombie;44540594][url=https://dl.dropboxusercontent.com/u/31115055/TF2/tip_w_models.rar][img]https://dl.dropboxusercontent.com/u/31115055/TF2/tip_w_models.png[/img][/url] I added bones for random things like triggers and all that if some one wants to use this in SFM for what ever reason. I'll update it when ever I finish the last few models and Hecates finishes the Scatter texture.[/QUOTE] Could use sheen support as well, if you know how to do that sort of things.
[QUOTE=LonelyRobot;44540421]Went through the model and textures again:[/QUOTE] Here's what I found looking at the 3d views: [IMG]http://i.imgur.com/CGwCGFJ.png[/img] Hopefully my chicken scratch is readable. Other than that, there appears to be a few minor UV mapping errors left, but otherwise things are looking pretty good. Like others have said, you could do to shorten it a bit (though I'm somewhat of a fan of the increased length compared to the other mediguns), then a bit of polish and you should be good, as long as no other issues arise. EDIT: Also, have you tried putting a glow on the red parts in the middle and on the dish? I think it'd help it kinda "pop" a bit, because right now those parts look a little flat.
[img]http://i.imgur.com/kCRQuZf.png[/img] I know there's already one or two NVGs in the workshop but I plan on making this multi or all-class/inspired by MGS/make the lens zoom in and out via jigglebones [sp]more gimmicky yeah[/sp] too detailed though?
there's a NVG already ingame as well.
[QUOTE=gigazelle;44540750]I want facial flexes on this thing [I]soooooo [/I]bad[/QUOTE] I don't think weapons share facial flexes the way face items do. :( Otherwise I'd definately add facial flexes and eye movement.
[QUOTE=Metaru;44541430]there's a NVG already ingame as well.[/QUOTE] That will never be used.
[QUOTE=KayoDuck;44540274]Or just simply use the same color? Yellow goes well with red if you balance correctly[/QUOTE] I actually sampled the TC metal colors from the Prussian Pickelhaube, i think they're p. neat and add a bit of variety. [t]http://wiki.teamfortress.com/w/images/1/18/Painted_Prussian_Pickelhaube_3B1F23.png?t=20111206001129[/t] [t]http://wiki.teamfortress.com/w/images/e/e7/Painted_Prussian_Pickelhaube_18233D.png?t=20111205235712[/t]
[QUOTE=mister_zed;44540957]Could use sheen support as well, if you know how to do that sort of things.[/QUOTE]They should work now.
[IMG]http://i.imgur.com/mgKWJLB.png[/IMG] some sort of cowboy-esque Scout with a western bowtie up for grabs if anyone wants it
[QUOTE=Game Zombie;44540594][url=https://dl.dropboxusercontent.com/u/31115055/TF2/tip_w_models.rar][img]https://dl.dropboxusercontent.com/u/31115055/TF2/tip_w_models.png[/img][/url] I added bones for random things like triggers and all that if some one wants to use this in SFM for what ever reason. I'll update it when ever I finish the last few models and Hecates finishes the Scatter texture.[/QUOTE] Bug report [t][IMG]http://cloud-3.steampowered.com/ugc/451792772167163902/39FCC565A53890702F6280B6D7361DB4CAE65456/[/IMG][t] The sight of the rocket launcher is misplaced and any chance of a fix for festives?
[QUOTE=R.M.T.B.;44543480]Bug report [t]http://cloud-3.steampowered.com/ugc/451792772167163902/39FCC565A53890702F6280B6D7361DB4CAE65456/[/t] The sight of the rocket launcher is misplaced and any chance of a fix for festives?[/QUOTE] Fixed the sight. Don't care about festive weapons.
it's [noparse][t][/t], not [/t][t][/noparse]
[QUOTE=LittleBabyman;44543552]it's [noparse][t][/t], not [/t][t][/noparse][/QUOTE] Thanks, haven't been able to thumbnail images lately
Still having trouble which notch density to go with so have a vote. [img]http://i58.tinypic.com/1tofht.jpg[/img]
middleground? put one notch inbetween the biggest ones?
WIP demo item gigazelle and i are working on: The Arabian Knight [sp]bad name puns[/sp] [t]http://i.imgur.com/CCWIF7H.png[/t] [t]http://i.imgur.com/GMiryd7.png[/t] The red on on the pattern is paintable. We need to bump the texture size up to 512 as it is now its 256, then all that's left is renders.
[QUOTE=Frying Dutchman;44544328]middleground? put one notch inbetween the biggest ones?[/QUOTE] For something that small, the [img]http://www.facepunch.com/fp/ratings/tick.png[/img] notches are more than enough. [editline]14th April 2014[/editline] Also, just noticed this, but all the timers I've used have their numbers ascending clockwise, not counter-clockwise. [t]http://www.preparedpantry.com/images/products/display/Full-WhiteKitchenTimer.jpg[/t]
[QUOTE=Rozzy85;44543962]Still having trouble which notch density to go with so have a vote. [img]http://i58.tinypic.com/1tofht.jpg[/img][/QUOTE] Can we see an image of it in Demoman's hands? It's hard to tell how dense it is if we don't know the scale of the model.
[QUOTE=Dr. Doughnut;44544745]Can we see an image of it in Demoman's hands? It's hard to tell how dense it is if we don't know the scale of the model.[/QUOTE] [img]http://i58.tinypic.com/e5iuiv.jpg[/img]
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