[QUOTE=Flubbman;44868774]I've been trying to give the Modern Mastermind jigglebones, but I've run into a problem that ruins everything about it.
[IMG]http://puu.sh/8Vj7f.jpg[/IMG]
Looks okay, right?
Let's change to another sequence.
[IMG]http://puu.sh/8Vjap.jpg[/IMG]
Notice how it clips into itself. This happens with a lot of animations. [B]This does not occur when there are no jigglebones in the skeleton.[/B]
My question is this: [B]How do I give a model jigglebones that don't "override" the rigging?[/B] The problem occurs because the scarf is weighted to my two jigglebones, so the engine treats them as if they are part of the Spy's body and move along with them.[/QUOTE]
Parent your jigglebones to the lower torso bones, weight the scarf to them the same amount as you had weighted to the lower torso before, make sure the jigglebones aren't allowed to go backwards into the torso
[QUOTE=SediSocks;44868981]Lower the FOV and turn on DoF samples for that SFM picture. Here's some guides to help you:
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=123134497"]Depth of Field[/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=149692868"]Fixing the grain[/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=123102676"]Three Point Lighting[/URL]
Combining all three of those things will get you a pretty passable SFM pic, as it stands your current one isn't helping show off your item too well.[/QUOTE]
So how does this look?
[IMG]http://i646.photobucket.com/albums/uu184/colin9102/EngieFeordaThick55.jpg[/IMG]
[QUOTE=General_sTORe;44869288]So how does this look?
[IMG]http://i646.photobucket.com/albums/uu184/colin9102/EngieFeordaThick55.jpg[/IMG][/QUOTE]
FOV still needs to be turned down. And still a bit grainy-looking AO.
[QUOTE=General_sTORe;44869288]So how does this look?
[IMG]http://i646.photobucket.com/albums/uu184/colin9102/EngieFeordaThick55.jpg[/IMG][/QUOTE]
Use the hwm models, they have much better hand and face meshes.
Is there any way to replace the backburners model? i dont know if it shares a model with the stock but i want to re-do it so silhouettes are easier to recognize of a player using the backburner.
Jigglebones not appearing in the importer is normal, right?
[QUOTE=ikes;44869528]Is there any way to replace the backburners model? i dont know if it shares a model with the stock but i want to re-do it so silhouettes are easier to recognize of a player using the backburner.[/QUOTE]
It simply adds the little blue/red head on to the stock model. Out of luck, I'm afraid.
[QUOTE=alexdom;44868984]Anyone can help me ? i really dont know how to import my model into tf2 D:
also : red and blu versions
[IMG]http://i58.tinypic.com/2s84s91.png[/IMG][/QUOTE]
just 1 question though how do you reload it
I only assume you're going to make it a righteous bison replacement and as you should know it has a thingy on its back that you pull to reload, on this however I cant seem to find anything
Alright, so I think I finally got things looking right.
[IMG]http://i646.photobucket.com/albums/uu184/colin9102/137ad4ab-58c5-47ce-bc48-08888171ab85.jpg[/IMG]
[QUOTE=Jhonnykiller;44869728]just 1 question though how do you reload it
I only assume you're going to make it a righteous bison replacement and as you should know it has a thingy on its back that you pull to reload, on this however I cant seem to find anything[/QUOTE]
Its a pomson replacement
[IMG]http://i62.tinypic.com/2qcii6r.png[/IMG]
[QUOTE=General_sTORe;44869893]Alright, so I think I finally got things looking right.
[IMG]http://i646.photobucket.com/albums/uu184/colin9102/137ad4ab-58c5-47ce-bc48-08888171ab85.jpg[/IMG][/QUOTE]
[t]http://i646.photobucket.com/albums/uu184/colin9102/137ad4ab-58c5-47ce-bc48-08888171ab85.jpg[/t][t]http://i646.photobucket.com/albums/uu184/colin9102/EngieFeordaThick55.jpg[/t]
Mm, dat face and thumb
[editline]21st May 2014[/editline]
On topic regarding your hat, I think you should work on the texture.
At the moment it seems to have a very odd burn mark on the rim.
[editline]21st May 2014[/editline]
And you should add colour.
[QUOTE=Smashman;44869627]It simply adds the little blue/red head on to the stock model. Out of luck, I'm afraid.[/QUOTE]
wasnt there a way to make different teams use different models for classes? couldnt a similar approach be taken with the backburner?
[QUOTE=alexdom;44869911]Its a pomson replacement
[IMG]http://i62.tinypic.com/2qcii6r.png[/IMG][/QUOTE]
oh, right. even better then.
[QUOTE=ikes;44870100]wasnt there a way to make different teams use different models for classes? couldnt a similar approach be taken with the backburner?[/QUOTE]
Backburner doesn't use a different texture from the Flamethrower, so no. It'd work with Natascha and ScoRes though.
[QUOTE=Smashman;44870034][t]http://i646.photobucket.com/albums/uu184/colin9102/137ad4ab-58c5-47ce-bc48-08888171ab85.jpg[/t][t]http://i646.photobucket.com/albums/uu184/colin9102/EngieFeordaThick55.jpg[/t]
Mm, dat face and thumb
[editline]21st May 2014[/editline]
On topic regarding your hat, I think you should work on the texture.
At the moment it seems to have a very odd burn mark on the rim.
[editline]21st May 2014[/editline]
And you should add colour.[/QUOTE]
For clarification, when you say "burn mark" do you mean the dark shadow near the black band? Also, when it comes to color, do you mean like a red/blue coloration or do you have something else in mind? When I designed the hat I was trying to go for a grey fedora look, so I'm not quite sure I understand why it needs more color added, unless of course I was to make it have red/blue variations instead.
Nothing in TF2 is pure unsaturated gray
[QUOTE=Banjo7J;44870185]Backburner doesn't use a different texture from the Flamethrower, so no. It'd work with Natascha and ScoRes though.[/QUOTE]
Unlike playermodels. weapons and cometics use a generic uber texture so when ubered both models (the one for red and the one for blue) would appear at the sametime.
[QUOTE=Banjo7J;44870185]Backburner doesn't use a different texture from the Flamethrower, so no. It'd work with Natascha and ScoRes though.[/QUOTE]
sure, but couldnt you mess with the VMTs to point to a different texture?
[QUOTE=GintokiSakata;44870299]Unlike playermodels. weapons and cometics use a generic uber texture so when ubered both models (the one for red and the one for blue) would appear at the sametime.[/QUOTE]
I know that happens with transparency, but does it happen with $nodraw too? I don't imagine it would, but I wouldn't actually know, I've never tried.
[QUOTE=ikes;44870317]sure, but couldnt you mess with the VMTs to point to a different texture?[/QUOTE]
I don't think so, unless the Backburner for some reason uses a separate, identical VMT to the Flamethrower.
[QUOTE=General_sTORe;44869893]Alright, so I think I finally got things looking right.
[IMG]http://i646.photobucket.com/albums/uu184/colin9102/137ad4ab-58c5-47ce-bc48-08888171ab85.jpg[/IMG][/QUOTE]
You need to have smoothing groups or, since I assume you're using blender, use the edge split modifier. Specifically around the edges of the rim and the inner edge of the top, the bottom of the "dip" in the hat. Also I think you should make the black strip a lot thicker, probably twice the width that it is now. Your texture also needs a lot of work. Right now it's just two solid shades, white and black. Also, avoid using pure black on a texture like this. I suggest more of a charcoal black. You should also have some subtle brush strokes on the hat.
[url=https://github.com/SnowshoeIceboot/NoBodygroups/archive/master.zip][img]http://i.imgur.com/86jLr0L.png[/img][/url][url=https://github.com/SnowshoeIceboot/NoBodygroups][img]http://i.imgur.com/2hjErcp.png[/img][/url]
A re-release of one of my mods, this time on github. I added the Wolfenstein stuff so it should be up to date now, but I probably missed some things. Doesn't matter though, because unlike badbanana I can update the mod by adding a few files instead of reuploading the entire thing, so that's cool.
I'm also probably going to be recoding my hud, tf2hud+, from scratch and releasing that on github from now on as well.
[QUOTE=General_sTORe;44870214]For clarification, when you say "burn mark" do you mean the dark shadow near the black band? Also, when it comes to color, do you mean like a red/blue coloration or do you have something else in mind? When I designed the hat I was trying to go for a grey fedora look, so I'm not quite sure I understand why it needs more color added, unless of course I was to make it have red/blue variations instead.[/QUOTE]
Yes, I am referring to the shadow. TF2 does the shadows for you and I feel that yours is both low quality and confusing.
Regarding colour, I just find it a bit plain. Extra colour would spice it up.
[QUOTE=Banjo7J;44870391]I know that happens with transparency, but does it happen with $nodraw too? I don't imagine it would, but I wouldn't actually know, I've never tried.
I don't think so, unless the Backburner for some reason uses a separate, identical VMT to the Flamethrower.[/QUOTE]
i always thought it was standard for weapons to have individual VMTs that point to the same directories if they share a texture
[QUOTE=Banjo7J;44870391]I know that happens with transparency, but does it happen with $nodraw too? I don't imagine it would, but I wouldn't actually know, I've never tried.
[/QUOTE]
The game is coded to force a generic red or blue uber on the weapons/cosmetics .In other words the weapons/cosmetics only have a red and blue skin by default and when ubered the game overwrite's it with a plain red or blue uber that uses a single vmt for all the items ingame.
[QUOTE=Snowshoe;44870558][url=https://github.com/SnowshoeIceboot/NoBodygroups/archive/master.zip][img]http://i.imgur.com/86jLr0L.png[/img][/url][url=https://github.com/SnowshoeIceboot/NoBodygroups][img]http://i.imgur.com/2hjErcp.png[/img][/url][/QUOTE]
No longer will I suffer eye damage from pyroland gibus heavies or merasmus skull soldiers.
[QUOTE=NuggetWarmer;44870493]You need to have smoothing groups or, since I assume you're using blender, use the edge split modifier. Specifically around the edges of the rim and the inner edge of the top, the bottom of the "dip" in the hat. Also I think you should make the black strip a lot thicker, probably twice the width that it is now. Your texture also needs a lot of work. Right now it's just two solid shades, white and black. Also, avoid using pure black on a texture like this. I suggest more of a charcoal black. You should also have some subtle brush strokes on the hat.[/QUOTE]
[QUOTE=Smashman;44870666]Yes, I am referring to the shadow. TF2 does the shadows for you and I feel that yours is both low quality and confusing.
Regarding colour, I just find it a bit plain. Extra colour would spice it up.[/QUOTE]
Alright, I'll work on all that. As to the color though, I generally want to keep it the same. I will make the band less of a solid black and make the hat a darker gray, but overall I want to keep the general color scheme. When designing the hat, I was trying to base it's color off of a hat like this:
[IMG]http://images.tvrage.com/cguide/25/6514.jpg[/IMG]
It certainly isn't a major eye-catcher I'll admit, but it's what I want to go for. Maybe I'll try to make the hat paintable, but being that it's my first hat, I may save that kind of venture for a future project. I'll see how it goes. :downs: In any case, I should hopefully have a much better version of the hat up for examination in a few days.
[QUOTE=General_sTORe;44871362]Alright, I'll work on all that. As to the color though, I generally want to keep it the same. I will make the band less of a solid black and make the hat a darker gray, but overall I want to keep the general color scheme. When designing the hat, I was trying to base it's color off of a hat like this:
[IMG]http://images.tvrage.com/cguide/25/6514.jpg[/IMG]
It certainly isn't a major eye-catcher I'll admit, but it's what I want to go for. Maybe I'll try to make the hat paintable, but being that it's my first hat, I may save that kind of venture for a future project. I'll see how it goes. :downs: In any case, I should hopefully have a much better version of the hat up for examination in a few days.[/QUOTE]
[URL="http://www.polycount.com/forum/showthread.php?t=73559"]read this.[/URL] your grays need some hue in them, or it looks out of place in TF2.
also, paint is rather easy to set up. just copy the VMT lines and proxy from an already paintable hat over to your own hat's VMT. then make a paint mask with the alpha channel (if photoshop) or layer mask (if gimp) to define the areas on the UV that should change color. since your texture is already grayscale/white, it should play well with paint without the colors blending into dogshit.
[QUOTE=Svdl;44861792]Here's a Soldier set I'm doing with Serious Greg concepting and Sparkwire helping with flexes.
I'd put it in the same series as the TFCish sets I've done before, so I'm also planning a rocket launcher.
[img]https://dl.dropboxusercontent.com/u/6526556/soldierstuff.jpg[/img]
[img]http://puu.sh/8U40C/d8c35330e9.png[/img][img]http://puu.sh/8U41o/bb2b525083.png[/img][/QUOTE]
REMOVE BLU remove blu
you are worst blue. you are the blue idiot you are the blue smell.
[QUOTE=TheMooseman;44871851]REMOVE BLU remove blu
you are worst blue. you are the blue idiot you are the blue smell.[/QUOTE]
wot
[QUOTE=Smashman;44871870]wot[/QUOTE]
kebab
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