• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=Inspecter;45011718]I like it, looks like it could go well with a lot of hats. Also who wants to grab fat neckbeard Soldier concept?[/QUOTE] You don't need to try and ride your stuff off of work other people post, it's not clever. If someone wants to make it they'll let you know.
[QUOTE=Demon!;45011737]You don't need to try and ride your stuff off of work other people post, it's not clever. If someone wants to make it they'll let you know.[/QUOTE] Uh I didn't intend for that. But I'll put it in my concept post if it makes you happy.
[QUOTE=DeRosaJ;45011679][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=267693214"][IMG]http://cloud-4.steampowered.com/ugc/487826525344162933/C8AB2D200D80D61740DDAAD2D842688F3F6DADA4/[/IMG][/URL] probs not the best scout shirt out there but hey[/QUOTE] some feedback: i think your sfm doesnt do your item justice, the normals are really nice but the sfm just hides that, even for a thumbnail thats important. your hlmv images are really nice and crisp, maybe give the paint poster the same border and background color as the others? also this is really late but i think this might be better(click for full size): [thumb]http://puu.sh/9gUXq/ca9bad013d.jpg[/thumb] other than that really really crisp item mate, good job :)
[IMG]http://puu.sh/9gWAb/02b096ae0c.png[/IMG] been working on finally finishing this thing for workshop
Is there a way to make HLMV work properly? Mine doesn't load any models
[B]Burning Boss Man[/B] [IMG]http://i.imgur.com/biSRyJV.png[/IMG] some simple thing too make up for my lack of concepts lately. here's an older suit pyro concept as well: [IMG]http://i.imgur.com/yB5fKmol.png[/IMG]
something quick I wanted to do when I got up this morning because ??? [IMG]https://dl.dropboxusercontent.com/u/37546036/TF2Stuff/SpecialIgnitionService.png[/IMG]
[QUOTE=RetroMike;45011059]I found some more time to work on this. I'm not going to add the ponytail to the mohawk, but I might add some detail to it. Other than that I'm pretty happy with the models. The more I work on this, the more I want it to put it on the workshop. Think it would survive on the workshop or is it to close for comfort? The clothing is pretty generic for the most part and several key details are missing. Perhaps if I remove the turtle shells and add more generic pauldrons? [IMG]http://img.photobucket.com/albums/v170/DarkTwist/Bebop2_zpsb161e063.png[/IMG][IMG]http://img.photobucket.com/albums/v170/DarkTwist/tmntbebop_zps544b1c0c.jpg[/IMG][/QUOTE] I think you should go with regular shoulder pauldrons. Maybe make them the same color as Heavy's vest. Have you thought about reversing the colors for Heavy's vest and shirt? I just thought it would be really cool and unique if Heavy had a red vest and a black shirt. And this is probably the smallest little detail, but are you going to add the hand grenades and chain belt with handcuffs to the model? I like those.
[QUOTE=one free man;45012531]something quick I wanted to do when I got up this morning because ??? [IMG]https://dl.dropboxusercontent.com/u/37546036/TF2Stuff/SpecialIgnitionService.png[/IMG][/QUOTE] brushstrokes on the red parts look kinda weird imo
[QUOTE=CBO0tz;45012564]I think you should go with regular shoulder pauldrons. Maybe make them the same color as Heavy's vest. Have you thought about reversing the colors for Heavy's vest and shirt? I just thought it would be really cool and unique if Heavy had a red vest and a black shirt. And this is probably the smallest little detail, but are you going to add the hand grenades and chain belt with handcuffs to the model? I like those.[/QUOTE] Well he is going to be bare chested so i figured the vest will be red but he has no undershirt. I'd add the grenades but the vest, bracers and pauldrons currently devour the poly budget. Might work when I make the new pauldrons but I don't know. Belt chain may not be possible either with the tri count.
[QUOTE=RetroMike;45013257]Well he is going to be bare chested so i figured the vest will be red but he has no undershirt. I'd add the grenades but the vest, bracers and pauldrons currently devour the poly budget. Might work when I make the new pauldrons but I don't know. Belt chain may not be possible either with the tri count.[/QUOTE] If you're sticking with the turtle shell shoulders you can make the model rounded and then use normals to get the octagon shapes.
[QUOTE=Riley75;45012320]Is there a way to make HLMV work properly? Mine doesn't load any models[/QUOTE] If you are having the problem I think you are, you have to create the directory structure for the model that you want to view. For example: If you want to view the Frontier Justice for example, you need to create the folder /weapons/c_models/c_frontierjustice in your tf2/models directory. There doesn't need to be anything IN that folder, the folder just needs to exist. Basically pay attention to the folders you navigate through in HLMV to get to your model and make sure those folders exist on disk.
[IMG]http://puu.sh/9hcm9/3f452298e0.png[/IMG] had to do some manual work on the mod release, expect it soon!
Would anyone be willing to PM me valid, up-to-date workshop zips for me to test the prototype stages of mods.tf on? I [I]will not[/I] redistribute them and will only use them for testing purposes. I would appreciate it. I want to ensure that it works on a wide range of differing items so as to ensure that nothing goes boom. Thanks.
Will do once I get access to my laptop, should be in an hour or so
Is there a way to unwrap a model on a vtf file already in use? As in, I have a model that was unwrapped and textured, but now I only have the vtf file of said model. Now, I want to unwrap another model into that same vtf file. Is it possible? Or is it better to unwrap it and make its own vtf file?
[QUOTE=Zero_;45015541]Is there a way to unwrap a model on a vtf file already in use? As in, I have a model that was unwrapped and textured, but now I only have the vtf file of said model. Now, I want to unwrap another model into that same vtf file. Is it possible? Or is it better to unwrap it and make its own vtf file?[/QUOTE] If you are going to reunwrap, just make a new texture.
[QUOTE=A_Guardian;45015582]If you are going to reunwrap, just make a new texture.[/QUOTE] I know, but can I make the new texture in the same vtf file as the other model? Having 2 vtf files for details is too much, I want to keep it as one. Also, how do you tell a model to use a vtf file and not another one? I have the old texture, that doesn't work anymore since I changed the model. So if I reunwrap it, will it use the new texture, or the old one?
[t]http://puu.sh/9hEA3/599dc7588a.jpg[/t] would it be worth going back and cleaning/redoing this? it was my first ever published shirt, but of course it had no normals or proper folds on the model [editline]6th June 2014[/editline] eh, ima take a shot at it. [t]http://puu.sh/9hG2R/b3d2773ee7.png[/t]
[QUOTE=Smashman;45014072]Would anyone be willing to PM me valid, up-to-date workshop zips for me to test the prototype stages of mods.tf on? I [I]will not[/I] redistribute them and will only use them for testing purposes. I would appreciate it. I want to ensure that it works on a wide range of differing items so as to ensure that nothing goes boom. Thanks.[/QUOTE] Just like to qualify that I would like gold starred item zips as these have the necessary data at the moment. Bare model and material support will come later.
[t]http://puu.sh/9hGLg/a9ef933a54.png[/t] I've only used up ~630 tris, i feel like i should add something else to give it some character, like a belt or something. i'm not sure what though
[QUOTE=Zero_;45015634]I know, but can I make the new texture in the same vtf file as the other model? Having 2 vtf files for details is too much, I want to keep it as one. Also, how do you tell a model to use a vtf file and not another one? I have the old texture, that doesn't work anymore since I changed the model. So if I reunwrap it, will it use the new texture, or the old one?[/QUOTE] Your question is super confusing. You can re-UV so that it lines up perfectly with the old texture. VTFs are determined by the VMT, which is determined by the material assigned to the model on export.
[QUOTE=Punchy;45017101][t]http://puu.sh/9hGLg/a9ef933a54.png[/t] I've only used up ~630 tris, i feel like i should add something else to give it some character, like a belt or something. i'm not sure what though[/QUOTE] Make part of the shirt come out from underneath the bottom of the vest. And maybe just something to make it more interesting idea wise. Is it just a sweater thing?
[QUOTE=TheJukebox;45017301]Make part of the shirt come out from underneath the bottom of the vest. And maybe just something to make it more interesting idea wise. Is it just a sweater thing?[/QUOTE] yeah. it was originally sort of a disco vest with flared sleeves but i've sort of turned it into a sweater, probably same color sheme. was thinking of doing something with bottom of shirt so i'll mess with it
I just spent ages trying to extract both icons from these gold star zips, so I could have 2 differing sizes, only to find that they're both exactly the same size. volvo plz The worst part is, I was already resizing it manually, but I figured I should use the original sources...
I concepted a thing: [img]http://puu.sh/9hKJi.jpg[/img]
[QUOTE=WnR;45013548]If you are having the problem I think you are, you have to create the directory structure for the model that you want to view. For example: If you want to view the Frontier Justice for example, you need to create the folder /weapons/c_models/c_frontierjustice in your tf2/models directory. There doesn't need to be anything IN that folder, the folder just needs to exist. Basically pay attention to the folders you navigate through in HLMV to get to your model and make sure those folders exist on disk.[/QUOTE] I remember someone posted a bat file that could make it work wit no problems, but cant remember on which emporium was posted. Thanks btw
Here's a simple skeleton skin I'd like to share. [URL=http://tf2.gamebanana.com/skins/134696][IMG]http://i.imgur.com/V2MTjbX.png[/IMG][/URL] EDIT: I've now added RED/BLU variants and bonus color skins to match with the natural colored skeleton style. I've also added unpacked VTF files for people to fiddle around with the skin usage.
[QUOTE=kibbleknight;45017610]I concepted a thing: [img]http://puu.sh/9hKJi.jpg[/img][/QUOTE] It's a bit small.
[QUOTE=Kuhneghetz;45018072]Here's a simple skeleton skin I'd like to share. [URL=http://tf2.gamebanana.com/skins/134696][IMG]http://i.imgur.com/FCCUfZi.png[/IMG][/URL][/QUOTE] 2spooky4me
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