• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=ikes;44847692]I don't see the big deal. I didn't realize humor was frowned upon.[/QUOTE] and i didn't realize what you said was funny go hold hands with exor and shut up about valve "not putting in effort" once you actually make an effort to do something of your own, maybe you'll start to realize the effort others have put forth
[QUOTE=ikes;44847602]also, how the fuck do you use itemtoast omfg im doing exactly what it says to do but when repacking i get this error let me copy it for you [IMG]http://puu.sh/8SfnI.png[/IMG][/QUOTE] Click details and copy the text into a [URL]http://pastebin.com/[/URL] page. Also, what type of file are you loading in itemtoast? Workshop zip? .mdl? or QC? Assuming you are loading a multi class item workshop zip into itemtoast: Itemtoast doesn't support workshop all class items, because an all class item = multiple models. And for all class items there can be a different model for each class, sometimes only a few classes have a unique or all of them have a unique model or share the same model. So itemtoast can't guess which are the right models to replace given how certain items have a unique model per class and in other cases share the same model for multiple or all classes. Short answer: you need compile/repack each class model individually and then put it all together and manually pack to VPK, per item replacement.
Very often I see great things with the class Normal mapping. Question to the authors of these articles: "How do you make such a normal map?"
[QUOTE=Estavos;44847947]Very often I see great things with the class Normal mapping. Question to the authors of these articles: "How do you make such a normal map?"[/QUOTE] From what I've seen, people usually sculpt a high poly version of the model with programs like zbrush/3d coat (costs money) or sculptris/blender (free) and then bake a normal map onto the low poly version with programs like xnormal (free).
[QUOTE=dongalator;44847998]From what I've seen, people usually sculpt a high poly version of the model with programs like zbrush/3d coat (costs money) or sculptris/blender (free) and then bake a normal map onto the low poly version with programs like xnormal (free).[/QUOTE] xNormal can't work with two materials. As ZBrush and Sculptris. Thank you, I'll try use Blender.
you can also just model your high poly in your usual modelling program
Scout concept. The grey part is supposed to be Waterlogged Lab Coat. I'm sorry if the details are hard to make out as I'm using [t]. Also, should I go with the default Scout shirt team colour for the coat instead of this darker team colour for the coat? [T]http://i.imgur.com/mZCDOuU.png[/T]
[QUOTE=DrPyspy;44844497]I am good at texturing, I would like to try :D[/QUOTE] Please do! I don't know what you need to retexture it, but [URL="https://dl.dropboxusercontent.com/u/65113316/content/aliencommando.zip"]here's a zip of what there is[/URL].
[QUOTE=Mellowbloom;44847736][t]http://i.imgur.com/xUKvMrj.png[/t] so near yet so far the sad part is that it's taken me 7 hours to get it the right way up[/QUOTE] hour 14 the gun is closer to the engineers hand than ever before [editline]19th May 2014[/editline] hour 15 [t]http://i.imgur.com/ev26Tw7.png[/t] does anybody want a laspistol model because I'm [I]so done[/I]
[QUOTE=BANG!;44847899]Click details and copy the text into a [URL]http://pastebin.com/[/URL] page. Also, what type of file are you loading in itemtoast? Workshop zip? .mdl? or QC? Assuming you are loading a multi class item workshop zip into itemtoast: Itemtoast doesn't support workshop all class items, because an all class item = multiple models. And for all class items there can be a different model for each class, sometimes only a few classes have a unique or all of them have a unique model or share the same model. So itemtoast can't guess which are the right models to replace given how certain items have a unique model per class and in other cases share the same model for multiple or all classes. Short answer: you need compile/repack each class model individually and then put it all together and manually pack to VPK, per item replacement.[/QUOTE] i was loading a zip, and i was doing exactly that.
I had an idea for a Aviator uniform based on the Luftwaffe uniform for the medic. But I guess thats impossible since the medic wears a coat heh
[QUOTE=Estavos;44848119]xNormal can't work with two materials. As ZBrush and Sculptris. Thank you, I'll try use Blender.[/QUOTE] What? 2 materials? Why should that matter
Guys, it's happening [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=261526199"][IMG]https://dl.dropboxusercontent.com/u/37546036/PretentiousHipsterBullshit.jpg[/IMG][/URL] Clicky. Votes are [I]very[/I] much appreciated! And a mod release because I'm on the ball [URL="https://dl.dropboxusercontent.com/u/37546036/Didgeridoom_V1.zip"][IMG]https://dl.dropboxusercontent.com/u/37546036/ItsReleased_FinallyICanDie.png[/IMG][/URL] Phew. This is the quickest TF2 item I've ever made Oh no wait, not that [IMG]https://dl.dropboxusercontent.com/u/37546036/That'sLessThanAYearAfterIFirstSTARTEDModelling.png[/IMG]
[QUOTE=one free man;44850680]Guys, it's happening [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=261526199"][IMG]https://dl.dropboxusercontent.com/u/37546036/PretentiousHipsterBullshit.jpg[/IMG][/URL] Clicky. Votes are [I]very[/I] much appreciated! And a mod release because I'm on the ball [URL="https://dl.dropboxusercontent.com/u/37546036/Didgeridoom_V1.zip"][IMG]https://dl.dropboxusercontent.com/u/37546036/ItsReleased_FinallyICanDie.png[/IMG][/URL] Phew. This is the quickest TF2 item I've ever made Oh no wait, not that [IMG]https://dl.dropboxusercontent.com/u/37546036/That'sLessThanAYearAfterIFirstSTARTEDModelling.png[/IMG][/QUOTE] So how is it supposed to work with the reload animation with no bolt?
someone probably already drew something like this but anyway [img]https://dl.dropboxusercontent.com/u/39556064/concepts/Scoutclassic.jpg[/img][img]https://dl.dropboxusercontent.com/u/39556064/concepts/Scoutclassicb.jpg[/img]
1 year (and 1 day, oops) since the release of Robotic Boogaloo!
[QUOTE=kibbleknight;44850687]So how is it supposed to work with the reload animation with no bolt?[/QUOTE] To be honest, at this point it was a choice of either releasing it now, or I lose it and begin eating my own skin starting with the toes But if there's one thing I've learned on this, there's always time I even left space for the bolt texture in the binoculars sheet, for when my skin grows back. Stay tuned! And Thank you to everyone who's voted already!
[QUOTE=Mellowbloom;44849132]hour 14 the gun is closer to the engineers hand than ever before [editline]19th May 2014[/editline] hour 15 [t]http://i.imgur.com/ev26Tw7.png[/t] does anybody want a laspistol model because I'm [I]so done[/I][/QUOTE] Add me on Steam and I can help.
[QUOTE=mat500;44844881]someone is interested by making this AR-18 for the smg ?: [thumb]https://dl.dropboxusercontent.com/u/26839256/concept%20art/Sniper_AR18_left.png[/thumb] [thumb]https://dl.dropboxusercontent.com/u/26839256/concept%20art/Sniper_AR18_right.png[/thumb][/QUOTE] Yup
Woo Flexes. [t]http://i.imgur.com/3eVeY5x.png[/t] [t]http://i.imgur.com/F5xvPgV.png[/t] Anyone have some objs or something of the various engineer flex shapekeys I can use for reference? Eyeballing it is annoying.
[QUOTE=UberMunchkin;44851825]Here, have a small soldier set concept I spent a good 2 hours on: [t]http://i.imgur.com/r7Oj5VS.png[/t][/QUOTE] Cover his eyes somehow, seeing them is so bleh. Maybe tilt it forward like the Party Hat?
Updated my hat with 20% extra brim thickness! [url]http://steamcommunity.com/sharedfiles/filedetails/?id=260498065[/url] [IMG]http://i646.photobucket.com/albums/uu184/colin9102/EngieFeordaThick1.jpeg[/IMG] I certainly think the hat looks a lot better now, and I hope you all do to. Thanks for the input everyone!
[QUOTE=Stiffy360;44851711]Woo Flexes. [t]http://i.imgur.com/3eVeY5x.png[/t] [t]http://i.imgur.com/F5xvPgV.png[/t] Anyone have some objs or something of the various engineer flex shapekeys I can use for reference? Eyeballing it is annoying.[/QUOTE] i personally think it should elongate his nose but that just may be me.
-godsnippingdamit-
[QUOTE=ElderLolz;44852514]Anyone? :s[/QUOTE] Sorry for the late reply but you can export a range of frames in the scene by selecting the element you want to export, right click and select "export taunt animation". It'll spit out a useable animation dmx with a .qci to help you with compiling.
[QUOTE=General_sTORe;44852476]Updated my hat with 20% extra brim thickness! [url]http://steamcommunity.com/sharedfiles/filedetails/?id=260498065[/url] [IMG]http://i646.photobucket.com/albums/uu184/colin9102/EngieFeordaThick1.jpeg[/IMG] I certainly think the hat looks a lot better now, and I hope you all do to. Thanks for the input everyone![/QUOTE] It still looks really thin. You should extrude the face on the underside of the brim to give it more thickness.
He doesn't have to extrude, all he has to do is move them down.
[QUOTE=ikes;44853141]i personally think it should elongate his nose but that just may be me.[/QUOTE] I was thinking that too, but i didn't want to push it too far.
[QUOTE=Stiffy360;44851711]Woo Flexes. [t]http://i.imgur.com/3eVeY5x.png[/t] [t]http://i.imgur.com/F5xvPgV.png[/t] Anyone have some objs or something of the various engineer flex shapekeys I can use for reference? Eyeballing it is annoying.[/QUOTE] Here's a blend if you know how to use that. [url]http://www.mediafire.com/download/yrcn72l9ehytwcl/Engie_Flexes.blend[/url] Just click each shape key to toggle the different flexes.
[QUOTE=InfectedPotato;44853380]It still looks really thin. You should extrude the face on the underside of the brim to give it more thickness.[/QUOTE] Do you mean something like this? [IMG]http://i646.photobucket.com/albums/uu184/colin9102/Engiethick2.png[/IMG] [IMG]http://i646.photobucket.com/albums/uu184/colin9102/Engiethick1.png[/IMG]
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