[QUOTE=InfectedPotato;45416361]How does this transfer to an optimized model? I don't know much about sculpting software.[/QUOTE]
I will import The highpoly model into a program called 3D Coat then make a low poly version in there, then with both models i will bake Ambient Occlusion and Normal Maps in Xnormal :)
[editline]17th July 2014[/editline]
[QUOTE=Pagliacci;45416391]It'd be cooler if it was a human face taped onto pyro's mask.[/QUOTE]
I could try that next :)
[QUOTE=boomsta_;45411772]Mods!
[URL="https://dl.dropboxusercontent.com/u/35490615/Mods/western_hat_mod.zip"][IMG]https://dl.dropboxusercontent.com/u/35490615/Mods/western_hat.png[/IMG][/URL]
[/QUOTE]
No Milkman version?
[QUOTE=iAmaNewb;45416603]No Milkman version?[/QUOTE]
You can make it replace whatever you'd like by renaming a few files. :V
[QUOTE=SediSocks;45408554][IMG]http://ecx.images-amazon.com/images/I/519EV-OlCuL._SX300_.jpg[/IMG]
You could have at least put some effort in to make it fit the Spy's face.[/QUOTE]
I did though but later, anyway. you are right
[QUOTE=Pagliacci;45416391]It'd be cooler if it was a human face taped onto pyro's mask.[/QUOTE]
that reminds me of the scout face-mask someone made for pyro last year
Oh dear.
[t]http://cloud-4.steampowered.com/ugc/32966620460101088/712A8BEC59826B809AB42A3E71EECD336293BD6F/[/t]
looks like I'm playing as blu I guess.
Anyone else have this problem with the mod?
[QUOTE=Grandzeit;45416609]You can make it replace whatever you'd like by renaming a few files. :V[/QUOTE]
Mind telling me the filename for the Milkman?
Making that thing that kibbleposted. Nothing here is done, with the cape being the least done thing. Doesn't even have skulls.
[t]http://puu.sh/afgAk.png[/t]
Also looks good with a bunch of heads.
[QUOTE=iAmaNewb;45416813]Mind telling me the filename for the Milkman?[/QUOTE]
[img]http://i.imgur.com/fmuGzZU.png[/img]
[QUOTE=Grandzeit;45417038][img]http://i.imgur.com/fmuGzZU.png[/img][/QUOTE]
Thanks man
Edit: What about the file directory for the backpack icon?
[QUOTE=iAmaNewb;45417269]Thanks man
Edit: What about the file directory for the backpack icon?[/QUOTE]
\materials\backpack\player\items\scout\milkhat.vtf and milkhat_large.vtf
Another Demo Jacket
[img]http://puu.sh/afpc9.png[/img]
shortened the sleeves a bit
[editline]17th July 2014[/editline]
[QUOTE=A_Guardian;45416983]Making that thing that kibbleposted. Nothing here is done, with the cape being the least done thing. Doesn't even have skulls.
[t]http://puu.sh/afgAk.png[/t]
Also looks good with a bunch of heads.[/QUOTE]
If your going to be doing this, i'm going to leave this here for reference since you aren't on steam right now:
[img]http://puu.sh/afn0m.jpg[/img]
the cape is actually a scarf, which would have long dangley ends on each side of the backpack/canister. Prevents weird shaped hunchback capes and stuff.
Is there a way to make the "Fried Deep Desire" with team colors? I can't use cannonfodder program really well.
I've only been modelling for a short time now, but I want to design weapons for TF2, so I had a go at making one of the concept flare guns as a sort of trial run.
[t]http://i.imgur.com/PgIkdFa.png[/t][t]http://i.imgur.com/SoB6VRA.png[/t]
[t]http://i.imgur.com/qyIMoGJ.png[/t][t]http://i.imgur.com/NAt2XNx.png[/t]
I realize I was probably waaay too conservative with the polys after looking at the official flare gun model wireframe.
It's unwrapped and ready to be textured, but I'm gonna round some more things out and give the cylinders some more vertices. Need to add the 3 bolts as well.
Anyone have any tips or criticism? Specifically on optimization and any particular things Source gets picky with, and stuff. Currently using Blender.
[QUOTE=sirdownloadsalot;45418765]I've only been modelling for a short time now, but I want to design weapons for TF2, so I had a go at making one of the concept flare guns as a sort of trial run.
[t]http://i.imgur.com/PgIkdFa.png[/t][t]http://i.imgur.com/SoB6VRA.png[/t]
[t]http://i.imgur.com/qyIMoGJ.png[/t][t]http://i.imgur.com/NAt2XNx.png[/t]
I realize I was probably waaay too conservative with the polys after looking at the official flare gun model wireframe.
It's unwrapped and ready to be textured, but I'm gonna round some more things out and give the cylinders some more vertices. Need to add the 3 bolts as well.
Anyone have any tips or criticism? Specifically on optimization and any particular things Source gets picky with, and stuff. Currently using Blender.[/QUOTE]
looks pretty good, but youre right, it does seem too low poly. 6000 seems to be a good limit for weapons, according to valve, but its nice to look at the polycounts of weapons in the same slot as the one you're making for a good estimate to what you want yours to be.
You're gonna need a grip on the front if pyro's gonna hold it properly, too.
[sp]If you want reference, I made that flaregun two years ago and it's sitting on the workshop. My rendition is pretty garbage tho.[/sp]
[QUOTE=sirdownloadsalot;45418765]I've only been modelling for a short time now, but I want to design weapons for TF2, so I had a go at making one of the concept flare guns as a sort of trial run.
[t]http://i.imgur.com/PgIkdFa.png[/t][t]http://i.imgur.com/SoB6VRA.png[/t]
[t]http://i.imgur.com/qyIMoGJ.png[/t][t]http://i.imgur.com/NAt2XNx.png[/t]
I realize I was probably waaay too conservative with the polys after looking at the official flare gun model wireframe.
It's unwrapped and ready to be textured, but I'm gonna round some more things out and give the cylinders some more vertices. Need to add the 3 bolts as well.
Anyone have any tips or criticism? Specifically on optimization and any particular things Source gets picky with, and stuff. Currently using Blender.[/QUOTE]
i too am making my first weapon for tf2 (riot shotgun for scout), do you know how to animate and import it into tf2 at all? Currently unwrapping.
[IMG]http://i.imgur.com/I0AVFsE.png?1[/IMG]
[QUOTE=Sexy Robot;45418907]You're gonna need a grip on the front if pyro's gonna hold it properly, too.
[sp]If you want reference, I made that flaregun two years ago and it's sitting on the workshop.[/sp][/QUOTE]
I found the flare gun on your workshop, and it's very neat! I'll have a go at adding a grip, which makes more sense, but I probably wont finish or upload the model (since it's not my concept and there's better versions already up.) But it's making nice practice to start off with.
[editline]18th July 2014[/editline]
[QUOTE=BonJons;45418959]i too am making my first weapon for tf2 (riot shotgun for scout), do you know how to animate and import it into tf2 at all? Currently unwrapping.
[IMG]http://i.imgur.com/I0AVFsE.png?1[/IMG][/QUOTE]
[URL="https://www.youtube.com/watch?v=-X5QGx2TP_8"]This video is about hats, but it's more or less the same process, at least for getting the model and textures into the game.[/URL]
Can't really help with animating though.
[QUOTE=kibbleknight;45417799]Another Demo Jacket
[img]http://puu.sh/afpc9.png[/img]
shortened the sleeves a bit
[editline]17th July 2014[/editline]
If your going to be doing this, i'm going to leave this here for reference since you aren't on steam right now:
[img]http://puu.sh/afn0m.jpg[/img]
the cape is actually a scarf, which would have long dangley ends on each side of the backpack/canister. Prevents weird shaped hunchback capes and stuff.[/QUOTE]
Oh good. I was not looking foward to doing a cape.
[QUOTE=kfhammond;45415114]This is my first time animating anything:
[IMG]https://dl.dropboxusercontent.com/u/3869606/tf2/SFM/sneakwip1.gif[/IMG]
Critiques?[/QUOTE]
Really solid stuff for a first time - judging by the poses, I'm guessing you're using a sheet of something like this as a base
[t]http://1.bp.blogspot.com/-rbIH0OoFBZQ/T4AGCwImm_I/AAAAAAAABOo/hqzUPtMG-DQ/s1600/r-williams-sneak-5.png[/t]
and working off an orthogonal view. In case you aren't, use this - Richard William's is the bible for animating stuff.
As for critique, this is what I can think of for now:
1. [B]Angles,Angles,Angles[/B]: As of now, the timing could be a little snappier, but the poses are still quite stiff and we really need to see how it looks like for all angles to be able to gauge how this has progressed.
The key thing about sneaks or walks is the constantly shifting weight, which cannot be conveyed solely through viewing one angle of the animation.
2. [B]Bend that body[/B]: To get this to really pop, you need to get that spine to flow with the timing of the legs. Right now I could replace the spy with something that has a solid upper body (like say, a sentry buster) and call this done.
You need to get some overlapping motion at this stage itself or else it'll end up getting overlooked or overworked.
Look up videos about overlapping motion on youtube to see what I mean.
Also, while you're at bending things, bend them does. The key to those steps - or in fact, a sneak walk - is that every fiber of that person's being is into not making a sound. everything needs to roll gently, especially the feet once they've made contact with the ground.
Apart from that, this is very nicely done - for a first timer, this is a great piece!
Does this work as a set?
[img]https://dl.dropboxusercontent.com/u/39556064/notactualylcool.jpg[/img][img]https://dl.dropboxusercontent.com/u/39556064/whatif.jpg[/img][img]https://dl.dropboxusercontent.com/u/39556064/howabout.jpg[/img]
I made a tf2 wallpaper based off of the ass whooper concept art, Comes in to styles, Depending on if your boss is an asshole or not:
NSFW(Probalay):
[T]http://i.imgur.com/GUGDMC2.png[/T]
Your boss hates you edition:
[T]http://i.imgur.com/4b8scso.png[/T]
[QUOTE=Lord of Boxes;45419655]I made a tf2 wallpaper based off of the ass whooper concept art, Comes in to styles, Depending on if your boss is an asshole or not:
NSFW(Probalay):
[T]http://i.imgur.com/GUGDMC2.png[/T]
Your boss hates you edition:
[T]http://i.imgur.com/4b8scso.png[/T][/QUOTE]
Could you do a color that doesn't blind me at well.... any o' clock? :v:
[QUOTE=snookypookums;45419682]Could you do a color that doesn't blind me at well.... any o' clock? :v:[/QUOTE]
Sure! What is your Request?
[QUOTE=WilhelmScreamer;45411640]Can we have some more shots of how the shirt looks in actual in game poses?
I want to like it but I'm perpetually afraid of another ticket boy[/QUOTE]
[t]http://i.imgur.com/yFWbsPU.png[/t]
Did a little sampler for you real quick. Sky did a pretty good job I think! :)
[QUOTE=Lord of Boxes;45419690]Sure! What is your Request?[/QUOTE]
something like a dar grey or even the tf2 shades from their own color palette would be nice and not eyestab worthy:
[IMG]http://fc07.deviantart.net/fs70/f/2010/127/f/d/TF2_Color_Palette_by_Jay2645.png[/IMG]
[QUOTE=Lord of Boxes;45419655]I made a tf2 wallpaper based off of the ass whooper concept art, Comes in to styles, Depending on if your boss is an asshole or not:
NSFW(Probalay):
[T]http://i.imgur.com/GUGDMC2.png[/T]][/QUOTE]
could you move the watermark to the bottom right corner (or better yet, remove it altogether because halolz is gross)? it looks super weird in that position
[QUOTE=Constructor;45419717]could you move the watermark to the bottom right corner (or better yet, remove it altogether because halolz is gross)? it looks super weird in that position[/QUOTE]
OK!
[T]http://i.imgur.com/1qZv4pF.png[/T]
[T]http://i.imgur.com/CwB9mcO.png[/T]
[editline]17th July 2014[/editline]
[QUOTE=snookypookums;45419715]something like a dar grey or even the tf2 shades from their own color palette would be nice and not eyestab worthy:
[IMG]http://fc07.deviantart.net/fs70/f/2010/127/f/d/TF2_Color_Palette_by_Jay2645.png[/IMG][/QUOTE]
Got it!
[T]http://i.imgur.com/tKC29sX.png[/T]
[T]http://i.imgur.com/FyS4yjL.png[/T]
How does the taunt creation work? Do you start and end with the reference pose of a class and just export the animation from SFM?
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