[QUOTE=Venezuelan;43185694]Giving people percentages who didn't work on the item itself reduces your chances. Valve doesn't like having to split the pay amongst people who weren't involved in the product they're buying.[/QUOTE]
Got any evidence for that statement?
5/6 items I've got accepted had a (pretty much) SFM only person as a contributor. For two of them the SFM person didn't even do all of the SFM stuff (although he also did a great job as a middleman).
ah ninja'd
[QUOTE=Venezuelan;43185694]Giving people percentages who didn't work on the item itself reduces your chances. Valve doesn't like having to split the pay amongst people who weren't involved in the product they're buying.
Plus sfm shots are easy as fuck and shouldn't need to be "hired". A lot of those who do make them for percentages aren't even exceptionally good.[/QUOTE]
How would Valve even know if someone worked on an item or not? Please stop spouting nonsense :(
[QUOTE=Gryn;43185770]How would Valve even know if someone worked on an item or not? Please stop spouting nonsense :([/QUOTE]
they would know because you specify who worked on what in the percentages dialog
[editline]shit[/editline]
oh, sorry
[QUOTE=DrPyspy;43185786]they would know because you specify who worked on what in the percentages dialog[/QUOTE]
I mean out of the people you give % to, how could they figure it out?
I personally think its a bit much to give a percentage to the guy who just did the SFM shots compared to the actual concept artists, modellers and textures (AKA people who worked on the item itself)
[QUOTE=Venezuelan;43185694]Plus sfm shots are easy as fuck and shouldn't need to be "hired". A lot of those who do make them for percentages aren't even exceptionally good.[/QUOTE]
Your Sfm promos don't look nearly as good as the ones where you hired people for percentages.
In hlmv. [img]http://puu.sh/5MW2k.jpg[/img]
In sfm after rendering. [img]http://puu.sh/5MW5E.jpg[/img]
I've got to be missing something here.
It doesn't even appear to be trying in hlmv.
looks like you've got normals turned off in hlmv
[QUOTE=Sparkwire;43185851]looks like you've got normals turned off in hlmv[/QUOTE]
Thats with it enabled.
[t]http://puu.sh/5MWoY.jpg[/t]
And I even made the alpha all white in the normal to see if that would help.
I have to be doing something to get it load like this in hlmv.
My next step is to load it in game and see how it looks.
[QUOTE=thecuntsman;43185730]Sounds to me like you just made that up.[/QUOTE]
I made an assumption based on things they've said about people tacking on percentage points for descriptions and names, and SFM shot is the exact same principle, not at all integral to the product they'd be adding and only used in the promotion for it.
[editline]15th December 2013[/editline]
[QUOTE=kidsingrul;43185833]Your Sfm promos don't look nearly as good as the ones where you hired people for percentages.[/QUOTE]
that's weird cause I literally never once hired anyone lol
the only person who did an SFM shot for me once was bloodfart cause it was his concept and I didn't say everyone was horrible at it.
[QUOTE=A_Guardian;43185846]In hlmv. [img]http://puu.sh/5MW2k.jpg[/img]
In sfm after rendering. [img]http://puu.sh/5MW5E.jpg[/img]
I've got to be missing something here.
It doesn't even appear to be trying in hlmv.[/QUOTE]
Now it is the leather the one that needs to be turn down a bit. But the metal is starting to look much better, and metalish!
[QUOTE=Gryn;43185770]How would Valve even know if someone worked on an item or not? Please stop spouting nonsense :([/QUOTE]
I guess they wouldn't? Not saying you can't get away with it super easily but they've expressed a displeasure for arbitrary percentages in the past with names / descriptions / "he's my good buddy"
whatever, I take it back cause I don't know for sure, but still, SFM shots are way easy and I'd recommend figuring it out on your own with minimal effort over splitting your profits any day of the week.
[QUOTE=Petachepas;43185974]Now it is the leather the one that needs to be turn down a bit. But the metal is starting to look much better, and metalish![/QUOTE]
Seems like it is an issue with the sfm hlmv.
Cause this is in the tf2 one.
[img]http://puu.sh/5MXiC.jpg[/img]
Now to make it look good and remember not to use the sfm hlmv for normal work.
[QUOTE=A_Guardian;43186026]Seems like it is an issue with the sfm hlmv.
Cause this is in the tf2 one.
[img]http://puu.sh/5MXiC.jpg[/img]
Now to make it look good and remember not to use the sfm hlmv for normal work.[/QUOTE]
The geometry on the visor is a bit weird. As I'm done with all the Christmas stuff I could help you if you want. I'm not a professional either, but still.
[QUOTE=A_Guardian;43186026]Seems like it is an issue with the sfm hlmv.
Cause this is in the tf2 one.
[img]http://puu.sh/5MXiC.jpg[/img]
Now to make it look good and remember not to use the sfm hlmv for normal work.[/QUOTE]
A suggestion for metal:
[IMG]http://www.pcgamesn.com/sites/default/files/mvmheads.jpg[/IMG][IMG]http://puu.sh/WnPu[/IMG]
Lots of metal textures have those scratches with high phong. And this is a battle helmet, so it's probably got them.
I just think they look good, and give distinction to exactly what it's made out of.
[IMG]http://puu.sh/1BZt9[/IMG]
And here's an example of the phong difference between normal material and metal.
[QUOTE=Petachepas;43186272]The geometry on the visor is a bit weird. As I'm done with all the Christmas stuff I could help you if you want. I'm not a professional either, but still.[/QUOTE]
What about it is weird?
So I know.
It's really hard to place a finger on it. The whole thing is kinda dull and just doesn't look like any helmet I've ever seen unless it's a reference I'm missing out on.
If you have texturing problems take a look at [URL="http://www.polycount.com/forum/showthread.php?t=73559"]this[/URL].
[QUOTE=Venezuelan;43186346]It's really hard to place a finger on it. The whole thing is kinda dull and just doesn't look like any helmet I've ever seen unless it's a reference I'm missing out on.[/QUOTE]
Its a combination of a bunch of different things.
[QUOTE=Wolf532;43185813]I personally think its a bit much to give a percentage to the guy who just did the SFM shots compared to the actual concept artists, modellers and textures (AKA people who worked on the item itself)[/QUOTE]
It is in a way but when I do nothing but SFM for a few items I feel like a straight up criminal almost.
But in a way, if they resorted to just using their HLMV shots or itemtest shots (with no editing of course) they would receive little to no views or ratings, and valve may over look them. Then you got your same item with a nice SFM shot and it gets tons of views and ratings pushing it deeper into valves eyes.
As much as I like doing SFM for people, it is so easy they should learn to do it themselves. I suggest every workshopper to get around to using it for their own good it's an amazing tool.
Does SFM automatically make a model look better, or is the combination of posing and background that makes it really useful?
[QUOTE=Zero_;43186457]Does SFM automatically make a model look better, or is the combination of posing and background that makes it really useful?[/QUOTE]
If you simply open up a model and pose the cam and render it, it most likely won't look good without changing resolution or lighting.
The lighting is so important to SFM shots, without proper lighting some items won't look much better than ingame shots.
SFM is an advantage to visual display because of the quality of the pictures. It makes the item more visible you see it in a good nice pose making the character look cool/silly/tough and it makes the image come out just a lot better.
I made a quick and dirty thing, any thoughts?
[img]http://puu.sh/5MZEq.jpg[/img]
[QUOTE=A_Guardian;43186323]What about it is weird?
So I know.[/QUOTE]
I was talking about the smoothing. Its seems a bit off on the visor, especially. The shape is ok, could be improved but it's original
[QUOTE=A_Guardian;43186026][img]http://puu.sh/5MXiC.jpg[/img]
[/QUOTE]
i would make the leather a bit less shiny if you could, and on the metal maybe some battle scratches or something to give the metal some character
[QUOTE=Venezuelan;43185919]I made an assumption based on things they've made about people tacking on percentage points for descriptions and names[/QUOTE]
Things they've made? what ARE you talking about? You're just making stuff up and spreading misinformation. Stop it.
[QUOTE=thecuntsman;43186522]QUOTE=Venezuelan;43185919]I made an assumption based on things they've made about people tacking on percentage points for descriptions and names[editline]15th December 2013[/editline][/QUOTE]
i giggled
[QUOTE=Punchy;43186475]i would make the leather a bit less shiny if you could, and on the metal maybe some battle scratches or something to give the metal some character[/QUOTE]
I am trying, I really am.
But I am just so bad at this.
I can't seem to make it not super shiny.
And thats with an all white,and an all black alpha in the normal.
So I have to guess I just don't remember how to do this.
[QUOTE=thecuntsman;43186522]Things they've made? what ARE you talking about? You're just making stuff up and spreading misinformation. Stop it.[/QUOTE]
erm, things they've said, sorry. This was a long time ago so I can't dig it up but whatever I already admitted not knowing for sure there is no reason to continue telling me to stop what I already stopped.
[QUOTE=VernoGuy;43185434]
[URL="https://dl.dropboxusercontent.com/u/96692528/TF2%20Reference%20Material/TF2%20Reference%20Material%20Pack%201.zip"][IMG]https://dl.dropboxusercontent.com/u/96692528/TF2%20Reference%20Material/Image%20Pack.jpg[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/u/96692528/TF2%20Reference%20Material/TF2%20Reference%20Material%20Pack%201.zip"](link)[/URL][/QUOTE]
Pistols. Lots of pistols.
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