• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=heinous;45079436]hey halloween 2013 artists: is this a crate or an action item or what? i can't seem to equip or use it. [t]http://cloud-2.steampowered.com/ugc/450672307122659117/796E9294A4A8CD40AA1F8D93F6E7E57B9EAF74C8/[/t][/QUOTE] Why [I]would[/I] you [I]want[/I] to [I]open[/I] [B]that[/B]!?
[img]http://i.imgur.com/8qiPHru.png[/img] something old
Do you use ZBrush for sculpting?
[QUOTE=Hawt Koffee;45079706][img]http://i.imgur.com/8qiPHru.png[/img] something old[/QUOTE] if you release a mod version of this I'm totally hijacking the texture file to add the diamond dogs logo just warning you in advance
[IMG]http://puu.sh/9pWUU/fa83208e48.png[/IMG] new (crude) idea for a space-based vertically-oriented CP variant called ascension. any thoughts?
[QUOTE=ikes;45080002][t]http://puu.sh/9pWUU/fa83208e48.png[/t] new (crude) idea for a space-based vertically-oriented CP variant called ascension. any thoughts?[/QUOTE] Capping spree gamemode shouldn't be really popular, since it would need comitment from the team, so random people joining servers for fun shouldn't like it very much, leaving afterwards. Thus, the map and mode wouldn't be on many servers, and it would probably not work in the end. I can't say anything in a competitive viewpoint, though.
[QUOTE=Omninerd;45080055]Capping spree gamemode shouldn't be really popular, since it would need comitment from the team, so random people joining servers for fun shouldn't like it very much, leaving afterwards. Thus, the map and mode wouldn't be on many servers, and it would probably not work in the end. I can't say anything in a competitive viewpoint, though.[/QUOTE] I plan on developing a prototype for the competitive TF2 group im staff of. they're willing to test my maps on their servers
[QUOTE=bondleon97;45078963]yeah im new in this and some body told me to enter here so i have done a concept misc for the scout and i want to know if somebody would like to help me do the 3d model here is the post of the workshop: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=269956508[/url] if you want to work with me send me a message via steam because i cant resive private message in here i need some lessons:eng101:[/QUOTE] That is some excellent concept work. I hope to see more from you here in the future.
[IMG]http://i.imgur.com/oGxQnqC.png[/IMG] filler colour to test bakes, a bit of cleaning up to do around the seams but they're damn near perfect everywhere else. It's also too loose around the collar so I'll do some readjusting on the mesh. In the meantime void better get back to work because I still don't know what we're doing for the other two items for Neo Teufort Series 2. And to answer that question, yes I use zBrush for my sculpts, I also use xNormal to bake my textures. You guys should really dabble in sculpting some more. [img]http://37.media.tumblr.com/406e19d397fca461e82dc8fe1643eae9/tumblr_n71q746k8j1r43xj0o1_1280.png[/img] quick toolbag render to test the normals
[QUOTE=Hawt Koffee;45080245][IMG]http://i.imgur.com/oGxQnqC.png[/IMG] filler colour to test bakes, a bit of cleaning up to do around the seams but they're damn near perfect everywhere else. It's also too loose around the collar so I'll do some readjusting on the mesh. In the meantime void better get back to work because I still don't know what we're doing for the other two items for Neo Teufort Series 2. And to answer that question, yes I use zBrush for my sculpts, I also use xNormal to bake my textures. You guys should really dabble in sculpting some more. [img]http://37.media.tumblr.com/406e19d397fca461e82dc8fe1643eae9/tumblr_n71q746k8j1r43xj0o1_1280.png[/img] quick toolbag render to test the normals[/QUOTE] i'm totally wearing this with my dapper's disguise and deus specs
[QUOTE=Hawt Koffee;45080245][IMG]http://i.imgur.com/oGxQnqC.png[/IMG] filler colour to test bakes, a bit of cleaning up to do around the seams but they're damn near perfect everywhere else. It's also too loose around the collar so I'll do some readjusting on the mesh. In the meantime void better get back to work because I still don't know what we're doing for the other two items for Neo Teufort Series 2. And to answer that question, yes I use zBrush for my sculpts, I also use xNormal to bake my textures. You guys should really dabble in sculpting some more. [img]http://37.media.tumblr.com/406e19d397fca461e82dc8fe1643eae9/tumblr_n71q746k8j1r43xj0o1_1280.png[/img] quick toolbag render to test the normals[/QUOTE] It's so weird seeing something so detailed on a tf2 character. Looks awesome btw.
Looks overdetailed next to the rest of Spy imo, simplify it down to less wrinkles and a bigger X pattern on the upperarms imo
AoT Scout concept: [t]https://i.imgur.com/NG1kJob.png[/t] [t]https://i.imgur.com/MMcszfK.png[/t]
So I've gotten more than a few requests to convert my Halloween minigun "Doombringer" into an all year minigun. I figured I could retool it to work with the Bebop heavy I am currently working on. Since the Bebop heavy has a punk rocker look I converted the ammo canister into a giant boombox. I figure it can have all kinds of stickers and graffiti painted on the gun and some bullet dents and scratches on the shield. It would be kind of fun if the gun had a knock back radius from all the bass. Not sure what kind of con would balance that. Tentative name "Thumper". Thoughts? [IMG]http://img.photobucket.com/albums/v170/DarkTwist/Thumper_zps3b948cbd.png[/IMG]
Is it really not possible to make custom gibs that don't replace anything? I've set up the $break lines but nothing appears at all (but the gib models themselves are fine): [code] $collisiontext { "break" { "model" "playervince_v2\ancientofwar\gibs\beard" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\head" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\lefthand" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\leftleg" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\leftlower" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\leftupper" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\pelvis" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\rightarm" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\rightfoot" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\rightthigh" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\rightupper" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\rightupper" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\shoulderpad_01" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\shoulderpad_02" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\spine_01" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\spine_02" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\stone_01" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\stone_02" "health" "0" "fadetime" "10" } "break" { "model" "playervince_v2\ancientofwar\gibs\tusk" "health" "0" "fadetime" "10" } } [/code]
[QUOTE=NeoDement;45080964]Looks overdetailed next to the rest of Spy imo, simplify it down to less wrinkles and a bigger X pattern on the upperarms imo[/QUOTE] I'd have to redo the entire quilted parts all over again but ALRIGHT
[B]Is there a list of all the available material proxies somewhere out there?[/B] Edit: Thanks to Rozzy... [url]https://developer.valvesoftware.com/wiki/List_Of_Material_Proxies[/url]
[QUOTE=Hawt Koffee;45082116]I'd have to redo the entire quilted parts all over again but ALRIGHT[/QUOTE] Imo the shoulder part is okay, just do the upperarms, and try making the normal of it less intense, so most of the detail is just in the diffuse. tried doing scaled armour a while back, normals instantly made it a whole lot noisier
[QUOTE=Hawt Koffee;45082116]I'd have to redo the entire quilted parts all over again but ALRIGHT[/QUOTE] Considering it's on his shoulders and that there's gonna be rimlight I'd recommend doing lined quilting instead, so you lose the horizontal lines, which I fear would get noisy, but larger might be enough
[QUOTE=gabrielwoj;45078782][IMG]http://i.imgur.com/qNehAwl.png[/IMG] EDIT: It wasn't really supposed to be funny, just indicating the area I meant to be as Cream Spirit color.[/QUOTE] I would of said wires but it doesn't matter.
I'm just going to cut the number of horizontal divisions on the upper arm so it's still lined up vertically with the sleeve, bake that out and superimpose it on top of the existing maps
[B][U]Update[/U][/B] Faded out the line on the visor at the ends, lightened the team colours and changed the wire colours to cream spirit as requested by gabrielwoj [IMG]http://i.imgur.com/jlwPrWH.jpg[/IMG]
[QUOTE=Hawt Koffee;45080245][IMG]http://i.imgur.com/oGxQnqC.png[/IMG] filler colour to test bakes, a bit of cleaning up to do around the seams but they're damn near perfect everywhere else. It's also too loose around the collar so I'll do some readjusting on the mesh. In the meantime void better get back to work because I still don't know what we're doing for the other two items for Neo Teufort Series 2. And to answer that question, yes I use zBrush for my sculpts, I also use xNormal to bake my textures. You guys should really dabble in sculpting some more. [img]http://37.media.tumblr.com/406e19d397fca461e82dc8fe1643eae9/tumblr_n71q746k8j1r43xj0o1_1280.png[/img] quick toolbag render to test the normals[/QUOTE] looks like it came from a completely different game with those normals & details, not from tf2
Old sniper vest concept I found in my files: [img]http://imageshack.com/a/img22/8783/yqqu.png[/img]
[QUOTE=RetroMike;45081565]Tentative name "Thumper". Thoughts?[/QUOTE] [IMG]http://img4.wikia.nocookie.net/__cb20120205135420/ttte/images/e/ef/RustyandtheBoulder7.png[/IMG]
[QUOTE=Hawt Koffee;45080245][IMG]http://i.imgur.com/oGxQnqC.png[/IMG] filler colour to test bakes, a bit of cleaning up to do around the seams but they're damn near perfect everywhere else. It's also too loose around the collar so I'll do some readjusting on the mesh. In the meantime void better get back to work because I still don't know what we're doing for the other two items for Neo Teufort Series 2. And to answer that question, yes I use zBrush for my sculpts, I also use xNormal to bake my textures. You guys should really dabble in sculpting some more. [img]http://37.media.tumblr.com/406e19d397fca461e82dc8fe1643eae9/tumblr_n71q746k8j1r43xj0o1_1280.png[/img] quick toolbag render to test the normals[/QUOTE] Don't mean to sound rude, as its really nice work and all. But it seems [b]REALLY[/b] weird to have a jacket on spy with no attempt to hide the rest of the original jacket. Like borderline stupid looking weird.
[QUOTE=BonJons;45082740][B][U]Update[/U][/B] Faded out the line on the visor at the ends, lightened the team colours and changed the wire colours to cream spirit as requested by gabrielwoj [IMG]http://i.imgur.com/jlwPrWH.jpg[/IMG][/QUOTE] also anyone got a name for it?
[QUOTE=kibbleknight;45082948]Don't mean to sound rude, as its really nice work and all. But it seems [b]REALLY[/b] weird to have a jacket on spy with no attempt to hide the rest of the original jacket. Like borderline stupid looking weird.[/QUOTE] i annoys me almost as much as people separating the torso half of the medic jacket from the tails, like the Ward, leaving the tail completely disembodied. it looks borderline stupid.
Hey guys! Can I get some constructive (heh) criticism on this tommy gun I made? Something about it seems off, maybe it has too few distinct colours? Maybe the texture is too messy? Something is weird. [IMG]https://dl.dropboxusercontent.com/u/40395733/tf2/smr14/tommy.png[/IMG] It does not clip as much as you'd think. It also comes with three cosmetics (I cropped an old version of the gun out of the image) [t]https://dl.dropboxusercontent.com/u/40395733/tf2/smr14/fullse.png[/t] Thanks in advance!
[QUOTE=kibbleknight;45082948]Don't mean to sound rude, as its really nice work and all. But it seems [b]REALLY[/b] weird to have a jacket on spy with no attempt to hide the rest of the original jacket. Like borderline stupid looking weird.[/QUOTE] we already talked about this problem months ago and decided it wasn't worth trying fight with the base mesh to hide the coat tails. Making the jacket longer or even giving it coat tails of it's own would make it look ridiculous. but it's still a bit of a shame that the base models aren't modular enough to have that level of customization. Hell, valve has been updating old dota models to be modular Antimage's old base model - not very usable [img]http://www.cyborgmatt.com/wp-content/uploads/2012/10/Dota2_AM_Old.jpg[/img] New base model - so much more usable, not to mention much higher res textures [IMG]http://www.cyborgmatt.com/wp-content/uploads/2012/10/Dota2_AM_Base.jpg[/IMG] if Valve can spend that effort on Dota 2 all the time I don't see why we can't see something like that applied to the characters from time to time. Different games with different reasons I guess but it'd be so much more helpful to have more body groups at least.
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