[QUOTE=ChemicalAlia;27411023]
Lol, I hate how the spy has like 12 hats that basically look like a fedora. I hate fedoras.[/QUOTE]
Bu- but fedoras are great. I've never had one in TF2 so I bought one instead, (in real life) it is great. All males hate it and all females love it. :v:
Well, you are one female that doesn't like it. So that's one.
[QUOTE=108payne;27565173]looking over the model, it doesn't appear to have very defined normal maps. the clothing looks very flat. Is it just because of model viewer of am I missing something here?[/QUOTE]
Not missing anything, it's flat because there are no normal maps yet. Gonna so that this weekend, but valve keeps them pretty minimal for tf2. Wrinkles and stuff should help.
[QUOTE=ChemicalAlia;27567522]Not missing anything, it's flat because there are no normal maps yet. Gonna so that this weekend, but valve keeps them pretty minimal for tf2. Wrinkles and stuff should help.[/QUOTE]
Thats because Valve mainly bakes a AO map for all those wrinkles etc. The small normal map just refines those a bit more. Can't wait to see some more progress! Although it feels weird that you create the low poly first and then the highpoly. I never understood that.
Is there going to be LODs for this model?
[QUOTE=Uber_Tofu;27519492]We need a female pyro replacement that isn't some big tittied ass monster.[/QUOTE]
[media]http://fc02.deviantart.net/fs50/i/2009/295/4/0/Hot_Stuff_TF2_by_Methados.png[/media]
[b]The horror[/b].
[QUOTE=zeldar;27569215][media]http://fc02.deviantart.net/fs50/i/2009/295/4/0/Hot_Stuff_TF2_by_Methados.png[/media]
[b]The horror[/b].[/QUOTE]
Female Pyro in the Salad Fingers universe.
[img]http://frenchbird.files.wordpress.com/2009/02/beautifulsalad.jpg[/img]
[QUOTE=Rex McCoolguy;27538947][img_thumb]http://tf2chan.net/projects/src/128961531229.png[/img_thumb]
ayesdyef makes it look so easy.[/QUOTE]
Was that released?
[QUOTE=murphy7;27567785]Thats because Valve mainly bakes a AO map for all those wrinkles etc. The small normal map just refines those a bit more. Can't wait to see some more progress! Although it feels weird that you create the low poly first and then the highpoly. I never understood that.[/QUOTE]
You can really go either way, and I'm just more familiar with low poly modeling. I'll probably try to do my next character the other way. Main reason is, my laptop isn't strong enough to handle high poly models in shitty Mudbox. I got a ghetto base ao map from the low poly in max 2011 which required a lot of editing. I'm hoping to borrow zbrush off my friend's computer if he comes up to visit this week and work on some of the areas that need more high poly detail, and bake another AO map from that.
On the plus side, my new computer has finally been properly repaired, so working shouldn't be anywhere near as painful as it has been the past few years.
[QUOTE=Wootman;27568753]Is there going to be LODs for this model?[/QUOTE]
Uh, mayyybe. If not right at the release, then definitely eventually.
Now we just need to ask our mommy to be the voice actor for this.
[QUOTE=DeddeJ;27584858]Now we just need to ask our mommy to be the voice actor for this.[/QUOTE]
Are comments like this worth making when the voice actor, clips of her recordings, and discussion of it are posted throughout the entire thread?
[QUOTE=ChemicalAlia;27585345]Are comments like this worth making when the voice actor, clips of her recordings, and discussion of it are posted throughout the entire thread?[/QUOTE]
Nope.
[QUOTE=DeddeJ;27584858]Now we just need to ask our mommy to be the voice actor for this.[/QUOTE]
Do you happen to have some sort of reading disorder or are you just retarded?
[QUOTE=DeddeJ;27584858]Now we just need to ask our mommy to be the voice actor for this.[/QUOTE]
[img]http://www.facepunch.com/fp/ratings/book_error.png[/img]
[QUOTE=ChemicalAlia;27572602]You can really go either way, and I'm just more familiar with low poly modeling. I'll probably try to do my next character the other way. Main reason is, my laptop isn't strong enough to handle high poly models in shitty Mudbox. I got a ghetto base ao map from the low poly in max 2011 which required a lot of editing. I'm hoping to borrow zbrush off my friend's computer if he comes up to visit this week and work on some of the areas that need more high poly detail, and bake another AO map from that.
On the plus side, my new computer has finally been properly repaired, so working shouldn't be anywhere near as painful as it has been the past few years.[/QUOTE]
Thats interesting. Well arent you going to run into ugly subdivided tris? Because normally I dont try to keep my low models quad based.
[QUOTE=murphy7;27589399]Thats interesting. Well arent you going to run into ugly subdivided tris? Because normally I dont try to keep my low models quad based.[/QUOTE]
Probably only in areas that I won't be saving high poly information on, but this model still is fairly quad-based due to the amount of deformations in the animations. If it were a prop, I'd have optimized the hell out of it.
I don't suppose anyone here is familiar with setting up submodels. I've been hacking away at this .qc file all evening with a friend of mine, trying to get the spy mask model to work right, but I've only succeeded in it being visible all the time. It's really annoying.
I'm familiar! Here's a typical working example:
$bodygroup spyMask
{
blank
studio "YOUR SMD.smd"
}
[QUOTE=NeoDement;27601029]I'm familiar! Here's a typical working example:
$bodygroup spyMask
{
blank
studio "YOUR SMD.smd"
}[/QUOTE]
Interesting. I was gonna try $bodygroup, but was convinced it wasn't possible last night for some reason and didn't even try it. Thanks!
Edit: Aaaah, and that worked after 3 seconds. Amazing.
I finished the HUD/UI stuff today and got normal maps in. I think I finally see the light at the end of the tunnel. Mask is working fine now, thanks to NeoDement.
[img]http://koopatorivm.com/misc/tf2/class_portrait.jpg[/img]
[img]http://koopatorivm.com/misc/tf2/selection_menu_blue.jpg[/img]
[img]http://koopatorivm.com/misc/tf2/spy_hud1.jpg[/img]
I'd like to go back and add the compatibility of the newer hats to my medic and heavy models, and release an update of those along with this, so hopefully that shouldn't tack too many days onto the end of this project. It'd also be neat to edit the loading screen illustrations that have the Spy, too. I want something to draw.
I love the view models
The hands seem very masculine for a woman.
[img_thumb]http://koopatorivm.com/misc/tf2/selection_menu_blue.jpg[/img_thumb]
Is it just me, or is the right arm all fucked up there? It looks odd.
[QUOTE=Vonwilbur;27625306]The hands seem very masculine for a woman.[/QUOTE]
Although I agree, is there really that much she can do about that?
[QUOTE=zeldar;27569215][media]http://fc02.deviantart.net/fs50/i/2009/295/4/0/Hot_Stuff_TF2_by_Methados.png[/media]
[b]The horror[/b].[/QUOTE]
Oh no a hot chick in a pyro suit. I'm gonna die or something!
[QUOTE=zeldar;27569215][media]http://fc02.deviantart.net/fs50/i/2009/295/4/0/Hot_Stuff_TF2_by_Methados.png[/media]
[b]The horror[/b].[/QUOTE]
Oh god, what's that in between the legs?
[QUOTE=Oblivious1;27627425]Oh god, what's that in between the legs?[/QUOTE]
[B]Painis D:[/B]
[QUOTE=Oblivious1;27627425]Oh god, what's that in between the legs?[/QUOTE]
Thats called a vagina.
[QUOTE=AaronM202;27628532]Thats called a vagina.[/QUOTE]
Vaginas. Don't. Stick. Out.
[QUOTE=Oblivious1;27628553]Vaginas. Don't. Stick. Out.[/QUOTE]Arousal causes swelling of the vulva, which can result in the vagina being visibly extended depending on clothing, angle, and "severity".
I hope you appreciate this tidbit; I only half remembered the specifics, turned to Google in order to refresh my memory, and wound up with pages about vaginal [i]prolapses[/i] with my first ill-worded search.
...On a more on-topic (and less worrying) note, I am rather looking forward to the little compatability updates for Female Medic and Heavy. The Beak in particular [url=http://img413.imageshack.us/img413/617/noprotection.jpg]looks rather funny on the Fem-Medic[/url] as of this moment.
[QUOTE=Simski;27626349]Although I agree, is there really that much she can do about that?[/QUOTE]
Yes and no. I made the arms and hands a little bit smaller and more narrow on the actual model, but this is still a mod of a game whose characters all happen to have gigantic hands, so there's always some limitation to work with. The Spy's hands are actually among the smallest, and I honestly don't think they stand out that much.
The viewmodels arms, if you look, are only edited in the texture. While it would be technically possible to go into every viewmodel weapon with arms and replace the models with slightly smaller ones that still fit the hand bones, it would be extremely troublesome and I just don't think it's worth it whatsoever.
Sorry, you need to Log In to post a reply to this thread.