[QUOTE=Ax3l;44796792]Thank you!
Edit: Got another issue. As usual
[t]http://i.gyazo.com/9fc3f423d1cd8f0c01366b489164bc88.png[/t]
Literally everything I make looks like it's made out of crumpled paper. How do I make things more straight? I can't go around pulling each individual vertex. And even when I've tried it always ends up looking the same.[/QUOTE]
smoothing groups perhaps?
[QUOTE=Lexar;44796920]smoothing groups perhaps?[/QUOTE]
That helps. Sometimes.
But my point was more of the malformed edges. I can never get them to be straight
I mean, I used smoothing groups, and it looks better of course. Thank you for that, by the way.
But overall it just looks like a molten mess.
[t]http://i.gyazo.com/4faf63470fc8c007843526f1c380e3f0.png[/t]
[QUOTE=Ax3l;44796951]That helps. Sometimes.
But my point was more of the malformed edges. I can never get them to be straight
I mean, I used smoothing groups, and it looks better of course. Thank you for that, by the way.
But overall it just looks like a molten mess.
[t]http://i.gyazo.com/4faf63470fc8c007843526f1c380e3f0.png[/t][/QUOTE]
i assume you're using 3ds max by the looks of this. not only does 3ds tend to have buggy lighting sometimes but new items are best made as an editable poly it looks like you have an editable mesh. if you convert it to an editable poly it may look better.
[QUOTE=Lexar;44796999]i assume you're using 3ds max by the looks of this. not only does 3ds tend to have buggy lighting sometimes but new items are best made as an editable poly it looks like you have an editable mesh. if you convert it to an editable poly it may look better.[/QUOTE]
I'm actually using an editable poly.
And it has nothing to do with the lighting.
[QUOTE=Ax3l;44797034]I'm actually using an editable poly.
And it has nothing to do with the lighting.[/QUOTE]
you sure?
Lets me just tell you this from one of my recent experiences in 3ds.
the balaclava for the tfc mask in 3ds max had a major lighting issue. one side looked like a black hole had just sucked it in, thats how dark and screwed up it looked. To check whether its 3ds max or if the model was stuffed i compiled the balaclava into tf2 viewed it in hlmv and in the game... and you know what? it looked fine. NEVER trust 3ds max as being a final result. I have found what looks like a dog chewed it in 3ds max tends to look perfectly fine once imported into source.
Did you select all the faces you wanted to smooth for each area?
[QUOTE=Lexar;44797091]you sure?
Lets me just tell you this from one of my recent experiences in 3ds.
the balaclava for the tfc mask in 3ds max had a major lighting issue. one side looked like a black hole had just sucked it in, thats how dark and screwed up it looked. To check whether its 3ds max or if the model was stuffed i compiled the balaclava into tf2 viewed it in hlmv and in the game... and you know what? it looked fine. NEVER trust 3ds max as being a final result. I have found what looks like a dog chewed it in 3ds max tends to look perfectly fine once imported into source.[/QUOTE]
I suppose I'll just convert it to zbrush to check it next time then.
[QUOTE=TrevorTheJedi;44797277]Did you select all the faces you wanted to smooth for each area?[/QUOTE]
Yeah. I believe it looks fine.
[QUOTE=Ax3l;44796792]Thank you!
Edit: Got another issue. As usual
[t]http://i.gyazo.com/9fc3f423d1cd8f0c01366b489164bc88.png[/t]
Literally everything I make looks like it's made out of crumpled paper. How do I make things more straight? I can't go around pulling each individual vertex. And even when I've tried it always ends up looking the same.[/QUOTE]
Have you tried straightening your loops?
[IMG]https://dl.dropboxusercontent.com/u/7534716/Straighten.gif[/IMG]
[QUOTE=Populus89;44797559]Have you tried straightening your loops?
[IMG]https://dl.dropboxusercontent.com/u/7534716/Straighten.gif[/IMG][/QUOTE]
Oh, so that's how I do it. Thank you!
I tried straightening my vertexes and that never worked, but this seems more logical. :smile:
[QUOTE=donhonk;44795512]I vish to try this.[/QUOTE]
crap, forgot to write it was claimed by segab.
(unless you guys want to work together or something?)
More concept stuff
[t]http://i.imgur.com/5Aup7qr.png[/t]
[t]http://i.imgur.com/vIl8fLi.png[/t]
Up for grabs as well as my other stuff.
Let me know what you think!
[QUOTE=FireStarw;44794948][URL="https://dl.dropboxusercontent.com/u/36160122/goopgun_mods.zip"][IMG]http://i.imgur.com/4BFNjPs.png[/IMG][/URL] ...?[/QUOTE]
The GEP G.Ü.P. gun takedown is always the most silent way to eliminate Manderley Scout. :v:
Looks fantastic, maybe its sounds dumb, but any first person screenshots of this are available?
So, someone already "re-skinned" AyesDyef's LED Sentry Gun.
[URL="http://tf2.gamebanana.com/skins/134196"]http://tf2.gamebanana.com/skins/134196[/URL]
The almighty Hawkshadow said this "Don't worry, the TF2 artstyle died a long time ago".
[QUOTE=Frosty Andy;44798195]The GEP G.Ü.P. gun takedown is always the most silent way to eliminate Manderley Scout. :v:
Looks fantastic, maybe its sounds dumb, but any first person screenshots of this are available?[/QUOTE][IMG]http://cloud-4.steampowered.com/ugc/3300314195234061682/FB7A0E2F72B1D6FD536B0D5F622ACEAE8304085C/[/IMG]
From the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=229694236"]Workshop page.[/URL]
[QUOTE=davidrb18;44798229]So, someone already "re-skinned" AyesDyef's LED Sentry Gun.
[URL="http://tf2.gamebanana.com/skins/134196"]http://tf2.gamebanana.com/skins/134196[/URL]
The almighty Hawkshadow said this "Don't worry, the TF2 artstyle died a long time ago".[/QUOTE]
That thing is a fucking eyesore
Edit:
I can't stand the "TF2 has no set artstyle anymore" argument. Your items are still supposed to follow a coherent palette and have just the right balance of saturation, otherwise they just stick out and look obnoxious.
That's literally the basics of design.
Sup everyone! I heard space-themed event is coming so here's my two cents (WIP)
[IMG]http://i.imgur.com/9Q69QsX.png[/IMG]
[QUOTE=Punchy;44766114]Yes, for each "Face" you have, there's only one side that will show. To remedy it, you need to make more faces on the bottom, but have them facing opposite. Think of it as a one way mirror. the back of it is just cardboard. but two mirrors back to back and it's now a mirror on both sides[/QUOTE]
Alright, so how would I go about that exactly? I've tried a few things and I can't seem to do what you're saying. Would I need to make new faces and then re-unwrap the model to re-texture them all, or can I somehow make the new faces mirror the others? Like I said, I'm still learning the ropes of Blender, so I'm not very familiar with all the techniques, let alone basic functions yet. I understand you may not be able to give me specifics since each model can be different, but if you could offer me some basic instructions I should be able to figure things out. Thanks for the help so far! :D
the style didn't die at all
the theme did
two really different things
[QUOTE=davidrb18;44798229]So, someone already "re-skinned" AyesDyef's LED Sentry Gun.
[URL="http://tf2.gamebanana.com/skins/134196"]http://tf2.gamebanana.com/skins/134196[/URL]
The almighty Hawkshadow said this "Don't worry, the TF2 artstyle died a long time ago".[/QUOTE]
now with 10% more swag
Testing out a Spy suit although I'm not entirely happy with it. I don't know if it's the design altogether or just the colour scheme I chose. I'm thinking a single, darker colour tone for the whole suit might just look better but I've stared at it for so long it's difficult to make a decision.
[t]http://i60.tinypic.com/2m5xr3n.png[/t]
[IMG]http://i.imgur.com/OmMgjVY.png[/IMG]
Can someone tell me approximate polylimit for lod0, lod1, lod2 for hat?
[QUOTE=bladeshot;44798863]Can someone tell me approximate polylimit for lod0, lod1, lod2 for hat?[/QUOTE][QUOTE]Max triangle count is 1400, and the items require Lods depending on their tricount.
LOD 0 is max 1400
LOD 1 is max 1000
LOD 2 is max 700
So if you item is 800 tris, you'll need 1 lod. If it's 400, you won't need lods.
The compiler will grey out the non-needed lods. [/QUOTE]
[QUOTE=davidrb18;44798229]So, someone already "re-skinned" AyesDyef's LED Sentry Gun.
[URL="http://tf2.gamebanana.com/skins/134196"]http://tf2.gamebanana.com/skins/134196[/URL]
The almighty Hawkshadow said this "Don't worry, the TF2 artstyle died a long time ago".[/QUOTE]
Holy shit, it's as if they just threw a bunch of stuff on it for no reason
I should draw up a super-lame concept (I don't have artistic ability or a drawing pad) of the classes wearing a Poopy Joe hat in a similar manner to this
[t]http://i.imgur.com/zutj7T7.jpg[/t]
I really know what I want it to look like but I don't know if I'll be able to communicate this through art.
A thing.
Hologram HUD
[img]http://puu.sh/8KVHR.png[/img]
I'll model if anybody wants to texture.
[QUOTE=bladeshot;44798383]Sup everyone! I heard space-themed event is coming so here's my two cents (WIP)
[IMG]http://i.imgur.com/9Q69QsX.png[/IMG][/QUOTE]
Mister Crock
[t]https://dl.dropboxusercontent.com/u/7666502/HURMAGURDY.png[/t]
ready for uv's?
[QUOTE=Pagliacci;44797738]crap, forgot to write it was claimed by segab.
(unless you guys want to work together or something?)[/QUOTE]
SHIAT
(segab would have to want to, not gonna force my way into it like a jerk butt)
[QUOTE=Timezbrick;44796010]This gave me an idea, a Swat shield to go along with this set maybe?
[IMG]http://i.imgur.com/Sm1EN92.jpg[/IMG]
Probably not this big but you get the idea.[/QUOTE]
Horrible concept powers go!
[IMG]http://i.imgur.com/t2Tqq6v.png[/IMG]
that thing he's holding is a police baton
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