• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=Mellowbloom;45021644][URL="http://imgur.com/a/4EHyd#0"]Time to pop by with my ungrabbed stuff again.[/URL][/QUOTE] might be more effective if half of them weren't christmas items
[QUOTE=Falkok15;45020960]Read that as "up for gabes".[/QUOTE] this ones 4 u gabe[B] throws peace sign in air [/B]
[QUOTE=Venezuelan;45021669]might be more effective if half of them weren't christmas items[/QUOTE] they're leftovers from the christmas just gone and it's not really worth the effort taking them out
Its 12:30 here and I decided to post some concepts. [URL="http://imgur.com/MoGTm9h [url]http://imgur.com/uHhA0hm[/url] [url]http://imgur.com/W1mk60g[/url] [url]http://imgur.com/Zw5WWfV[/url] [url]http://imgur.com/XdyclJA[/url] http://imgur.com/Jz5ivbH"]http://imgur.com/MoGTm9h [url]http://imgur.com/uHhA0hm[/url] [url]http://imgur.com/W1mk60g[/url] [url]http://imgur.com/Zw5WWfV[/url] [url]http://imgur.com/XdyclJA[/url] http://imgur.com/Jz5ivbH[/URL] They're up for grabs if anybody wants to try them out.
Is there much of a difference between the source files, and the game files when importing models to Blender? I know you lose some details when importing them, but is it too noticeable? I need the cosmetics files to adapt them to a custom model I'm editing, but I'm not going to ask every item developer for their source files. I doubt many of them did it in Blender, anyways.
[QUOTE=CBO0tz;45022197]Its 12:30 here and I decided to post some concepts. [URL="http://imgur.com/MoGTm9h [url]http://imgur.com/uHhA0hm[/url] [url]http://imgur.com/W1mk60g[/url] [url]http://imgur.com/Zw5WWfV[/url] [url]http://imgur.com/XdyclJA[/url] http://imgur.com/Jz5ivbH"]http://imgur.com/MoGTm9h [url]http://imgur.com/uHhA0hm[/url] [url]http://imgur.com/W1mk60g[/url] [url]http://imgur.com/Zw5WWfV[/url] [url]http://imgur.com/XdyclJA[/url] http://imgur.com/Jz5ivbH[/URL] They're up for grabs if anybody wants to try them out.[/QUOTE] i suggest scanning them or redrawing them on the computer next time. concepts are very hard to base on when they're stencil drawings and not shown on the actual character or anything
[QUOTE=Punchy;45022254]i suggest scanning them or redrawing them on the computer next time. concepts are very hard to base on when they're stencil drawings and not shown on the actual character or anything[/QUOTE] Well, the only place I can think of that can scan pictures is my friend's place, and school supply stores. For now, I'll see what else I can use.
been working really really really hard to be prepped for the taunt workshop but i'm getting there [vid]http://puu.sh/9is5V/50560269c6.webm"]http://puu.sh/9is5V/50560269c6.webm[/vid]
[QUOTE=Punchy;45022391]been working really really really hard to be prepped for the taunt workshop but i'm getting there -sniptaunt-[/QUOTE] Can you put a slate Wilson Weave on it :v: Would get this for my wilson weave to be the "fattest being alive" if this turns into mod.
[QUOTE=NeoDement;45021529]Are they on the same UV or seperate? If the'yre on the same UV you're meant to resize all the elements relative to each other/how much fine detail they need. If they're seperate textures, use a different resolution. For cosmetics, I think 32x32 is the smallest you can have, and 512x512 is the biggest.[/QUOTE] The glass textures I use on my canteens are 8x8.
ah ok, for me I think vtfedit crashed when I imported an 8x8. Either I'm remembering wrong or it was a bug in VTFedit's code.
[QUOTE=Riley75;45017964]I remember someone posted a bat file that could make it work with no problems, but cant remember on which emporium was posted. [/QUOTE] Anyone?
[B]The Wired Warrior[/B] [IMG]http://i.imgur.com/OXz4wTbl.png[/IMG] Workshop link: [URL="http://steamcommunity.com/workshop/filedetails/?id=268161809"]http://steamcommunity.com/workshop/filedetails/?id=268161809[/URL] vote and comment at your heart's desire :zoid: (more pics coming soon, my apologies for the delay)
[QUOTE=GibbleMiester;45022993][B]The Wired Warrior[/B] [IMG]http://i.imgur.com/OXz4wTbl.png[/IMG] Workshop link: [URL="http://steamcommunity.com/workshop/filedetails/?id=268161809"]http://steamcommunity.com/workshop/filedetails/?id=268161809[/URL] vote and comment at your heart's desire :zoid: (more pics coming soon)[/QUOTE] Why didn't you have pics prepared beforehand? It's not exactly great to see a thumbnail of an item, and see the full set instead of the item I was trying to look at. I always make sure to have EVERY image before uploading. I mean, I click the helmet, I get that bad angled workshop group item shot, and the concept art, no closeup of the actual item. Same with every other item except for the boots.
[QUOTE=otterwolfy;45023040]Why didn't you have pics prepared beforehand? It's not exactly great to see a thumbnail of an item, and see the full set instead of the item I was trying to look at. I always make sure to have EVERY image before uploading. I mean, I click the helmet, I get that bad angled workshop group item shot, and the concept art, no closeup of the actual item. Same with every other item except for the boots.[/QUOTE] i only made the concept for this and was told too post it on facepunch. i don't really manage those kind of things. i am aware of the lack of photos and I've mentioned it to the rest of the contributors. thank you for your feedback
The models are great, but the idea of a tech savvy demo is odd to me and the only thing i would like to see is the shield. The whole set is sort of forced onto the class
Anyone up for a beta-related challenge? Here's the challenge. Recreate this CTF HUD that was originally going to be used waaay back when: [t]http://unfgaming.net/public/downloads/TF2%20Beta%20%26%20Cut%20Content/Curious%20Screenshots/TF2%20-%20Very%20Old%20Beta%20CTF%20HUD.jpg[/t] From what I was told by the fellow who gave me this image, it is indeed legitimate and from Valve and showcases what the CTF HUD was going to look like at one point in time during development. Ideally, I'd scratch the "0/3" style counter and just keep it at the default single digit counter from the current HUD. Also I'd switch the left/right position of the RED/BLU score depending on the team so that your active team is on the left, enemy team is on the right, and maybe also try to switch the rotary arrows around too based on current team.
[QUOTE=Kuhneghetz;45018072][URL=http://tf2.gamebanana.com/skins/134696][IMG]http://i.imgur.com/V2MTjbX.png[/IMG][/URL][/QUOTE] Did a little update on this skeleton by including RED/BLU variants, plus bonus colored skins for green, orange, purple and gray skeletons.
Hey guys, just had an idea last night that I thought would be cool to mention here. The idea is enhanced (kinda) sheens. Basically, take the sheens for the weapons and make them constant around the whole weapon. I know most people complain about barely seeing some sheens and how you barely notice them, well this would fix that. It seems like a simple idea from what I gather, and I'm sure a lot of people would enjoy this small detail. Idk it was just an idea.
How can I see how large is a UV map in Blender? I don't know if I need to scale down the unwraps, or to make the map larger. EDIT: Found it.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=255352187"]Is this ever going to be released as a mod?[/URL] I remember him saying it would a long time ago.
[vid]http://puu.sh/9j4pd/8123ff5027.webm[/vid] let's play drop the pocket
[QUOTE=Punchy;45026220]-video- let's play drop the pocket[/QUOTE] Animate the fingers a little more, aswell as the toes/feet and animate/simulate the coat. When taunt support hits, it'll probably have its own little tool to add facial expressions and sounds during the taunt.
[QUOTE=Vincentor;45026357]Animate the fingers a little more, aswell as the toes/feet and animate/simulate the coat. When taunt support hits, it'll probably have its own little tool to add facial expressions and sounds during the taunt.[/QUOTE] i animate peripherals after i finish the main animation unless it calls for finger animation and as far as i know you can already animate facials, just emotions like happy or sad and not vocals. also i feel like valve will handle sounds in fear of people using copyrighted sounds
[QUOTE=gt118;45024515]Hey guys, just had an idea last night that I thought would be cool to mention here. The idea is enhanced (kinda) sheens. Basically, take the sheens for the weapons and make them constant around the whole weapon. I know most people complain about barely seeing some sheens and how you barely notice them, well this would fix that. It seems like a simple idea from what I gather, and I'm sure a lot of people would enjoy this small detail. Idk it was just an idea.[/QUOTE] maybe it would have a varying effect, like flowing water, and get brighter with the killstreak. so at 0 kills it's kinda faded but at 10 kills you can barely see your fucking gun Also, I'm thinking of going on hiatus from hats to learn to map better in hammer. if anyone would like to see my map progress here, let me know. it's hard to get feedback in the official mapping thread because they only get a post every 10 hours or so plus i really like it here
go to tf2maps instead.
Added Boots: [img]http://puu.sh/9j8SY.png[/img]
-snip-
[QUOTE=Zero_;45024644]How can I see how large is a UV map in Blender? I don't know if I need to scale down the unwraps, or to make the map larger. EDIT: Found it.[/QUOTE] A UV map does not have a size, it's vector based data that resizes to accommodate your texture
Need some feedback on what design to use for this coat Flubb, Ona and I are making. [IMG]http://i.imgur.com/cPRnbVw.png[/IMG]
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