• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=Gadget | TF2M;45420008]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?[/QUOTE] Apparently. I wish they made it easy to do for animation packages outside of SFM, but I guess that ain't gonna happen :v:
So I've done the basic colours and bake, anyone up for getting this into tf2 and animating it for 50% when i've added detail? [IMG]http://i.imgur.com/dIDE6sd.png?1[/IMG]
[IMG]http://puu.sh/afETg/0473e83e86.jpg[/IMG] wip..the buckle is subject to change
[QUOTE=BonJons;45420236]So I've done the basic colours and bake, anyone up for getting this into tf2 and animating it for 50% when i've added detail? [/QUOTE] try to stick to tf2 colors. use this [t]http://www.majhost.com/gallery/benhenry96/Work/tf2_palette.jpg[/t] bottom one's for metals
[QUOTE=Ducksink;45420360][IMG]http://puu.sh/afETg/0473e83e86.jpg[/IMG] wip..the buckle is subject to change[/QUOTE] Is it the model already? I don't like much the color of the shirt, perhaps a color more fitting to the medic gloves (like the Quadrwangler)?
[QUOTE=perrryz;45420383]try to stick to tf2 colors. use this [t]http://www.majhost.com/gallery/benhenry96/Work/tf2_palette.jpg[/t] bottom one's for metals[/QUOTE] I have it's just the lighting in maya, but thanks.
[QUOTE=Gadget | TF2M;45420008]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?[/QUOTE] By the looks of all the other taunts, they all start with the primary weapon idle animation. That part gets smoothed out automatically though, just looks less weird when it's smoothed from a stance that is close to whatever weapon the player is holding
[QUOTE=BonJons;45420236]So I've done the basic colours and bake, anyone up for getting this into tf2 and animating it for 50% when i've added detail? [IMG]http://i.imgur.com/dIDE6sd.png?1[/IMG][/QUOTE] What's with the random tape?
[QUOTE=Bapaul;45420751]What's with the random tape?[/QUOTE] Once i add detail it will have scratches and marks and look half broken, so it looks like it's falling apart.
Tape is a modeling cliche, ditch it.
[del]seduce[/del] texture me. [t]http://i.imgur.com/MJZwqv1.png?1[/t] [del]anyone?[/del] being textured by Psyke
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=287544571"][IMG]http://cloud-4.steampowered.com/ugc/576776275448527789/16730C756EB1BD94AAED118753919C3886854519/[/IMG][/URL] New item up! Click the thumbnail to vote! Also a ton of mods! [URL="dl.dropboxusercontent.com/s/l2faa3li6ftt6f5/russian_robe.zip"][IMG]http://i.imgur.com/nAPGFqS.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=287544571"][IMG]http://i.imgur.com/pkLrhso.png[/IMG][/URL] [URL="dl.dropboxusercontent.com/s/166cmmadiki0hjl/practitioners_protection.zip"][IMG]http://i.imgur.com/iYAUbgN.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=283408824"][IMG]http://i.imgur.com/pkLrhso.png[/IMG][/URL] [URL="dl.dropboxusercontent.com/s/d2uucw3pk95deog/astro_attire.zip"][IMG]http://i.imgur.com/L1bPyXt.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=283411067"][IMG]http://i.imgur.com/pkLrhso.png[/IMG][/URL] [URL="dl.dropboxusercontent.com/s/wfu3w3h52759zvl/zero_gravity_gloves.zip"][IMG]http://i.imgur.com/eN6FLbf.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=283409537"][IMG]http://i.imgur.com/pkLrhso.png[/IMG][/URL]
Hello, I've been lurking this thread since early Royzo days and decided to take the first steps into Blender and TF2 modelling recently and could use some advice. I'm working on a ammo belt for the Heavy and was wondering about the most efficient approach to make the bullets. In the image the first version depicts the bullet as whole, with the strap modelled around it. The second version has the strap extruding from the bullet itself. [IMG]http://i348.photobucket.com/albums/q354/Zaerg/HeavyBulletAdvice_zps16bce31d.png[/IMG] Since I'm also making a whole belt out of it, would it be better to lay out the belt, rig it, and then shape it around Heavy, or would it be easier to just model it straight onto him?
Just a heads up his vest is way too flimsy to be worth trying to turn into an item that pouch backpack is the closest thing because it covers the entirety of the belt
[QUOTE=Punchy;45422347]Just a heads up his vest is way too flimsy to be worth trying to turn into an item that pouch backpack is the closest thing because it covers the entirety of the belt[/QUOTE] i think he should go for it, its a great way to get used to working with a load of objects in one scene.
[QUOTE=donhonk;45420958]Tape is a modeling cliche, ditch it.[/QUOTE] i think it has its place, if located logically.
[QUOTE=StormBlink;45415389]Alright, Seeing as I am getting no help... Can I get someone to add to steam to help me with some of this? The Face flexing is somewhat confusing me and I am having problems understanding Mapping[/QUOTE] What do you need help with exactly? To make facial flexes, you use Shape Keys, it's located under Vertex Groups. Create a Basis Shape with the + button, this is your model's default shape. Any further edits you make to the model must be done on the Basis shape, it's also a very good idea to not touch flexing until you are sure your mesh is 100% done and you aren't going to edit it any more. To make each flex, click the + button again and then give the flex the name of the flex on the playermodel you want to match. So if your item clips with Scout's HappyBig flex, make a new flex on your item called HappyBig and then while that shape key is selected, adjust your model in edit mode so it looks correct on Scout's HappyBig flex. You then repeat this step for every flex that doesn't look correct on the class you are making the item for. To actually get reference for the class's original flexes, import the class_morphs_low.dmx file for the class you want that is found in the TF2 SDK source files. Importing a DMX automatically imports the flexes too, so you can just toggle between them when you need reference. Make sure to import them on the Y axis. For actually making the flexes, here's a copypaste from something I wrote earlier: [quote] There's two things you can do that I'd recommend, one is using proportional editing mode, this lets you translate vertices in a way that also adjusts surrounding vertices to compensate for the new position of whatever you moved. This helps keep things smooth while flexing and reduces workload by a lot. The best way that I know of though, is to make a facial rig with bones, and then actually pose the face to create the flexes. This takes some time to set up but once the actual rig is done, creating the actual flexes with it takes a fraction of the time of manually moving vertices around, plus if your facial rig is halfway decent, this method will usually look better than manual vertice translation. If you are manually translating vertices though, keep in mind, you can blend existing shape keys together via the "create new key from shape" setting. So if you make a flex of the mouth opening, you don't have to repeat this on every flex the mouth opens on, you can stack it with other flexes and additionally you can adjust how much influence it has before it stacks. Once you get a good handful of flexes done, the rest start going a lot faster because of your ability to now blend existing ones together. [/quote] As for UV mapping, assuming that's what you mean, honestly I'd suggest just watching a beginners tutorial for UV editing and unwrapping. It's pretty simple you just need to see how it's utilized.
[QUOTE=heinous;45422546]i think it has its place, if located logically.[/QUOTE] Case in point [IMG]http://wiki.teamfortress.com/w/images/thumb/5/53/RED_Medigun.png/250px-RED_Medigun.png?t=20111210234307[/IMG]
Didn't we have this exact argument back in the Classic Update Like basically verbatim
[QUOTE=Old Hermit;45422759]Didn't we have this exact argument back in the Classic Update Like basically verbatim[/QUOTE] I think it even also started with a scattergun that someone added tape to.
While i wait on someone to import my weapons for use in TF2 i'l show you a taunt that is up for grabs. [T]http://cloud-4.steampowered.com/ugc/35218420282976746/808A0009567C18DD697BA5A032DA6F8788E1865E/[/T] [T]http://i.imgur.com/Yl8VR6N.jpg?1[/T]
[QUOTE=BonJons;45423313]While i wait on someone to import my weapons for use in TF2 i'l show you a taunt that is up for grabs. [T]http://cloud-4.steampowered.com/ugc/35218420282976746/808A0009567C18DD697BA5A032DA6F8788E1865E/[/T] [T]http://i.imgur.com/Yl8VR6N.jpg?1[/T][/QUOTE] He should scream the "Oh it burns!" lines when he puts it on.
An old rocket launcher design of mine: [img]http://puu.sh/ag64v.png[/img] I figured i'd post it again in hopes of it eventually being made or turned into a mod for the Air Strike. Hand-drawn concept to boot: [t]http://puu.sh/ag6sj.jpg[/t] I figure you could probably get away with putting a picture of heavy's sister on the photograph.
[QUOTE=Punchy;45422347]Just a heads up his vest is way too flimsy to be worth trying to turn into an item that pouch backpack is the closest thing because it covers the entirety of the belt[/QUOTE] If that was directed at me, I was thinking about wrapping the ammo belt around his arms. Hopefully managing to get them jiggleboned in the process.
[QUOTE=Dr. Doughnut;45423448]He should scream the "Oh it burns!" lines when he puts it on.[/QUOTE] Kinda makes me wanna make a mod to replace scout's fire voicelines with the scream from Home Alone
[QUOTE=TheRealFierce;45414405]I didn't intend to release this, but whatever. [URL="http://www.mediafire.com/download/j21bm561o6m5g92/dispenser+robot.zip"][IMG]http://i.imgur.com/2PbttEW.png[/IMG][/URL][/QUOTE] With the new update, this mod actually does make more sense now. :v:
Guys, I know this is not important but: [i]My [b]first[/b] item is on the [b]front[/b] page![/i] I'm very excited and happy and another thank you is in order for you all! [b]THANK YOU![/b]
[QUOTE=Pastel;45424014]Guys, I know this is not important but: [i]My [b]first[/b] item is on the [b]front[/b] page![/i] I'm very excited and happy and another thank you is in order for you all! [b]THANK YOU![/b][/QUOTE] what is it!!??!!
[QUOTE=Lord of Boxes;45424243]what is it!!??!![/QUOTE] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=286723691"]The Best of Show[/URL] :zoid:
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=287217976][b]The Flak Pack[/b][/url] - [i]If you think you can just run around the battlefield without proper protection, then you don't know flak![/i] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=287217976][img]http://cloud-4.steampowered.com/ugc/50981056162487052/30BCEE2F1D5C764A5368E9CB40774BB0280E16E9/[/img][/url] [t]http://cloud-4.steampowered.com/ugc/50981056162509259/97076A8B6C2D3E35A59007A8EC348989F60DAA17/[/t] [t]http://cloud-4.steampowered.com/ugc/50981056162770381/6DEE7C6F14CF58EA61D5813D68801B1171C5241E/[/t] [t]http://cloud-2.steampowered.com/ugc/50981056162508504/C87B41D4C148353545B626283FA0B75404B0258E/[/t] [t]http://cloud-4.steampowered.com/ugc/50981056162506798/EF587581F5E093D026EC2B86E07B2BD1FF182B9C/[/t] Modeled by Boomsta, textured by me, and concepted by Noizeblaze, with SFM work by Voltey. Vote up!
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