[QUOTE=Omolong;44638507]I know that, that's what I was talking about. I had no idea what texture to get the RED emblem from, so that's why I didn't fix it.
I wouldn't be surprised if Valve fixes it soon anyway.[/QUOTE]
you could take it from the heavy's textures? is it going to make any difference?
[QUOTE=Jhonnykiller;44638684]you could take it from the heavy's textures? is it going to make any difference?[/QUOTE]
Or...
[t]http://wiki.teamfortress.com/w/images/4/48/Heavy_emblem_RED.png?t=20130809194223[/t]
[QUOTE=HelmoChipChop;44638740]Or...
[t]http://wiki.teamfortress.com/w/images/4/48/Heavy_emblem_RED.png?t=20130809194223[/t][/QUOTE]
or that too
I was hopping for a new backpack on that spacesuit pyro :c
[QUOTE=Metaru;44639080]I was hopping for a new backpack on that spacesuit pyro :c[/QUOTE]
there is one, just gotta make it tomorrow. c:
that does make it 4 items, but i think its worth it. you just wont be able to wear one of them.
also better logo: [img]http://puu.sh/8mzs9/3ab7546193.jpg[/img]
[IMG]http://i.imgur.com/7K6fQdU.png[/IMG][IMG]http://i.imgur.com/AfotlbU.png[/IMG]
[IMG]http://i.imgur.com/BtRADOX.png[/IMG]
Makin a simple vodka bottle based off of mellowblooms concept. Still gotta texture the bag and bottle cap.
The vodka will move around like madmilk.
Any model crits before I start texturing it?
Mod or not, when I check alpha test, i get this
[IMG]http://puu.sh/8mACN.jpg[/IMG]
but when i uncheck alpha test, I get this
[IMG]http://puu.sh/8mACm.jpg[/IMG]
how do i get it so the lights fade, but the body isnt translucent?
[QUOTE=ikes;44639315]Mod or not, when I check alpha test, i get this
[IMG]http://puu.sh/8mACN.jpg[/IMG]
but when i uncheck alpha test, I get this
[IMG]http://puu.sh/8mACm.jpg[/IMG]
how do i get it so the lights fade, but the body isnt translucent?[/QUOTE]
check to see if your alpha isnt black in the areas that arent the lights. if that doesnt work, make the lights a separate material.
[QUOTE=Sparkwire;44639157]there is one, just gotta make it tomorrow. c:
that does make it 4 items, but i think its worth it. you just wont be able to wear one of them.
also better logo: [img]http://puu.sh/8mzs9/3ab7546193.jpg[/img][/QUOTE]
I know i've mentioned this to you before but i feel like the banana logo is totally silly and not needed.
As far as I see it Monkeynautics would have nothing to do with Red and Blu's space programs as what they do is send monkeys into space.
I imagine when this space update eventually hits Red and Blu will have their own logos for their space programs.
Just because the monkeynautics logo is the only space themed company logo currently within TF2 doesn't mean it should be slapped onto every space themed item.
Guys, how to use Mirror Modifier with shape keys in blender?
[IMG]http://puu.sh/8mEhg/666e83340a.jpg[/IMG]
[IMG]http://puu.sh/8mEoe/f4bcdb4574.jpg[/IMG]
Go with this color scheme Y/N?
[QUOTE=Sparkwire;44638601]hey :)
-Awesomeness-
[/QUOTE]
Spam guys at Valve with requests to change upper tri limit for (full body) miscs to 2k? So we end up with 2k for miscs and 1.4k for hats...
Anyone can advice good book for learning Maya?
[QUOTE=Sparkwire;44638601]hey :) made the boots and gloves part of the set.
[IMG]http://puu.sh/8mu5P/9639843a47.jpg[/IMG]
rigging is still a work in progress, and the gloves arent really textured yet.
what do you think? any crits? :)[/QUOTE]
I'm not into the lighter grey strip on the back of the hands but that's about it. I should specifiy, it's not the colour but the light grey bump, I think it makes the glove look too lumpy
Someone could give me a Spy arm with Assassin's Creed blade?
I got a pretty neat idea.
Thoughts?
[IMG]http://puu.sh/8mYLi.png[/IMG]
the label seems a bit low, could be more centered.
Is the top part jiggleboned?
[QUOTE=Jikon;44642188]Is the top part jiggleboned?[/QUOTE]
Cloth is jiggleboned, yes.
Choo choo, I made an attempt an fixing the grenade unlocks' reload animations.
[t]http://i.imgur.com/qDKNXB7.gif[/t]
[t]http://i.imgur.com/9P1od3c.gif[/t]
[QUOTE=Sparkwire;44639742][IMG]http://puu.sh/8mEhg/666e83340a.jpg[/IMG]
[IMG]http://puu.sh/8mEoe/f4bcdb4574.jpg[/IMG]
Go with this color scheme Y/N?[/QUOTE]
It would be cool but sadly no, people will be mad, saying that can't recognize which team it's
[QUOTE=TheJukebox;44641924]Thoughts?
[IMG]http://puu.sh/8mYLi.png[/IMG][/QUOTE]
I don't think they should both be the same.
I dunno:
[img]http://puu.sh/8n6Ru.png[/img]
[img]http://puu.sh/8n6Kb.png[/img]
[img]http://puu.sh/8n8u8/17a05b1f34.jpg[/img]
bonk boy and mann man
Why do my AO bakes end up like this?
[T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/mercheadAO.png[/T]
I have no overlapping UV's, so I don't know whats causing this. I've tried using the exact same parameters from various tutorials and presets, all the exact same result.
[QUOTE=Vincentor;44643165]Why do my AO bakes end up like this?
[T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/mercheadAO.png[/T]
I have no overlapping UV's, so I don't know whats causing this. I've tried using the exact same parameters from various tutorials and presets, all the exact same result.[/QUOTE]
Could you show the unwrap?
It feels like either something is not properly mapped (even though you said that there are no overlapping uvs) or that the other models on the scene were not omitted from this bake, causing weird effects.
[QUOTE=Vincentor;44643165]Why do my AO bakes end up like this?
[T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/mercheadAO.png[/T]
I have no overlapping UV's, so I don't know whats causing this. I've tried using the exact same parameters from various tutorials and presets, all the exact same result.[/QUOTE]
IIRC, you need to triangulate your faces and recalculate your normals, the latter more importantly.
some engineer stuff. first one is still up for grabs:
[IMG]http://i.imgur.com/E9fEJCb.png[/IMG][IMG]http://i.imgur.com/ukUV9V8.png[/IMG]
also, here's a older concept phase of a map i'm drawing up for fun:
[IMG]http://i.imgur.com/aQDi4Dql.png[/IMG]
[QUOTE=The Duke;44643247]Could you show the unwrap?[/QUOTE]
I don't have an empty unwrap, but I do have an existing texture which applies to the mesh correctly.
I'm trying to create an AO map to retexture it from scratch, but applying any modifier related to the UV either crashes 3dsmax, or breaks the unwrap entirely.
[QUOTE=SkyHaddaCG;44643252]IIRC, you need to triangulate your faces and recalculate your normals, the latter more importantly.[/QUOTE]
Everything's triangulated, unified and welded. I don't think there's anything wrong with the mesh itself.
-snip-
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