[QUOTE=TheMooseman;44871851]REMOVE BLU remove blu
you are worst blue. you are the blue idiot you are the blue smell.[/QUOTE]
Where's the [IMG]http://www.facepunch.com/fp/ratings/weed.png[/IMG] rating when you need it?
[QUOTE=TheMooseman;44871851]REMOVE BLU remove blu
you are worst blue. you are the blue idiot you are the blue smell.[/QUOTE]
oh, I think I see what he's saying
[img]http://i.imgur.com/Dmetxhc.png[/img]
tbh though it doesn't look anything like him
[t]http://puu.sh/8VNsS.png[/t]
killer thriller
[QUOTE=TheJukebox;44871913]Where's the [IMG]http://www.facepunch.com/fp/ratings/weed.png[/IMG] rating when you need it?[/QUOTE]
smarked x1
[QUOTE=UberMunchkin;44868268]Remember [url=http://facepunch.com/showthread.php?t=1391270&p=44845215&highlight=#post44845215]this concept[/url]? Well I want to give a major shoutout for InfectedPotato and CDJO for being chill with creating it:
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=261989905][img]http://cloud-3.steampowered.com/ugc/3317211567177166547/F52A3190AE87D381C5E612783441A5ECF59DCB46/[/img][/url]
[t]http://cloud-2.steampowered.com/ugc/3317211567177182483/55573DC126C1EF2DC5734200D6837374633B195D/637x358.resizedimage[/t][t]http://cloud-3.steampowered.com/ugc/3317211567177185324/F9B68B507125F5C1F9B7B83AE2A0D01A778D2B68/637x358.resizedimage[/t]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=261989905]Check it out on the workshop! <3[/url][/QUOTE]
Sorry dude, but those sideburns look like some cardboard strips have been lightly rubbed with a cheese grater. Make the protrustions more of the model than the base rectangles are.
[IMG]http://i.imgur.com/ocPeuvL.png[/IMG]
I'm going through another phase of "I really want to model stuff for TF2" so I'm going through my old files I never finished.
Here's one I abandoned because I suck at rigging and texturing, but I'll try again.
Any critique on the model before I continue?
Well since this is the emporium and all, can someone make those minigun castings have the normal texture instead of changing colors? [url]http://tf2.gamebanana.com/skins/100232[/url]
Would be very realistic that way.
[QUOTE=VariableAgent;44872879][IMG]http://i.imgur.com/ocPeuvL.png[/IMG]
I'm going through another phase of "I really want to model stuff for TF2" so I'm going through my old files I never finished.
Here's one I abandoned because I suck at rigging and texturing, but I'll try again.
Any critique on the model before I continue?[/QUOTE]
Give it a defining feature like a necklace or a belt or a pattern
generally the thing with shirts is it needs something to say more than just "im a shirt", like an undershirt with the overshirt, or a specific pattern, ETC
[QUOTE=Svdl;44865638]Here's some rocket launcher progress.
The radar on the screen is animated with proxies, taken directly from some computer screens you see on the maps. Will probably make a custom screen.
[img]https://dl.dropboxusercontent.com/u/6526556/crl.jpg[/img][/QUOTE]
Thought this was much more Half-Life 1 related when I saw it instead of TFC.
[QUOTE=Falkok15;44873839]Thought this was much more Half-Life 1 related when I saw it instead of TFC.[/QUOTE]
"The model in Team Fortress Classic is the same AGTM-4000 model from Half-Life."
Probably the worst choice of a weapon for a set with a face cosmetic.
[img]https://dl.dropboxusercontent.com/u/6526556/crl2.jpg[/img]
that reminds me, has the scout tfc set been released as mods yet? I loved those items
[IMG]http://i.imgur.com/3bo9syI.png[/IMG]
does anyone know why my ao bake in 3ds max has this black line through it? i deleted the plane that had my image reference but it still bakes like this.
heres my model with its seams
[IMG]http://i.imgur.com/59UAhkK.png[/IMG]
and here is my uv
[IMG]http://i.imgur.com/cpDLH0M.png[/IMG]
[QUOTE=dongalator;44874124]does anyone know why my ao bake in 3ds max has this black line through it? i deleted the plane that had my image reference but it still bakes like this.[/QUOTE]
Just ignore that window and check the file.
[QUOTE=Game Zombie;44874136]Just ignore that window and check the file.[/QUOTE]
i did. its still like that.
Are you using mental ray renderer?
I'm still trying to do make something of that TF2/SMNC crossover.
I've been working on Robohobo for the entire night. It's 5 AM now so I'd better get some sleep, I should have some stuff to show later.
[QUOTE=TrevorTheJedi;44874207]Are you using mental ray renderer?[/QUOTE]
yes i am. im not sure what im doing wrong.
heres my max file if anyone wants to look at it *editfuckedup*
edit: fixed it by exporting as obj and reimporting it to a new scene and rerendering
Well.. when i opened the uv editor nothing showed up, then i went to the Edit poly and unclicked faces and then this showed up in the uv editor
[IMG]http://i.imgur.com/21yKQhm.png[/IMG]
[QUOTE=TrevorTheJedi;44874319]Well.. when i opened the uv editor nothing showed up, then i went to the Edit poly and unclicked faces and then this showed up in the uv editor
[IMG]http://i.imgur.com/21yKQhm.png[/IMG][/QUOTE]
yeah i messed up the save and forgot to fix it. but i fixed the problem, sorry for the trouble.
also you were right game zombie, the file does look different from the view. i forgot it already makes a file for you when its done and i ended up saving the in-view one.
[QUOTE=Vincentor;44874222]I'm still trying to do make something of that TF2/SMNC crossover.
I've been working on Robohobo for the entire night. It's 5 AM now so I'd better get some sleep, I should have some stuff to show later.[/QUOTE]
Will he replace the demo? The loose cannon works just like that primary weapon of his.
Here ya go!
[URL="https://www.dropbox.com/s/0vns33yygzq4iib/ReforgedVisor.zip"][IMG]http://i.imgur.com/4DKKhQ5.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=262036109&searchtext="][IMG]https://dl.dropboxusercontent.com/u/5872496/tf2/workshop_promo_ext.png[/IMG][/URL]
I think the textures are final for this.
[t]http://i.imgur.com/U10luIx.png[/t]
[t]http://i.imgur.com/LYgs6Dx.png[/t]
Out of morbid curiosity, what have you guys been using to edit your vertex normals in Blender? For stuff like removing UV seams and such for clothes I mean. I found this: [url]http://blenderartists.org/forum/showthread.php?259554-Addon-EditNormals-Transfer-Vertex-Normals&highlight=vertex+normals[/url]
Does this compile properly in any way, or does it not properly export at all?
[QUOTE=Vipes;44875091]I think the textures are final for this.
[t]http://i.imgur.com/U10luIx.png[/t]
[t]http://i.imgur.com/LYgs6Dx.png[/t][/QUOTE]
To be honest, I don't think you're even close to that being 'final' quality.
The texture on the eye's lens doesn't even line up on the edges, and the texture as a whole looks like you've slapped some noise onto a base colours.
Try texturing on some scruff, splotches and stains here and there at the very least.
[t]http://www.mrmovie-review.com/wp-content/uploads/2013/04/9.jpg[/t]
They're gruff as fuck while yours is really flat.
[QUOTE=AyesDyef;44875140]To be honest, I don't think you're even close to that being 'final' quality.
The texture on the eye's lens doesn't even line up on the edges, and the texture as a whole looks like you've slapped some noise onto a base colours.[/QUOTE]
But that's not at all what I did.
Here's the texture.
[t]http://i.imgur.com/u3Ux6hj.png[/t]
Here's a plain bake
[t]http://i.imgur.com/ZbgXuwD.png[/t]
Just saw you added more, sorry.
[QUOTE=Problem;44875139]Out of morbid curiosity, what have you guys been using to edit your vertex normals in Blender? For stuff like removing UV seams and such for clothes I mean. I found this: [url]http://blenderartists.org/forum/showthread.php?259554-Addon-EditNormals-Transfer-Vertex-Normals&highlight=vertex+normals[/url]
Does this compile properly in any way, or does it not properly export at all?[/QUOTE]
I believe that that will not survive exporting, or even entering and exiting edit mode. Blender has a...unique...implementation for normals that doesn't play nice with normal editing. Blender's normals are being overhauled though, and it looks like the first state is targeted for release in 2.71: [url]http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Modeling[/url]
[QUOTE=WnR;44875313]I believe that that will not survive exporting, or even entering and exiting edit mode. Blender has a...unique...implementation for normals that doesn't play nice with normal editing. Blender's normals are being overhauled though, and it looks like the first state is targeted for release in 2.71: [url]http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Modeling[/url][/QUOTE]
If they fix normals so it can be imported and exported into different 3D modeling programs, I will be a very happy person.
[IMG]http://i4.photobucket.com/albums/y119/phillipc/pyro-f-icecreamman_zpse1dea525.png[/IMG]
This is already fairly old so apologies for that. Primrose got way too busy with other things even though he previously claimed it, and he gave me the go ahead to search for another modeler. Anybody got any interest in making this, just hit me up!
Claimed by NuggetWarmer!
i got my model ingame , but i need help on how to setup my textures
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