• TF2 Emporium 59:
    7,636 replies, posted
Uhh, does anyone know whats causing this? Its an exported model from 3dsmax. only happens on the lods. [IMG]http://i.imgur.com/C21JZ9G.png[/IMG] [IMG]http://i.imgur.com/cPU3vLe.png[/IMG]
[QUOTE=psyke;45270215]That just reminds me I get the feeling that Halloween this year is going to be insane for items, Now that people know the limit for more extreme cosmetics has sort of been lifted. due to the permanent restrictions. i feel like there's going to be some really awesome/crazy/gross stuff. Plus iv'e always loved the fuck out of Halloween updates/build up for TF2.[/QUOTE] Is that why your avatar appears to be fat zombie engi? [editline]2nd July 2014[/editline] [QUOTE=dongalator;45270251]Uhh, does anyone know whats causing this? Its an exported model from 3dsmax. only happens on the lods. [IMG]http://i.imgur.com/C21JZ9G.png[/IMG] [IMG]http://i.imgur.com/cPU3vLe.png[/IMG][/QUOTE] Is it a lack of $replacebone lines in the qc? Or are those there?
[QUOTE=dongalator;45270251]Uhh, does anyone know whats causing this? Its an exported model from 3dsmax. only happens on the lods. [IMG]http://i.imgur.com/C21JZ9G.png[/IMG] [IMG]http://i.imgur.com/cPU3vLe.png[/IMG][/QUOTE] You need a bonetree collapse qc command. The character skeletons for lower lods dont have finger bones and such so anything rigged to those bones do that. Also, cross post from Cosmic Conquest thread. [QUOTE=TheJukebox;45270242]Set the sticky launcher aside for something I'm more interested in. Originally designed around the motion sensor from Alien, ended up not very close to it though. [IMG]http://puu.sh/9Tfw7/e63e95d18e.png[/IMG] If you got any name ideas lemme know. Currently its just c_radar.[/QUOTE]
I drew an organ grinder engie concept. [IMG]http://i.imgur.com/iq7dDIE.png[/IMG] [IMG]http://i.imgur.com/kU4LXVL.png[/IMG] Open to everyone!
[QUOTE=psyke;45270215]That just reminds me I get the feeling that Halloween this year is going to be insane for items, Now that people know the limit for more extreme cosmetics has sort of been lifted. due to the permanent restrictions. i feel like there's going to be some really awesome/crazy/gross stuff. Plus iv'e always loved the fuck out of Halloween updates/build up for TF2.[/QUOTE] Oh you have no idea. I plan to do a shitload of Halloween stuff this year. Even more than last year.
[QUOTE=kenshin6;45270254]Is that why your avatar appears to be fat zombie engi? [editline]2nd July 2014[/editline] Is it a lack of $replacebone lines in the qc? Or are those there?[/QUOTE] oh right. forgot about that. thanks
[QUOTE=Dat Lobo;45266775]Well, I got back my old files of the weapons I was in the middle of doing, but I cannot UV to save my life and I am not a very good texturer in the TF2 artstyle. Anyone else wanna take it over from here? Both of these are up for grabs. [url]http://p3d.in/vhc83[/url] [url]http://p3d.in/RNsoo[/url][/QUOTE] Bumping this before I head to bed.
[QUOTE=psyke;45270215]That just reminds me I get the feeling that Halloween this year is going to be insane for items, Now that people know the limit for more extreme cosmetics has sort of been lifted. due to the permanent restrictions. i feel like there's going to be some really awesome/crazy/gross stuff. Plus iv'e always loved the fuck out of Halloween updates/build up for TF2.[/QUOTE] Good thing I made this then, Crosspost with the Cosmetic Conquest thing. Good Ol' Roach Sniper for you guys. Can be spacey, Just look at the Live action 'Guyver' movie or Men In Black [img]http://i.imgur.com/K0fIuzD.jpg[/img] [t]http://i.imgur.com/YqzBGls.jpg[/t] [IMG]http://i.imgur.com/C3esGxz.png[/IMG]
[QUOTE=psyke;45269228]More like a Nuthouse. Last time i checked hospitals don't have padded walls.[/QUOTE] Indeed, those rooms are unfinished (they don't even have walls beyond what's seen through the door, heh). Though isn't a nuthouse just a Mental Health Hospital with wings and wards of it's own?
[IMG]http://puu.sh/9ThC5/96e2d94bc8.jpg[/IMG] -snip, I am so fucking done rigging this jesus fucking christ-
[img]http://i.imgur.com/tTLDItJ.png[/img] [img]http://i.imgur.com/CBvn9W5.png[/img] darker mustache for the dangineer you can actually see it now
[QUOTE=DrPyspy;45270523][img]http://i.imgur.com/tTLDItJ.png[/img] [img]http://i.imgur.com/CBvn9W5.png[/img] darker mustache for the dangineer you can actually see it now[/QUOTE] honestly out of all the walter white/heisenberg engi hats there are littering the workshop, they picked one of the worse ones
[img]http://i.imgur.com/hqrkHGk.png[/img] default style mann of house v2 now featuring blue pants [editline]LAUGH AT MY BONER WILL THEY[/editline] [url="https://dl.dropboxusercontent.com/u/107103062/TF2/mods/dp_mannofbrownv2.zip"][img]http://i.imgur.com/HmgZclo.png[/img][/url] [url="https://dl.dropboxusercontent.com/u/107103062/TF2/mods/dp_darkerdanger.zip"][img]http://i.imgur.com/eIbiXEF.png[/img][/url]
so i started this folder in my dropbox [img]http://puu.sh/9Tmas/561c0b2bdc.png[/img] it begins
I have a bad habit of getting item ideas in the middle of making item sets. I have my anti-armour sniper in the works, and then I decide I want to make a Mick Taylor sniper: [IMG]http://cdn.bloody-disgusting.com/wp-content/uploads/2999/01/WOLF-CREEK-2-poster_1280x864.jpg[/IMG]
if anyone wants to fix the rigging on this demo jacket ill give them a reasonable percentage on release... i cant stand this thing. it's causing me serious stress. srs. [editline]2nd July 2014[/editline] [T]http://puu.sh/9TuEg/30ffe9a4b9.jpg[/T] [T]http://puu.sh/9TuEw/2515d2998d.jpg[/T] [T]http://puu.sh/9TuQB/6fb76f5dc8.jpg[/T] WIP utility belt for scout heavy and medic. will work on this more tomorrow. the emblem on the belt is the TF logo
[QUOTE=mphayes97;45266200]totally go for it!!! FOUR hasnt come out with an update in forever, so maybe you can make the facepunch version![/QUOTE] Thank you! And everyone else, who voted on my post. I will continue working on my project.
[QUOTE=Ona;45271222]I have a bad habit of getting item ideas in the middle of making item sets. I have my anti-armour sniper in the works, and then I decide I want to make a Mick Taylor sniper: [IMG]http://cdn.bloody-disgusting.com/wp-content/uploads/2999/01/WOLF-CREEK-2-poster_1280x864.jpg[/IMG][/QUOTE] Uh, how it's the sniper? This image doesn't show too much of it, just look like normal rifle to be honest
[QUOTE=ikes;45271271]if anyone wants to fix the rigging on this demo jacket ill give them a reasonable percentage on release... i cant stand this thing. it's causing me serious stress. srs. [editline]2nd July 2014[/editline] [T]http://puu.sh/9TuEg/30ffe9a4b9.jpg[/T] [T]http://puu.sh/9TuEw/2515d2998d.jpg[/T] [T]http://puu.sh/9TuQB/6fb76f5dc8.jpg[/T] WIP utility belt for scout heavy and medic. will work on this more tomorrow. the emblem on the belt is the TF logo[/QUOTE] please clear things up here, im genuinely confused. weren't you working on a rocket launcher a while ago? I have honest to god no idea what your current projects actually are, they look good but i haven't seen one finished yet. i would like to see a finished project from you. would be nice =(
[QUOTE=KayoDuck;45272151]Uh, how it's the sniper? This image doesn't show too much of it, just look like normal rifle to be honest[/QUOTE] The rifle is a Tikka 595 .308. And when I say "Wolf Creek Sniper" I mean making the hat with the bullet hole, a flannel shirt, perhaps the scraggly beard, a bowie and the rifle. But only after my anti-armour set is done.
So I've always been interested in modeling things for TF2 and I get some basics of modeling, but never understood entirely how to get a model in a TF2 style along with all the other things needed (UVs). I tried to make a fedora for Scout last emporium, but was unsuccessful and gave up on it since it wasn't in a way I wanted it. Is there a particular guide of how to start and learn?
[QUOTE=LAWDY VAWLDY;45272811]So I've always been interested in modeling things for TF2 and I get some basics of modeling, but never understood entirely how to get a model in a TF2 style along with all the other things needed (UVs). I tried to make a fedora for Scout last emporium, but was unsuccessful and gave up on it since it wasn't in a way I wanted it. Is there a particular guide of how to start and learn?[/QUOTE] 1. Create and idea. Keep it in your head or draw it on a base model(Scout, pyro, heavy, sniper, etc) 2. Create the model or have someone else do it for you(If someone else does it you are done) 3. Create LODs and rig it 4. UV unwrap and give it flat shading. 5. Get the Photoshop plugin that gives you the TF2 brush-stroke 6. Compile it and test it(If that does not work, guess what? You get to restart from step 2) 7. Done? Release it on the Steam Workshop and/or the Emporium.
[QUOTE=Falkok15;45273182]3. Create LODs and rig it 4. UV unwrap and give it flat shading.[/QUOTE] Create LoDs once the model is pretty much final and you're done adding stuff to it, and UVing.
And I only have half a halloween concept, the other half belongs to retro since it was a collab between us. I'll probably draw more though, but I need ideas.
You guys want an idea for a Halloween themed weapons? here's one: [sp]some sort of sniper rifle that has a leg from knee down attached to the rifle as a stock[/sp]
[QUOTE=UberMunchkin;45273352][img]http://i.imgur.com/xSXqmuS.png[/img] I've had mine for almost 2 months now :v:[/QUOTE] [t]http://puu.sh/9TLzt/2aaddf4976.jpg[/t]
[QUOTE=UberMunchkin;45273352][img]http://i.imgur.com/xSXqmuS.png[/img] I've had mine for almost 2 months now :v:[/QUOTE] Is...that a baguette hat for the spy? :v:
May I suggest bread heads?
i did a taunt thing and since i suck at animating i just did a concept in SFM (since i suck at drawing too) [t]http://i.imgur.com/WIlImco.jpg[/t] whoever wants to do it do it
Not really sure where to ask this as it pertains to retexturing of a model that is being used in Gmod (the hatchet model from the Stranded gamemode, to be specific), so I figure I'll ask it here because you guys are awesome with modelling programs and such. I'm using 3DS Max to look at the SMD of the hatchet's w_model (not getting into the c_model yet because there's a bloody arm attached to it. It's basically a viewmodel renamed to be a "c" model) and I want to try retexturing it. Here's the current texture for the "Iron" hatchet from the Stranded gamemode: [IMG]http://i.imgur.com/PMSwidz.png[/IMG] It gets worse. Look at the "Copper" hatchet texture: [IMG]http://i.imgur.com/tjOxHrx.png[/IMG] So I want to retexture this thing. I've got the SMD loaded up in 3DS Max and I vaguely remember someone telling me a few years ago to click "Modifiers", "UV Co-ordinates", then "Unwrap UVW" to view the unwrapped texture outline. Here's where I've hit a brick wall of confusion. With the current textures being....those things....I'm guessing I have to use that Unwrap UVW thing to re-wrap the UVW to where each part of the model has it's own little section of the texture. I am most likely wrong in my guess. How would I go about modifying the layout of the texture and making it "stick" when I save the SMD so I can retexture it? And is there any sort of way to generate a "sheet" texture of the new UVW map with everything laid out already so I can just pop it into Photoshop and start texturing? [editline]edit[/editline] i dun goof'd, i'm using 3DS Max 2013. shoulda mentioned that.
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