• TF2 Emporium 59:
    7,636 replies, posted
[IMG]http://puu.sh/add8c/f073cd1e41.jpg[/IMG] wip, 2 more cosmetics to go with this(concept by greg)
[QUOTE=Ducksink;45402961][IMG]http://puu.sh/add8c/f073cd1e41.jpg[/IMG] wip, 2 more cosmetics to go with this(concept by greg)[/QUOTE] the shoulder straps look weird, where they curl into his coat. spikes are dope though
[QUOTE=Ducksink;45402961][IMG]http://puu.sh/add8c/f073cd1e41.jpg[/IMG] wip, 2 more cosmetics to go with this(concept by greg)[/QUOTE] I like it, but the normals are too detailed.
So question What exactly is a Vertex Normal And how can I use it properly in the context of TF2 modeling
[QUOTE=Omninerd;45402267][t]http://i.imgur.com/bFMyCh4.jpg[/t] Does anyone have the reference image used for this concept? I would love to have it when making all-class item concepts.[/QUOTE] Judging by the style, it looks to be based on the people from Day of the Dead of Mexico, where people paint their faces like a skull, might i say some stylish skulls. The one in the concept is more simple and less detailed in terms [t]http://heresjonny.com/wp-content/uploads/2012/12/SF_Day_Of_The_Dead_2012_7.jpg[/t][t]http://www.camelcitydispatch.com/wp-content/uploads/2013/09/day-of-the-dea.jpg[/t][t]http://abcnews.go.com/images/ABC_Univision/UNI_MexicoDayofdead5_main.jpg[/t]
no I think they want the heads without the faces painted on
[QUOTE=NeoDement;45403667]no I think they want the heads without the faces painted on[/QUOTE] Oh oops :v: Still, i would like a mod based on that
Question, It is possible to modify the color of the yellow tint used when a character is coated with jarate?
[QUOTE=UberMunchkin;45404083]Here, have a bit of an odd Halloween concept. It's based off the typical cartooney Halloween hooded skeleton masks. [img]http://i.imgur.com/ftOoG9X.png[/img][img]http://i.imgur.com/g7ANEZ5.png[/img] Let me get this off my chest, it's odd, I know. The hood looks awkward and terrible, but like seriously, I'd be hella up to do a ton of shit on this. It's like in the top 5 of the concepts I'd mainly want to work on, but mainly due to what it's referencing. But first lets be honest, [url=http://wiki.teamfortress.com/wiki/The_Highland_Hound]he's not even a real wolf[/url]. [editline]16th July 2014[/editline] also in all honesty, just to prove how much I'd happily work on it, it's 5am as I post this :v:[/QUOTE] Will the hood be paintable? I'd like to be skeletor.
[QUOTE=Aibaleet;45403643]So question What exactly is a Vertex Normal And how can I use it properly in the context of TF2 modeling[/QUOTE] The complex answer - [url]http://msdn.microsoft.com/en-us/library/bb324491%28VS.85%29.aspx[/url] Simpler answer - a vertex normal tells the game engine which direction a polygon is facing at it's vertex points. Normally on a flay polygon with no smoothing they point perpendicular to the face. They can be changed to make a flat look like it's curved. Typically used in TF2 to blend objects into player objects. [url]http://wiki.polycount.com/VertexNormal[/url]
I don't know if this is the right place to ask, but does anyone here know how to run dmxedit?
-Snip, what a shitty preview. Like, Christ was that bad-
[QUOTE=Aibaleet;45403643]So question What exactly is a Vertex Normal And how can I use it properly in the context of TF2 modeling[/QUOTE] It's in essence how light bounces off something. Normals determine what direction certain parts face so you don't have to have a super-detailed mesh. With Ducksink's medic coat example, you can see small wrinkles - those are not actually modeled in; they're part of the item's normal map. Here's a bit more info if you want to read up on it: [url]https://developer.valvesoftware.com/wiki/Bump_map[/url]
My first item is doing [b]way[/b] better than I expected! Thank you all! (#1 in page 2!) [t]http://puu.sh/adEXx/84c845997e.jpg[/t]
[QUOTE=wauterboi;45393243]This is my first real attempt at concept art: [t]https://dl.dropboxusercontent.com/u/965202/conceptart/the_caliber_cue.png[/t][/QUOTE] [t]https://dl.dropboxusercontent.com/u/965202/ShareX/2014-07/2014-07-16_03-33-21.png[/t] Well hey, I got this far: I've got the shirt and the vest from the pre-existing . How would I get this to wrap over the pre-existing clothes? Would I have to size them larger? Because if that's the case, I have no idea how you do that without messing with the vertices individually... or something. If someone could help me with this I'd be grateful! Earlier I was able to do a rough 3D-version of what I wanted so I know how to get where I want outside of this weird step of making it layer over the pre-existing clothes.
[QUOTE=wauterboi;45405844][t]https://dl.dropboxusercontent.com/u/965202/ShareX/2014-07/2014-07-16_03-33-21.png[/t] Well hey, I got this far: I've got the shirt and the vest from the pre-existing . How would I get this to wrap over the pre-existing clothes? Would I have to size them larger? Because if that's the case, I have no idea how you do that without messing with the vertices individually... or something. If someone could help me with this I'd be grateful! Earlier I was able to do a rough 3D-version of what I wanted so I know how to get where I want outside of this weird step of making it layer over the pre-existing clothes.[/QUOTE] I'm not sure what program you use for modeling atm, but in 3ds you could use a push modifier if I'm understanding your problem right.
Can we just agree on the fact that most people here actively browse the workshop and see all submissions, and that nobody has to post images of the workshop here anymore
So I made a hairbrush to match the sash I made! It can be a pageant ___ set! [t]http://puu.sh/adKDP/851e1cbc80.png[/t] [Claimed by: Noone...] (Oh and also a Once-ler (from the Lorax movie) themed set!) [t]http://puu.sh/adMgl/15976c21dc.png[/t] [Claimed by: Noone...] {Oh and can someone teach me how to make a gmod addon for the Best of Show sash.}
[QUOTE=Bapaul;45405943]Can we just agree on the fact that most people here actively browse the workshop and see all submissions, and that nobody has to post images of the workshop here anymore[/QUOTE] It's his first item, dude, relax.
[QUOTE=UberMunchkin;45404833]It'd be part of the plan, yeah.[/QUOTE] make the mask paintable. skeletor has a golden skull. [editline]16th July 2014[/editline] [QUOTE=wauterboi;45405844][t]https://dl.dropboxusercontent.com/u/965202/ShareX/2014-07/2014-07-16_03-33-21.png[/t] Well hey, I got this far: I've got the shirt and the vest from the pre-existing . How would I get this to wrap over the pre-existing clothes? Would I have to size them larger? Because if that's the case, I have no idea how you do that without messing with the vertices individually... or something. If someone could help me with this I'd be grateful! Earlier I was able to do a rough 3D-version of what I wanted so I know how to get where I want outside of this weird step of making it layer over the pre-existing clothes.[/QUOTE] Fry?
[QUOTE=Sparkwire;45399190][url]http://steamcommunity.com/sharedfiles/filedetails/?id=170877216[/url][/QUOTE] For some reason, the moustache doesn't change whenever I try to flex it. It always stays the same as the recent flex that I do Any help?
[url=http://www.mediafire.com/download/ck5mj6o91q8a70m/Best_of_Show.zip][img]http://puu.sh/adPZu/306e8af46e.png[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=286723691][img]http://puu.sh/adQ9Y/847b880ad7.png[/img][/url]
[QUOTE=Pastel;45405626]My first item is doing [b]way[/b] better than I expected! Thank you all! (#1 in page 2!)[/QUOTE] I've always hoped that people would enable this because I see no reason to have a very limited amount of items being displayed. [T]http://i.imgur.com/QTYUqvo.png[/T]
[QUOTE=Pastel;45407084][url=http://www.mediafire.com/download/ck5mj6o91q8a70m/Best_of_Show.zip][img]http://puu.sh/adPZu/306e8af46e.png[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=286723691][img]http://puu.sh/adQ9Y/847b880ad7.png[/img][/url][/QUOTE]I'M STICKING IT ONTO GMOD. I CALLED IT FIRST.
Haunted knight: A Visored helmet with cage-like filters, probably would look good with other medieval/armor based items pyro has. [img]http://puu.sh/adWBH.png[/img] A Shadowy Hood, id imagine it would look rather nice with the Last Breath. [img]http://puu.sh/adWCn.png[/img] A draping robe/scarf with skull ornaments, would probably pair well with the Bonedolier. [img]http://puu.sh/adWCR.png[/img] Combined: [img]http://puu.sh/adWDe.png[/img] inspired by Spectre Knight from Shovel Knight
Does anyone have an obj version of scouts scattergun so i can use it's size as a reference my riot shotgun
Hey, never posted here before so um hi! :) Started sculpting this head for pyro for Halloween (Still early stages) loosly based off the Joker in the Batman comics when he cuts his face off and puts it back on [IMG]http://i.imgur.com/MJeEB3y.png[/IMG]
[QUOTE=kibbleknight;45407387]Haunted knight: A Visored helmet with cage-like filters, probably would look good with other medieval/armor based items pyro has. [img]http://puu.sh/adWBH.png[/img] A Shadowy Hood, id imagine it would look rather nice with the Last Breath. [img]http://puu.sh/adWCn.png[/img] A draping robe/scarf with skull ornaments, would probably pair well with the Bonedolier. [img]http://puu.sh/adWCR.png[/img] Combined: [img]http://puu.sh/adWDe.png[/img] inspired by Spectre Knight from Shovel Knight[/QUOTE] Yeah, I want to do this.
[QUOTE=Pastel;45406125]So I made a hairbrush to match the sash I made! It can be a pageant ___ set! [t]http://puu.sh/adKDP/851e1cbc80.png[/t] [Claimed by: Noone...] (Oh and also a Once-ler (from the Lorax movie) themed set!) [t]http://puu.sh/adMgl/15976c21dc.png[/t] [Claimed by: Noone...] {Oh and can someone teach me how to make a gmod addon for the Best of Show sash.}[/QUOTE] Uh, I remember that I still with a Lorax Eyebrow and Mustache combo laying around somewhere. I'll go back and continue to check the old emporium since my PC doesn't have it no more.
[QUOTE=DustyShowbiz;45407484] loosly based off the Joker in the Batman comics when he cuts his face off and puts it back on [/QUOTE] I looked it up. That's really gross.
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