[img]http://puu.sh/5FvM6.jpg[/img]
DEMOMAN
SHOULD YOU WANT YOUR SENSE OF STYLE BACK, COME FIND ME
[editline]8th December 2013[/editline]
[img]http://puu.sh/5Fwjm.jpg[/img]
fixed clipping and added more swag
[QUOTE=SkyHaddaCG;43105210]Do you mean Texture Bake? If so then there's a bake section in the Render Panel. You choose what sort of bake you want and then press bake. For it to work though, you need to have unwrapped your mesh and created a new image in the UV/IMAGE editor with your unwrap ontop.
There's a load of tutorials online aswell, just search around on youtube and you'll be fine :)
If you don't mean bake then :suicide:[/QUOTE]
Thanks!
Another question: the spy disguise masks are made of a screenshot of the classes' heads, right?
So to replicate them I just need to screenshot the model's head and then edit all the non-head parts, right?
[QUOTE=DrPyspy;43105997]-snip-
DEMOMAN
SHOULD YOU WANT YOUR SENSE OF STYLE BACK, COME FIND ME
[editline]8th December 2013[/editline]
-snip
fixed clipping and added more swag[/QUOTE]
Oh god, my sides.
More demoman wooly hat stuff.
Can't decide on base colours (probably won't add any detail, these fabrics don't seem to have any more than a bit of noise like I've added).
[img]http://i.imgur.com/qhswSIU.png[/img]
(Note all but the first are paint colours so they'll need tweaking later)
I'm personally preferring agree and disagree, agree being something akin to the fur coats, the second of course being team spirit. It'll probably end up being paintable like just about everything.
[img_thumb]http://i.imgur.com/ShEPQCD.png[/img_thumb]
I'm having an issue with flexes. I've got the patch parented to bip_head but it doesn't line up, the flexes work though. If I export a smd file without flexes then it line up correctly. Anyone have experience with a problem like this?
edit: nevermind solved it.
[QUOTE=LightFlock;43106666]More demoman wooly hat stuff.
Can't decide on base colours (probably won't add any detail, these fabrics don't seem to have any more than a bit of noise like I've added).
[img]http://i.imgur.com/qhswSIU.png[/img]
(Note all but the first are paint colours so they'll need tweaking later)
I'm personally preferring agree and disagree, agree being something akin to the fur coats, the second of course being team spirit. It'll probably end up being paintable like just about everything.[/QUOTE]
its nice but it could use...some kind of noise it looks like demos wearing a headband and a pompom
[QUOTE=zipziggy;43106827]its nice but it could use...some kind of noise it looks like demos wearing a headband and a pompom[/QUOTE]
I'm not sure more noise is going to help that too much.
[img]http://i.imgur.com/9h79sms.png[/img]
(more noise in there)
If it gets too bad, I'll just add a fake demoman's hat over it and add noise to that.
[QUOTE=Pagliacci;43105523][IMG]http://i.imgur.com/IUBuwDI.png[/IMG]
festive bottle[/QUOTE]
so many people have had this idea/drawn it out that its just overwhelming
I can see why, it's an alcohol related item that has a distinct silhouette to differentiate it from the other bottle melees he has, and with a little bit of tweaking it can be made to be appropriate year round or for the holiday season
Greetings there.
Just very recently created an account to ask for some advice and hopefully hang out in the forums.
I've been working on a hat recently for the pyro. The idea is a sort of steampunk-ish television over the head. It's still a relatively early model.
There's a few things I wanted to ask. The first being just any improvements right off the bat that should be made.
Obviously there is currently no existing bump-map or textures; the wireframe is artificial just for the sake of showcasing.
The next question, and what I've really wanted to have help with, is an idea I've had for it. For the screen, I wanted it to have a face that changed via emotion and voice commands of the character (cheer, jeer, help!, yes, no, etc). The problem is that I quite honestly have no clue where to start as of how to script this. I've noticed that this concept is sort of similar to The Beep Boy created by NeoDement.
Would anyone be able to help lead me to the right path of correctly achieving this concept, or be able to lead me to a tutorial to put me into the right direction?
Here's the current model/wireframe:
[IMG]http://i.imgur.com/Zlwrnrl.png[/IMG]
[IMG]http://i.imgur.com/3j4cFUc.png[/IMG]
[img]http://puu.sh/5FB7O.jpg[/img]
you thought I was only doing monoculus?
WRONG
HEADLESS HATMAN IS HERE AGAIN
[img]http://puu.sh/5FBiy.jpg[/img]
merry christmas
[QUOTE=IceTF;43107273]
[t]http://i.imgur.com/Zlwrnrl.png[/t][/QUOTE]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=170877216&searchtext=facial"]This[/URL] and [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=193517388&searchtext=facial+flexs"]this[/URL] might help.
Cool idea, I'm guessing [URL="http://s.cghub.com/files/Image/604001-605000/604357/352_max.jpg"]this[/URL] was your inspiration? I had a similar idea, but I preferred the rounded TV on [URL="http://s.cghub.com/files/Image/538001-539000/538879/387_max.jpg"]this[/URL] other one more. This one has a TV head based on [URL="http://www.njarc.org/sica/8-301-W.jpg"]this[/URL] old portable TV.
[QUOTE=VernoGuy;43107548][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=170877216&searchtext=facial"]This[/URL] and [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=193517388&searchtext=facial+flexs"]this[/URL] might help.
Cool idea, I'm guessing [URL="http://s.cghub.com/files/Image/604001-605000/604357/352_max.jpg"]this[/URL] was your inspiration? I had a similar idea, but I preferred the rounded TV on [URL="http://s.cghub.com/files/Image/538001-539000/538879/387_max.jpg"]this[/URL] other one more. It was based on [URL="http://www.njarc.org/sica/8-301-W.jpg"]this[/URL] old portable TV.[/QUOTE]
Aye, that it was. And certainly, I should probably round it off. Only problem is I couldn't add a subsurf on it due to having to limit it to the ~700 poly count, so I may have to Delete some bits here and there and delete some edge loops to get to that point.
I do like the rounded off bit more, too. I'll definitely give it a shot.
Also, thank you very much for the resources. :smile: The only thing is that I'm not sure sure that there will be physical geometry for the "face" change (though it is possible). The original idea was to draw out multiple textures, but I could improvise.
Is there a difference between the heavy in game currently and the one in 'sourcesdk_content\tf\modelsrc\player\heavy\parts\dmx\heavy_morphs_low.dmx' ?
I did flexes based on the dmx in sourcesdk_content and some of this stuff seems waaay off.
[QUOTE=IceTF;43107273]Greetings there.
Just very recently created an account to ask for some advice and hopefully hang out in the forums.
I've been working on a hat recently for the pyro. The idea is a sort of steampunk-ish television over the head. It's still a relatively early model.
There's a few things I wanted to ask. The first being just any improvements right off the bat that should be made.
Obviously there is currently no existing bump-map or textures; the wireframe is artificial just for the sake of showcasing.
The next question, and what I've really wanted to have help with, is an idea I've had for it. For the screen, I wanted it to have a face that changed via emotion and voice commands of the character (cheer, jeer, help!, yes, no, etc). The problem is that I quite honestly have no clue where to start as of how to script this. I've noticed that this concept is sort of similar to The Beep Boy created by NeoDement.
Would anyone be able to help lead me to the right path of correctly achieving this concept, or be able to lead me to a tutorial to put me into the right direction?
Here's the current model/wireframe[/QUOTE]
There aren't any flexes with pyro.
So it wouldn't be doable to the best of my knowledge.
[QUOTE=DrPyspy;43107358][img]http://puu.sh/5FB7O.jpg[/img]
you thought I was only doing monoculus?
WRONG
HEADLESS HATMAN IS HERE AGAIN
[img]http://puu.sh/5FBiy.jpg[/img]
merry christmas[/QUOTE]
The next logical choice is Pimpin ass Merasmus
[QUOTE=IceTF;43107583]Aye, that it was. And certainly, I should probably round it off. Only problem is I couldn't add a subsurf on it due to having to limit it to the ~700 poly count, so I may have to Delete some bits here and there and delete some edge loops to get to that point.
I do like the rounded off bit more, too. I'll definitely give it a shot.
Also, thank you very much for the resources. :smile: The only thing is that I'm not sure sure that there will be physical geometry for the "face" change (though it is possible). The original idea was to draw out multiple textures, but I could improvise.[/QUOTE]
You shouldn't use subsurf anyway just add more loops manually, or chamfer
[QUOTE=Venezuelan;43107635]You shouldn't use subsurf anyway just add more loops manually, or chamfer[/QUOTE]
Yeah, I wasn't planning on it. I did try it earlier just for experimentation purposes and the mesh was essentially destroyed.
As for manual edge loops, this would work, but I do have to be mindful of the face limit. That's mostly what's holding me back.
[QUOTE=donhonk;43107588]Is there a difference between the heavy in game currently and the one in 'sourcesdk_content\tf\modelsrc\player\heavy\parts\dmx\heavy_morphs_low.dmx' ?
I did flexes based on the dmx in sourcesdk_content and some of this stuff seems waaay off.[/QUOTE]
The one in sdkcontent hasn't been updated since 2009.
[URL="http://tf2.gamebanana.com/tools/5422"]Here's a more recent version.[/URL]
Also the limit isn't 700 that's just when you have to make an LOD, which is no big deal, 1400 is the absolute limit iirc
[QUOTE=Venezuelan;43107664]Also the limit isn't 700 that's just when you have to make an LOD, which is no big deal, 1400 is the absolute limit iirc[/QUOTE]
Well I'll be damned. If that's the case, then it should give me a lot more breathing room.
[QUOTE=SergerantJoe;43107657]The one in sdkcontent hasn't been updated since 2009.
[URL="http://tf2.gamebanana.com/tools/5422"]Here's a more recent version.[/URL][/QUOTE]
Woo, Im an idiot. Thanks man.
edit: there doesnt appear to be flexes in here. what am I missing emporium
[QUOTE=HyperTails;43107619]The next logical choice is Pimpin ass Merasmus[/QUOTE]
[img]http://puu.sh/5FDGh.jpg[/img]
fuck
[QUOTE=donhonk;43107690]edit: there doesnt appear to be flexes in here. what am I missing emporium[/QUOTE]
DMX files contain both the model and flexes I believe. Mine uses the VTA/QC method.
[QUOTE=SergerantJoe;43107881]DMX files contain both the model and flexes I believe. Mine uses the VTA/QC method.[/QUOTE]
yeah the DMXs are actually dmx.smd and apparently cant get the flexes into maya that way. I think the VTA method to get the individual flex models is what Im going to have to do.
Can I just thank anyone here who voted for my item? Being on the front page of the workshop for the entire week and having 800+ votes means a lot to me :]
Well, does anyone remembers that old lucycharm sentry replacement? because i decided the lighting was too ugly and i tried to fix it with stock vmts and modifying the old ones, and i think i like the results:
[T]http://i.imgur.com/Z9IYHls.jpg[/T]
My only problem is that the dispenser is still fucked up, the only difference with the stock one is that it uses a phongmask, but i don't know how to make one, where can i find a tutorial or something like that?
I've been working on this item for a while now, however I wanted to get your guys' general consensus on whether I'd be giving the impression of a blatent rip-off:
[t]http://oi42.tinypic.com/rvdbuf.jpg[/t]
Compared to:
[t]http://cloud-2.steampowered.com/ugc/487808520628613744/128A7C70B8A86C43239A0F946487CAD11F987AD0/[/t]
[img]http://www.facepunch.com/fp/ratings/tick.png[/img] for yes its a ripoff
[img]http://www.facepunch.com/fp/ratings/cross.png[/img] for it's original enough to be considered its own submission
My rapport here and consideration of others' is more important than a single workshop submission - just want to make sure that I'm not stepping on anyone's toes by making this.