• TF2 Emporium 59:
    7,636 replies, posted
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=261663491"][IMG]http://cloud-4.steampowered.com/ugc/794069330032037178/2DAAC10A83C10906DCE2B1C96C898356F117CB3C/637x358.resizedimage[/IMG][/URL] [B]Misha's Formals[/B] Model by me, texture by Rain and concept was done by Gibbly. Votes are appreciated!
[QUOTE=General_sTORe;44853812]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][/QUOTE] Yes, but maybe around twice as thick, if not a little more.
[QUOTE=TrevorTheJedi;44853669]He doesn't have to extrude, all he has to do is move them down.[/QUOTE] No, he needs to extrude, he already moved the brim down. Which didn't get rid of the thin look.
[QUOTE=Stiffy360;44853689]I was thinking that too, but i didn't want to push it too far.[/QUOTE] you havent pushed it far enough. it currently looks really out of place, like it's taped on.
[IMG]http://24.media.tumblr.com/fe5fdcaa91c04b32a1a40aea9dc7a205/tumblr_n5ubr71DVr1smtahgo1_1280.png[/IMG] Almost there.. Anything I should fix? And when he's done, which merc should go next? [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] Sniper [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG] Medic [IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG] Heavy [IMG]http://www.facepunch.com/fp/ratings/winner.png[/IMG] Soldier [IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG] Demoman [IMG]http://www.facepunch.com/fp/ratings/information.png[/IMG] Scout [IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG] Pyro [IMG]http://www.facepunch.com/fp/ratings/wrench.png[/IMG] Engineer
[QUOTE=ikes;44854329]you haven't pushed it far enough. it currently looks really out of place, like it's taped on.[/QUOTE] any recommendations for removing that taped look?
[QUOTE=AbioFlesh;44854410][IMG]http://24.media.tumblr.com/fe5fdcaa91c04b32a1a40aea9dc7a205/tumblr_n5ubr71DVr1smtahgo1_1280.png[/IMG] Almost there.. Anything I should fix? And when he's done, which merc should go next? [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] Sniper [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG] Medic [IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG] Heavy [IMG]http://www.facepunch.com/fp/ratings/winner.png[/IMG] Soldier [IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG] Demoman [IMG]http://www.facepunch.com/fp/ratings/information.png[/IMG] Scout [IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG] Pyro [IMG]http://www.facepunch.com/fp/ratings/wrench.png[/IMG] Engineer[/QUOTE] hows he look ingame?
[QUOTE=Sparkwire;44854473]hows he look ingame?[/QUOTE] I don't know yet. I still have to finish the model and rig him.
[QUOTE=UserNotFound;44847022]Look for ScarT's blog on Google, he released not only the Alien but the Human model decompiled from the Team Gaben Alpha (which is on my website under [url]www.unfgaming.net/public[/url]) and recompiled to work with HL2 and such. Someone then went and converted it for TF2 but did a shit job with the VMTs which caused the models to look like well-lubricated plastic. The different skin thing may be a result of someone reskinning the one you made the alpha channel for to make it more TF2 friendly, as the one you quoted is the original skin.[/QUOTE] Actually, that model is from ScarT's blog: [url]http://scart.slkandy.com/?p=339[/url] Although I did see the decompiled model online (I can barely texture, fuck no), I think these textures were the originals, and were changed to the silver-y ones ( see Vincentor's post) by Team GabeN. What's weird is that the silver-y textures came with the model, though they were all "separated". (You'll see what I mean if you check for yourself.)
[QUOTE=AbioFlesh;44854486]I don't know yet. I still have to finish the model and rig him.[/QUOTE] just throw him ingame right now to see what you've got, it cant hurt to check for any errors before you start rigging
[QUOTE=Sparkwire;44854527]just throw him ingame right now to see what you've got, it cant hurt to check for any errors before you start rigging[/QUOTE] Alright, let's see.
[QUOTE=AbioFlesh;44854410][IMG]http://24.media.tumblr.com/fe5fdcaa91c04b32a1a40aea9dc7a205/tumblr_n5ubr71DVr1smtahgo1_1280.png[/IMG] Almost there.. Anything I should fix? And when he's done, which merc should go next? [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] Sniper [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG] Medic [IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG] Heavy [IMG]http://www.facepunch.com/fp/ratings/winner.png[/IMG] Soldier [IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG] Demoman [IMG]http://www.facepunch.com/fp/ratings/information.png[/IMG] Scout [IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG] Pyro [IMG]http://www.facepunch.com/fp/ratings/wrench.png[/IMG] Engineer[/QUOTE] thicken up those chest buckles, they're a bit too thin, try to give the straps some more depth too perhaps? and try to avoid having the sides of all the straps and buckles be at 90 degree angles, most things on the default player models are at flatter angles, makes things a little softer and lets it shade nicer and I'd say thicken up and reduce the boot laces too, consider the large hands etc or loose them completely if you're looking to be consistent with the default characters and there's a few smaller inconsistencies with the spy in the catch up comic. Like the way the chest harness connects, the way the straps sit over the shoulder, the bottom of the shirt bit poking out from under the belt (or perhaps that's part of the belt), the buckles on the crotch straps (unless you avoided those for the sake of smoother rigging), there seems to be a pouch on his right hip, and the tfc model has a knife strapped to his back by his right shoulder also the cyber eye thing hope some of that helps ^^
[QUOTE=General_sTORe;44853812]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][/QUOTE] Thick. Way thicker. Like half an inch thick.
[QUOTE=Stiffy360;44854432]any recommendations for removing that taped look?[/QUOTE] extrude the nose so it covers/shapes up with the top of the 'stache, and maybe jut out his lower lip if that's possible. like the orc jaw for heavy from halloween
Update on that archive of TF2 Improvement-related stuff: [url]http://dotbsp.com/tf2[/url] Does anyone know who made this lightwarp? [t]https://dl.dropboxusercontent.com/u/965202/ShareX/2014-04/2014-04-09_22-49-59.png[/t] It's sitting in my custom folder and I really dig it. It brightens characters up and makes them look a little more cartoony.
[QUOTE=blaholtzen;44854620]thicken up those chest buckles, they're a bit too thin, try to give the straps some more depth too perhaps? and try to avoid having the sides of all the straps and buckles be at 90 degree angles, most things on the default player models are at flatter angles, makes things a little softer and lets it shade nicer and I'd say thicken up and reduce the boot laces too, consider the large hands etc or loose them completely if you're looking to be consistent with the default characters and there's a few smaller inconsistencies with the spy in the catch up comic. Like the way the chest harness connects, the way the straps sit over the shoulder, the bottom of the shirt bit poking out from under the belt (or perhaps that's part of the belt), the buckles on the crotch straps (unless you avoided those for the sake of smoother rigging), there seems to be a pouch on his right hip, and the tfc model has a knife strapped to his back by his right shoulder also the cyber eye thing hope some of that helps ^^[/QUOTE] Thanks for the suggestions! I am trying to follow the designs of the original models and sometimes the designs in the comics if they are easier to work with. Do you mean the beveling? Because the straps and buckles aren't at 90 degrees. And I've made him the pouch, lens and knife, just aren't textured.
[IMG]https://dl.dropboxusercontent.com/u/65113316/gifs/backhand.gif[/IMG] He's all out of jarate.
Any thoughts on how I could model wrapping paper on the barrel of a minigun?
So how does this thickness fair? [IMG]http://i646.photobucket.com/albums/uu184/colin9102/EngieThick3.png[/IMG]
I too would like to get into the taunt-creating business, what's the best program you guys reckon I should work with? SFM? something else? I don't know what type of file they'd allow for uploading or anything
My HLMV takes a really long time to load, anyway to fix this?
[QUOTE=DeRosaJ;44854935]I too would like to get into the taunt-creating business, what's the best program you guys reckon I should work with? SFM? something else? I don't know what type of file they'd allow for uploading or anything[/QUOTE]I think people are generally assuming you'll export the DMX files from SFM (maya can export DMX files too). You can animate in probably most programs though, because you can import smd animations into SFM, afaik.
[QUOTE=wauterboi;44854761]Update on that archive of TF2 Improvement-related stuff: [url]http://dotbsp.com/tf2[/url] Does anyone know who made this lightwarp? [t]https://dl.dropboxusercontent.com/u/965202/ShareX/2014-04/2014-04-09_22-49-59.png[/t] It's sitting in my custom folder and I really dig it. It brightens characters up and makes them look a little more cartoony.[/QUOTE] Might be hawf's tasty lightwrap. Its in one of the emporiums but I forgot which one it came from though.
Thoughts? Rain's gonna do the texture. [t]http://puu.sh/8TjbO.png[/t] Original concept: [t]http://puu.sh/8LBFg[/t] Added the vest part to make it look like padded cloth like an actual astronaut suit. Leg parts will also use normals to get their pads. Dome isn't pictured. Seam on the hat is only in blender. Edit: Vote on where the dome helmet goes. Rainbows for with the snoopy hat: [t]http://puu.sh/8TksS.png[/t] Clocks for with the suit: [t]http://puu.sh/8Tkws.png[/t]
[QUOTE=TheJukebox;44855056]Thoughts?[/QUOTE] Imo, either remove the leg pieces or turn it into full pants with boots.
[QUOTE=wauterboi;44854761]Update on that archive of TF2 Improvement-related stuff: [url]http://dotbsp.com/tf2[/url] Does anyone know who made this lightwarp? [t]https://dl.dropboxusercontent.com/u/965202/ShareX/2014-04/2014-04-09_22-49-59.png[/t] It's sitting in my custom folder and I really dig it. It brightens characters up and makes them look a little more cartoony.[/QUOTE] send me this lightwarp. must have.
[QUOTE=wauterboi;44854761]Update on that archive of TF2 Improvement-related stuff: [url]http://dotbsp.com/tf2[/url] Does anyone know who made this lightwarp? [t]https://dl.dropboxusercontent.com/u/965202/ShareX/2014-04/2014-04-09_22-49-59.png[/t] It's sitting in my custom folder and I really dig it. It brightens characters up and makes them look a little more cartoony.[/QUOTE] hawf's tasty lightwarp, mod emporium 46 i remember it by heart because it's objectively the best lightwarp in existence next to valve's own
I started on that map. so far I have the center cap room fleshed out but i havent touched the outside regarding lighting or any blocks, so all around the outside of the center cap is just a big black room. in case anyone wants to see it, [URL="http://imgur.com/a/GbjiI"]have a link[/URL] IDK if the lighting is too dim or not just let me know about anything the cap currently is just a model, it doesnt actually do anything yet, but it helps me with a sense of scale. edit: I plan on re-doing anything that doesnt have consistent textures.
[QUOTE=Pagliacci;44855094]Imo, either remove the leg pieces or turn it into full pants with boots.[/QUOTE] B-b-but sayajin armor... :tinfoil:
-snip, thought it would go on my last post, sorry-
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