[IMG]http://i.imgur.com/0SbsHn3.png?1?1589[/IMG]
Why uv why?
Any ideas how to lay this uv properly?
Maybe not the solution to your problem, but if you are using Maya check out the [URL="http://www.creativecrash.com/maya/script/nightshade-uv-editor"]Nightshade UV Editor[/URL]. It helped me a metric fuckton when I started out.
[QUOTE=Frying Dutchman;42998279]Maybe not the solution to your problem, but if you are using Maya check out the[IMG]http://www.creativecrash.com/maya/script/nightshade-uv-editor[/IMG]. It helped me a metric fuckton when I started out.[/QUOTE]
Broken image.
[QUOTE=Whiskered;42998247][IMG]http://i.imgur.com/0SbsHn3.png?1?1589[/IMG]
Why uv why?
Any ideas how to lay this uv properly?[/QUOTE]
Don't tell me you did the texture BEFORE the UV.
[QUOTE=Doritos-pope;42998291]Don't tell me you did the texture BEFORE the UV.[/QUOTE]
First I created UV, then started to texture it. Then I have loaded it up for preview and it is offset as hell.
[QUOTE=Ryo Ohki;42998217]It's not "super" shiny but enough to be noticeable, especially since it needs to blend in. And it happens ingame aswell
No idea what that does but yeah it's disabled. If I enable it the normals just go away completely
Here's how it looks, to give you an idea
[IMG]http://i.imgur.com/TtEz1N3.png[/IMG]
E: it occurred to me that I might just be seeing things because I always thought rim lighting looked odd.[/QUOTE]
I am pretty sure that's the rim lighting, try turning it off to make sure with "$rimlight" "0" , if its that, turn it back on and try to turn down the rimlight exponent and/or the rimlight boost values, eventually make a mask if really needed.
[QUOTE=Frying Dutchman;42997013]Could you perhaps edit the promo image to be more general so it links to the main site? It would accomodate Firefox users as well and if theres a newer version than 5.1 the promo wont be outdated.
OP has also been updated till here, like this little line: -[/QUOTE]
Hm, I could do. But the reason why I posted it on this release was because of the spam comment thingy. Firefox version doesn't have that. I can update the promo as we update the extension as it is hosted on my site.
Thanks Dutchman. It is better than default maya tools. Yet still i am trying to figure out how to make working PSD network.
If PSD doesn't work out you can always effectively use the standard method of loading a .tga
Personally I prefer to texture with the HLMV as it gives a better presentation of how it will look ingame and you're able to fiddle with the vmt(s) and phong.
[QUOTE=Smashman;42998698]Hm, I could do. But the reason why I posted it on this release was because of the spam comment thingy. Firefox version doesn't have that. I can update the promo as we update the extension as it is hosted on my site.[/QUOTE]
Fair enough.
[QUOTE=Frying Dutchman;42998857]Fair enough.[/QUOTE]
Put in OP? :smile:
[editline]27th November 2013[/editline]
[t]http://smash.mn/s/1385574083.png[/t]
Oh god. This annoys me too much.
[QUOTE=Frying Dutchman;42998857]If PSD doesn't work out you can always effectively use the standard method of loading a .tga
Personally I prefer to texture with the HLMV as it gives a better presentation of how it will look ingame and you're able to fiddle with the vmt(s) and phong.
Well I managed to fix my UV in majority and off to work.
Fair enough.[/QUOTE]
If I had any idea what you are talking about, but thanks I guess.
Well I have little idea about that, we are keeping away from this stuff on my course. We are using UDK.
Anyone want to try and tackle the task of getting the killicons in TF2 updated agian, I miss my consistant killicons mod
Mine will get updated eventually, just saying
Pretty lazy idea, but why not
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=198601084[/URL]
[thumb]https://dl.dropboxusercontent.com/u/102775431/spy_suit_prev.png[/thumb]
Mod version Soon(tm)
Babby's first concept : I can't use GIMP and this was probably already done edition
[T]http://i.imgur.com/SWa5xhI.png[/T]
[T]http://i.imgur.com/IPFrquP.png[/T]
so yeah, it's a fur coat for spy, made with 100% albinos polar bear fur.
it was based off this thing
[T]http://jackets.cwmalls.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/m/e/men_leather_fur_coat_878091m1.jpg[/T]
[T]http://jackets.cwmalls.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/8/7/878091m2.jpg[/T]
up for grabs
Working on some stuff. This hat being one of them.
[img]http://puu.sh/5v06q.jpg[/img]
256x texture and normal. And one I figure it out again the puff ball will jiggle.
Any nitpicks?
Also working on a better sweater texture that I may never finish cause the current one is gross.
[img]http://puu.sh/5v0iv.jpg[/img]
Nothing feels quite right though.
:/
Engy was a bit sideways oops.
[QUOTE=Ryo Ohki;42999630]Pretty lazy idea, but why not
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=198601084[/URL]
[thumb]https://dl.dropboxusercontent.com/u/102775431/spy_suit_prev.png[/thumb]
Mod version Soon(tm)[/QUOTE]
What are the odds
[img]http://puu.sh/5v0H7/4ec65bdf4b.jpg[/img]
[QUOTE=A_Guardian;42999734]Working on some stuff. This hat being one of them.
[img]http://puu.sh/5v06q.jpg[/img]
256x texture and normal. And one I figure it out again the puff ball will jiggle.
Any nitpicks?
Also working on a better sweater texture that I may never finish cause the current one is gross.
[img]http://puu.sh/5v0iv.jpg[/img]
Nothing feels quite right though.
:/
Engy was a bit sideways oops.[/QUOTE]
May I suggest making the sweater part (grey parts) team colored?
[QUOTE=Svdl;42999797]What are the odds
[img]http://puu.sh/5v0H7/4ec65bdf4b.jpg[/img][/QUOTE]
me n badger had one in the works too, but it covered the legs instead of just the blazer.
[QUOTE=TrevorTheJedi;42999813]May I suggest making the sweater part (grey parts) team colored?[/QUOTE]
Thats too much team color, and its also paintable.
So you can go crazy on your own.
[QUOTE=A_Guardian;42999824]Thats too much team color, and its also paintable.
So you can go crazy on your own.[/QUOTE]
I see you're point. Still nice model.
[QUOTE=NeoDement;42999819]me n badger had one in the works too, but it covered the legs instead of just the blazer.[/QUOTE]
That was my plan at first, then I figured it looked better just the jacket. Then I decided I would make a pants and no pants style. Then I got lazy :v:
Not sure if I'll pick it up again, I have way too many other things to do already
[QUOTE=Svdl;42999797]What are the odds
[img]http://puu.sh/5v0H7/4ec65bdf4b.jpg[/img][/QUOTE]
I can't help but think of the error texture when I see either of those
Game Zombie, the HQ Stickybomb launcher mod needs to be updated for the Australium Stickybomb Launcher
[QUOTE=Evil_Knevil;42996829]He is when you just copied his texture.[/QUOTE]
The star was used as a reference - textures were completely different. Irrelevant now, because I opted to use my own medic symbol instead at the suggestion of some workshop comments:
[t]http://cloud-2.steampowered.com/ugc/721996341667844403/39F173FC63DBE427C7704785F23A74A9CC8A28DA/[/t]
It matches the style of other medic-based heavy items (such as the ushanka) and honestly looks better on him imo.
[QUOTE=R.M.T.B.;43000122]Game Zombie, the HQ Stickybomb launcher mod needs to be updated for the Australium Stickybomb Launcher[/QUOTE]
I appreciate that you like my mods enough to tell me this stuff but I can normally keep up with what Valve changes. I'm also not going to be doing much today so it'll probably be updated tomorrow.
And with the separated c animations + mod
[t]http://cloud-3.steampowered.com/ugc/703981943162157642/AEAF08F5538E3B98CEA1CA2BB81E6CD9CF77D1AB/[/t]
I go away for three nights and there's already a new emporium. :downs:
Anyways, I think Gadget | TF2 maps said about there being a minimum thickness for edges etc. in tf2?
Has that got something to do with the "WARNING: EDGES THINNER THAN 500 ON ANY AXIS!!!" error in StudioCompiler?
Also, remember those Eye-cicles I was working on? (Munchy), Yeah, well i made those before i knew what ngons were (thanks frying dutchman). Update: they're basically one giant fucking Ngon.
[QUOTE=SkyHaddaCG;43001598]
Anyways, I think Gadget | TF2 maps said about there being a minimum thickness for edges etc. in tf2?
Has that got something to do with the "WARNING: EDGES THINNER THAN 500 ON ANY AXIS!!!" error in StudioCompiler?[/QUOTE]
oh.
That explains a problem I've had years ago.
The bevel was too small, but it didn't give me an error, it actually compiled and deleted the vertices that were too close to each other.
[QUOTE=WnR]You can do much more than just move faces. You can delete them, extrude them out off the model, split them in half, etc.
Here is a super basic example - create a cube. Select one face. Hit the " i " key - this is the inset tool. Move your mouse and see the new face that is created in your selected face? Click to confirm this created face. Now select this new face. Hit the " e " key - this is the extrude tool. Again move your mouse. See how you can pull the new face out or push it into the model? Push it into the cube. You now have the worlds most basic hat. Now select another face and hit delete to delete it. Select one of the edges and hit "e" again. You can extrude edges too! Extrude the edge somewhere. Now select a vertex on your extruded edge and a vertex left on the cube hole. Hit " alt +m " - this is the merge tool, it will merge two vertexes together. Select an option and see what it does!
95% of polygon modeling is using these basic tools and abilities.[/QUOTE]
[t]http://puu.sh/5vdPw.png[/t]
valve pls add
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