• TF2 Emporium 59:
    7,636 replies, posted
try scaling up funny a bit, imo
[QUOTE=SediSocks;45026748]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][/QUOTE] Also for reference, here's my original pattern. If you guys like this one and want a more refined versiom, give this post an "Agree" [IMG]http://puu.sh/9j8Mg/040173e2bf.jpg[/IMG]
[QUOTE=TheJukebox;45013441]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] This suggestion kind of helps me do both. With rounded generic pauldrons I can create a more Workshop friendly version and then just add a normal and a coat of paint for a turtle shell mod version. :)
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=268384600"][IMG]http://cloud-3.steampowered.com/ugc/468686162888383058/F40419F8E3B70F5722C6C1264F619528CF5CCC83/637x358.resizedimage[/IMG][/URL] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=268384600"][IMG]http://cloud-2.steampowered.com/ugc/468686162888407457/2657DC4EF24FE8954CAB27C86C756E83F4FA5892/637x358.resizedimage[/IMG][/URL] was supposed to be submitted for arms race, but i got lazy
If anyone's got experience mapping, i could really use this [URL="http://tf2.gamebanana.com/maps/164365"]manncohq map[/URL] recompiled with HDR lights for SFM use. if all goes well the thing i'm using it for might be entered into [URL="http://www.sourcefilmmaker.com/saxxyawards/"]an annual tf2 competition involving a golden statue and 4 entries competing for it[/URL], so you'd be credited for the help.
Don't know if this belongs to the emporium or the media thread, but considering that this is mod related I'll put this here: [video=youtube;LKaEDR46C4Q]http://www.youtube.com/watch?v=LKaEDR46C4Q[/video] A third try to port a L4D2 map, I made it night time for reasons. I'm pretty satisfied with it so far.
I'm not sure what the point in that is, it looks good and all but I don't understand why you compiled it for TF2 and not L4D2
[QUOTE=NeoDement;45027498]I'm not sure what the point in that is, it looks good and all but I don't understand why you compiled it for TF2 and not L4D2[/QUOTE] It is already an existing map in L4D2: [QUOTE=Vincentor;45027447] A third try to port a L4D2 map, I made it night time for reasons. I'm pretty satisfied with it so far.[/QUOTE]
[QUOTE=Vincentor;45027447]Don't know if this belongs to the emporium or the media thread, but considering that this is mod related I'll put this here: [video=youtube;LKaEDR46C4Q]http://www.youtube.com/watch?v=LKaEDR46C4Q[/video] A third try to port a L4D2 map, I made it night time for reasons. I'm pretty satisfied with it so far.[/QUOTE] My only question is will there be zombies?
[QUOTE=FiveEyes;45027668]My only question is will there be zombies?[/QUOTE] a tf2 version of L4D2 with the class zombies representing different types of infected would be so cool :o
Hey guys, I wanted to ask, what do we know so far about taunt making? Is there a specific format/way we are supposed to make them? Can we use Maya or do we have to use SFM? I know you can make modded in taunts, however I'm not very sure has to how that works or if that will use the same process as workshop taunts. I'd like to get started on some taunts but I don't want to do it in a super incorrect way. I've noticed a couple people posting taunts in the emporium, maybe you guys can chime in?
[QUOTE=Maggot;45027893]Hey guys, I wanted to ask, what do we know so far about taunt making? Is there a specific format/way we are supposed to make them? Can we use Maya or do we have to use SFM? I know you can make modded in taunts, however I'm not very sure has to how that works or if that will use the same process as workshop taunts. I'd like to get started on some taunts but I don't want to do it in a super incorrect way. I've noticed a couple people posting taunts in the emporium, maybe you guys can chime in?[/QUOTE] I used SFM for a really simple one and it worked, you just need to export the animation as a taunt animation, and compile it into the player model. You can use other modeling programs. [URL="http://forums.steampowered.com/forums/showthread.php?t=2122693"]Here's [/URL]a really helpful tutorial I went by.
[QUOTE=FiveEyes;45027668]My only question is will there be zombies?[/QUOTE] It'll run on a custom gamemode so it'll have tanks and witches, and MAYBE I'll add in a few normal skeletons as zombies.
[QUOTE=BTTFfan96;45027972]I used SFM for a really simple one and it worked, you just need to export the animation as a taunt animation, and compile it into the player model. You can use other modeling programs. [URL="http://forums.steampowered.com/forums/showthread.php?t=2122693"]Here's [/URL]a really helpful tutorial I went by.[/QUOTE] Awesome, thanks. As for frame number, it looks like the taunt used in this tutorial is 150 frames. Is there any sort of generally agreed upon frame count?
Is there a way to do textures that doesn't involve painting the borders pixel by pixel? Cause it's quite annoying.
Quick SFM render because I want to start learning SFM But thoughts on the texture/color scheme? [t]http://puu.sh/9jmgy/dd53c91e49.png[/t] Shortstop replacement by the way.
i love it!
I found some concepts in my old files: [img]http://imagizer.imageshack.us/a/img845/5322/demosweeper.png[/img] [img]http://imagizer.imageshack.us/a/img94/2048/minesweepers.png[/img] [img]http://imageshack.com/a/img822/2320/scanpic0002k.jpg[/img] [img]http://imageshack.com/a/img834/3280/5uz2.png[/img] [img]http://imageshack.com/a/img259/8695/engiedjheadset.png[/img] [img]http://imageshack.com/a/img28/6420/hs5r.png[/img] [img]http://imagizer.imageshack.us/a/img189/1103/fe9u.png[/img] [img]http://imagizer.imageshack.us/a/img694/9264/t9q.png[/img]
[QUOTE=Maggot;45028337]Awesome, thanks. As for frame number, it looks like the taunt used in this tutorial is 150 frames. Is there any sort of generally agreed upon frame count?[/QUOTE] I'm not exactly sure of a good number. I replaced soldier's taunt_01 with a really simple animation. Altogether the total amount of frames was 67. If you're wanting to replace an existing sequence, what I'd recommend if you're using SFM is to add another player model (two soldiers total), import the taunt you want to replace into the duplicate, and animate the first one to get the timing right. Also, make the start and end of the animation you're making the standing pose of the weapon associated with the taunt (e.g. stand_primary for taunt_01) so it blends into the taunt, instead of snapping to it.
[IMG]http://i.imgur.com/WgD9aZK.png[/IMG][img_thumb]http://i.imgur.com/0pFX2m8.png[/img_thumb][img_thumb]http://i.imgur.com/JXXQePR.png[/img_thumb][img_thumb]http://i.imgur.com/7c4hYtj.png[/img_thumb][img_thumb]http://i.imgur.com/mVA7fTE.png[/img_thumb][img_thumb]http://i.imgur.com/TslcHNT.png[/img_thumb][img_thumb]http://i.imgur.com/wLZWT6d.png[/img_thumb][img_thumb]http://i.imgur.com/J8QSf0T.png[/img_thumb][img_thumb]http://i.imgur.com/IqlUgTR.png[/img_thumb] [B]Workshop link[/B]: [URL="http://steamcommunity.com/workshop/filedetails/?id=268161809"]http://steamcommunity.com/workshop/filedetails/?id=268161809[/URL] (My fault not Gibbly's)
[QUOTE=Vincentor;45027993]It'll run on a custom gamemode so it'll have tanks and witches, and MAYBE I'll add in a few normal skeletons as zombies.[/QUOTE] well now it makes sense
[QUOTE=Merczy;45028775][img_thumb]http://i.imgur.com/0pFX2m8.png[/img_thumb] [B]Workshop link[/B]: [URL="http://steamcommunity.com/workshop/filedetails/?id=268161809"]http://steamcommunity.com/workshop/filedetails/?id=268161809[/URL] (My fault not Gibbly's)[/QUOTE] Helmet looks muddy compared to everything else.
-maybetomorrow-
So I've just recently started modeling for tf2 and texturing has been the main problem, but now that my UV's are neater and I've been using square-ish brushes i think I've improved. But is there any square brushes for download to use in PS that really work well with texturing for tf2's style? [IMG]http://cloud-4.steampowered.com/ugc/450671764311796467/9B75F4F75A4EF8F9CE1ADC3BF0B6FF0D48ACB10D/637x358.resizedimage[/IMG]
[QUOTE=TheJukebox;45028837]Helmet looks muddy compared to everything else.[/QUOTE] how did you make the stock colors different between the eye and the straps? i thought that wasnt supported by the importer. [editline]7th June 2014[/editline] [QUOTE=BonJons;45028861]So I've just recently started modeling for tf2 and texturing has been the main problem, but now that my UV's are neater and I've been using square-ish brushes i think I've improved. But is there any square brushes for download to use in PS that really work well with texturing for tf2's style? [IMG]http://cloud-4.steampowered.com/ugc/450671764311796467/9B75F4F75A4EF8F9CE1ADC3BF0B6FF0D48ACB10D/637x358.resizedimage[/IMG][/QUOTE] [url]http://tf2.gamebanana.com/tools/5353[/url]
[QUOTE=ikes;45028869]how did you make the stock colors different between the eye and the straps? i thought that wasnt supported by the importer.[/QUOTE] You can get it to do that by having 2 materials [per team if both teams have separate textures] and making both materials paintable. Their default paint colors are set separately, like when setting it for opposing teams.
Anyone here uses Gimp? Is there a way to make the pencil tool not paint on transparent surfaces? I'm currently doing it pixel by pixel on the borders of the textures in the UV map, but I'm pretty sure I'm texturing the wrong way.
[QUOTE=BonJons;45028861]So I've just recently started modeling for tf2 and texturing has been the main problem, but now that my UV's are neater and I've been using square-ish brushes i think I've improved. But is there any square brushes for download to use in PS that really work well with texturing for tf2's style? [IMG]http://cloud-4.steampowered.com/ugc/450671764311796467/9B75F4F75A4EF8F9CE1ADC3BF0B6FF0D48ACB10D/637x358.resizedimage[/IMG][/QUOTE] dutchman had some really good ones I think
[QUOTE=TheJukebox;45028406]Quick SFM render because I want to start learning SFM But thoughts on the texture/color scheme? [t]http://puu.sh/9jmgy/dd53c91e49.png[/t] Shortstop replacement by the way.[/QUOTE] The edge wear on the texture might be a bit too much, but other then that it looks great!
[QUOTE=Colteh;45027012][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=268384600"][IMG]http://cloud-3.steampowered.com/ugc/468686162888383058/F40419F8E3B70F5722C6C1264F619528CF5CCC83/637x358.resizedimage[/IMG][/URL][/QUOTE] Kinda off topic but where you get that map for SFM ?
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