[QUOTE=Ona;43178188]Seems the crowd has spoken:
[IMG]http://puu.sh/5M56o.jpg[/IMG]
[IMG]http://puu.sh/5M7sY.jpg[/IMG][/QUOTE]
Alone, the plaid and floral patterns might look good, but the hat, face bandanna and jacket patterns just make a lot of low-key visual noise.
You should make maybe one or two with a pattern, like only the bandanna or only the coat, but all of them with one having a different pattern just looks bad imo.
[IMG]http://puu.sh/5MpIh.png[/IMG]
why hello there
imo i think the jacket should be ditched, and the cig clipping through the bandana kinda ruins it all
[QUOTE=Snowshoe;43181028]imo i think the jacket should be ditched, and the cig clipping through the bandana kinda ruins it all[/QUOTE]
I disagree with the jacket being ditched but I do agree about the bandana.
[QUOTE=Snowshoe;43181028]imo i think the jacket should be ditched, and the cig clipping through the bandana kinda ruins it all[/QUOTE]
[QUOTE=kidsingrul;43181046]I disagree with the jacket being ditched but I do agree about the bandana.[/QUOTE]
[IMG]http://puu.sh/5Mqer.jpg[/IMG]
Howdlee do, neigboreeno.
And yeah, sorry, I'm not scrapping three weeks worth of work.
UPDATE:
Unrelated gloating:
[IMG]http://puu.sh/5MqwZ.jpg[/IMG]
Not to bring you down but even the shittiest weapon often beats an above-average cosmetic in terms of votes.
[QUOTE=NeoDement;43181306]Not to bring you down but even the shittiest weapon often beats an above-average cosmetic in terms of votes.[/QUOTE]
I know that, but Shhhhhhh let me have my moment.
Been following the same AO baking method for quite some time, and now on the Mossy Gentlemann it's doing this;
[img]http://puu.sh/5MsFA.jpg[/img]
and I have no idea why. I want to figure it out so I don't run into this issue on other models.
[QUOTE=otterwolfy;43181420]Been following the same AO baking method for quite some time, and now on the Mossy Gentlemann it's doing this;
[img]http://puu.sh/5MsFA.jpg[/img]
and I have no idea why. I want to figure it out so I don't run into this issue on other models.[/QUOTE]
You have a lot of open space.try using that to your advantage when making uv maps. Big parts need more detail than small parts.
[QUOTE=A_Guardian;43178273]Save the .qc, drag over studiomdl in common/team fortress 2/bin
It compiles to common/team fortress 2/tf/models/...
depending on where you have it compiling to it would vary, but it would most likely be /tf/models/items/CLASS/[/QUOTE] It worked.
Thank you very much!
[QUOTE=TrevorTheJedi;43181480]You have a lot of open space.try using that to your advantage when making uv maps. Big parts need more detail than small parts.[/QUOTE]
Oh, that's not empty space. The log base is the only part that is having an issue with the AO. I'm trying to bake the log alone so I can fix this error. Everything else baked fine.
Even when everything else is hidden, it still does it.
[img]http://puu.sh/5MtiJ.jpg[/img]
Finally got it to work, in a very round-a-bout way. I had to export it to SMD, import it, and do a bake on the imported model.
[img]http://puu.sh/5MtYe.jpg[/img]
[QUOTE=Ona;43180578]
That said, the glasses are getting a slight poly upgrade by Flubbman. The current model in that image will be used instead for the first LOD. Other than that, though, I have no intentions on changing them much, if any.[/QUOTE]
You can thicken the frames with absolutely no UV change though, really easy
[QUOTE=Ona;43181309]I know that, but Shhhhhhh let me have my moment.[/QUOTE]
you're really giving the impresion that you wont listen to anything thats not positive about your stuff. if you're going to use the workshop popularity as a way to measure your work's quality, might as well not bother giving feedback here?
[URL="http://imgur.com/a/4EHyd#0"]All my concepts barring the engy freezer are still available if anyone's looking for last minute ideas[/URL]
[QUOTE=Venezuelan;43181628]You can thicken the frames with absolutely no UV change though, really easy[/QUOTE]
Flubbman just sent me a draft copy of this idea. I think it looks fantastic, meself.
[IMG]http://puu.sh/5MuTz.jpg[/IMG]
Seriously, though, you can see the upgraded poly's in that picture there. The overall shape's been improved a lot. I don't see why we'd need to thicken the rims.
It seems like everybody wants thicker stuff from my models lately. It's making me feel quite self-conscious.
[QUOTE=Metaru;43181710]you're really giving the impresion that you wont listen to anything thats not positive about your stuff. if you're going to use the workshop popularity as a way to measure your work's quality, might as well not bother giving feedback here?[/QUOTE]
Sheesh, take a joke, man.
You think I don't know that my weapon models are coasting off Chaofanatic's particle effects? Trust me, I'm well aware.
As for everything else, I've explained this time and again: Issues on my end + time constraints are the only reason that I, personally, haven't seen to much of the critique. I have stated I think a lot of it is good critique, I agree with lots of it, and Flubbman is making some of it happen. It is merely that I, personally, never saw fit to do anything with most of it.
I'm the argumentative sort as a natural disposition. So my apologies for that. But I've only ever been honest in my opinions on this site.
[QUOTE=Ona;43181789]
It seems like everybody wants thicker stuff from my models lately. It's making me feel quite self-conscious.
[/QUOTE]
You know, we do like them thick. ;)
[QUOTE=Ona;43181789]
Seriously, though, you can see the upgraded poly's in that picture there. The overall shape's been improved a lot. I don't see why we'd need to thicken the rims.
It seems like everybody wants thicker stuff from my models lately. It's making me feel quite self-conscious.[/QUOTE]
I've been there, MultiTrip badgered me to thicken things a lot but every time it genuinely did look better after thickening it. I was just as reluctant about it but moving passed that made it way better. You have to remember your sense of scale is way off when you're zoomed in on one area, compared to how people will see it at an average distance of like 20 feet.
Thick things in TF2 are great. Don't believe me? Just think how unnoticeable and out place the Gabe Glasses look.
Also recall this ancient dev comment given to me and Pie [url=http://steamcommunity.com/sharedfiles/filedetails/?id=1891]here[/url]:
"the world of TF is a bit chunky, built by giant fingered characters.
you might try making the grate over the fan a little thicker and replacing the 4 painted on bolts with large geometry."
[URL="https://dl.dropboxusercontent.com/u/9411074/RELEASES/WINTER_2013/packed_engiseal.zip"][IMG]https://dl.dropboxusercontent.com/u/9411074/RELEASES/WINTER_2013/promo_clubsy.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=197317486"][IMG]http://i.imgur.com/d72oMlw.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/u/9411074/RELEASES/WINTER_2013/packed_soldiercoat.zip"][IMG]https://dl.dropboxusercontent.com/u/9411074/RELEASES/WINTER_2013/promo_doesduffle.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=197480506"][IMG]http://i.imgur.com/d72oMlw.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/u/9411074/RELEASES/WINTER_2013/packed_heavyparka.zip"][IMG]https://dl.dropboxusercontent.com/u/9411074/RELEASES/WINTER_2013/promo_bundlejoy.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=202543344"][IMG]http://i.imgur.com/d72oMlw.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/u/9411074/RELEASES/WINTER_2013/packed_snownades.zip"][IMG]https://dl.dropboxusercontent.com/u/9411074/RELEASES/WINTER_2013/promo_frostyfrags.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=201740989"][IMG]http://i.imgur.com/d72oMlw.png[/IMG][/URL]
Merry 14th of December.
[sp]Now, don't forget to buy me lovely prezzies for my birthday in 9 days.[/sp]
[QUOTE=NeoDement;43182008]Thick things in TF2 are great. Don't believe me? Just think how unnoticeable and out place the Gabe Glasses look.
Also recall this ancient dev comment given to me and Pie [url=http://steamcommunity.com/sharedfiles/filedetails/?id=1891]here[/url]:
"the world of TF is a bit chunky, built by giant fingered characters.
you might try making the grate over the fan a little thicker and replacing the 4 painted on bolts with large geometry."[/QUOTE]
[QUOTE=Venezuelan;43181975]I've been there, MultiTrip badgered me to thicken things a lot but every time it genuinely did look better after thickening it. I was just as reluctant about it but moving passed that made it way better. You have to remember your sense of scale is way off when you're zoomed in on one area, compared to how people will see it at an average distance of like 20 feet.[/QUOTE]
Right now flubbman is in charge of the thickening process, being a professional thickener.
I hear his results are quite [I]satisfying.[/I]
Either way, with my programs in the state that they are, the only reason I haven't modified any geo myself is, well, I'd rather not repeat myself like some kind of parrot. You can skip back a few pages and read why if you want to.
I'm not denying that thickening them up would probably do us good. We're currently undergoing what I have come to call "Operation: Dick Jokes". because I am an uncreative man.
I don't have any more Christmas ideas, so I started on something different. The whole robot idea isn't exactly original, but my problem is, I'm not sure what I can do to make the eyes 'better':
[img]http://i.imgur.com/cjLgoxq.png[/img]
Edit: Actually, maybe the eyes are too low poly
Make them dark around the edges
[editline]14th December 2013[/editline]
And yes, make them a little higher poly
Guys yall can rate me clocks for being 16 hours late but....
[url]http://tf2.gamebanana.com/skins/130685[/url]
[T]http://files.gamebanana.com/img/ss/skins/52abc22d37d4a.jpg[/T]
adds rockets to all non stock rockets so the soldier dosnt convert air to rockets any more
[QUOTE=gigazelle;43182112]Make them dark around the edges
[editline]14th December 2013[/editline]
And yes, make them a little higher poly[/QUOTE]
Does this look better poly-wise? I'll sort the darkening once I've got the shape right.
[img]http://i.imgur.com/IPzUSiN.png[/img]
Compiled and stuff.
[t]http://i.imgur.com/SWaZfmU.png[/t]
Now I have to, like, animate them.
[t]http://puu.sh/5MxOq.png[/t]
gonna try to learn jigglebones so it wiggles
[IMG]http://puu.sh/5MxbC.png[/IMG]
help
[QUOTE=LightFlock;43182222]Does this look better poly-wise? I'll sort the darkening once I've got the shape right.
[img]http://i.imgur.com/IPzUSiN.png[/img][/QUOTE]
make them planar
[QUOTE=Flubbman;43182267][IMG]http://puu.sh/5MxbC.png[/IMG]
help[/QUOTE]
is it over 700 poly? if it is, you need a lod with below 700
Is there a reason that when I take a screenshot of a model with lime green background on TFMV, when I zoom in, there are different shades of green on the border of the model?
It's making me mad.
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