• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
The colour scheme makes it look pretty bland imo, I'd change the wood and perhaps the scope colour to something more contrasting before you upload it
[QUOTE=Bapaul;47355547]The colour scheme makes it look pretty bland imo, I'd change the wood and perhaps the scope colour to something more contrasting before you upload it[/QUOTE] Colour scheme is practically identical to a few already existing weapons, and seeing as it's based on this: [IMG]http://i751.photobucket.com/albums/xx151/gizmologist1/ieqyo6.jpg[/IMG] I don't see what could really do to make it more "contrasted" outside of adding a dozen and a half filters to the wood textured parts. I mean, I'm happy to fart out some mock ups, that'd be like 5 minutes of work, at most, but really I don't see much needing done with it.
[QUOTE=Ona;47355617]Colour scheme is practically identical to a few already existing weapons, and seeing as it's based on this: [IMG]http://i751.photobucket.com/albums/xx151/gizmologist1/ieqyo6.jpg[/IMG] I don't see what could really do to make it more "contrasted" outside of adding a dozen and a half filters to the wood textured parts. I mean, I'm happy to fart out some mock ups, that'd be like 5 minutes of work, at most, but really I don't see much needing done with it.[/QUOTE] If the wood was lighter and slightly more brown, I think it'd look better. Right now it all looks kinda grey compared to the ref image. Just boost saturation, maybe a brown low opacity overlay and boost up brightness a tad?
[QUOTE=Ona;47355617]Colour scheme is practically identical to a few already existing weapons, and seeing as it's based on this: [IMG]http://i751.photobucket.com/albums/xx151/gizmologist1/ieqyo6.jpg[/IMG] I don't see what could really do to make it more "contrasted" outside of adding a dozen and a half filters to the wood textured parts. I mean, I'm happy to fart out some mock ups, that'd be like 5 minutes of work, at most, but really I don't see much needing done with it.[/QUOTE] more of a tint to the metal wouldn't hurt, and there's a lot more color variation on the metal of the real one than the modeled one, like the bright carry handle parts and the bits by the lever or whatever, the barrel looks like copper even. however i would also say the model could use some more love, looks pretty choppy atm
[QUOTE=blaholtzen;47355745]more of a tint to the metal wouldn't hurt, and there's a lot more color variation on the metal of the real one than the modeled one, like the bright carry handle parts and the bits by the lever or whatever, the barrel looks like copper even. however i would also say the model could use some more love, looks pretty choppy atm[/QUOTE] Colour wise, I can play with some filters to make it look a little less gray. But the model is pushing the tri-limits as it is. The end that the player will see the most of (receiver, scope, that general area) is the most heavily detailed and the smoothest, but we needed to sacrifice some polys toward the barrel end. And this is with two LODs and a lot of optimizing. So I don't really want to touch the model too much more, it's already been tweaked to hell and back.
[QUOTE=Karmal Khan;47353359]It's still a wav file. [editline]19th March 2015[/editline] While on the subject of Conga: [url=http://www.mediafire.com/download/gmsuueumvm4eezm/LEGO+Island+Conga.vpk][img]http://i.imgur.com/dgFKo5s.png[/img][/url][/QUOTE] oh man my childhood is just glowing right now
Hey guys long time no post. Daesdemona and I have been working on a shirt design based off of one of her previous SFM works. We would really appreciate any support you guys can give. [IMG]http://imgur.com/OZblT6a.png[/IMG] [IMG]http://imgur.com/MSvFNhU.png[/IMG] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=410327149][img]http://imgur.com/JGIG1po.png[/img][/url]
[QUOTE=sirdownloadsalot;47355715]If the wood was lighter and slightly more brown, I think it'd look better. Right now it all looks kinda grey compared to the ref image. Just boost saturation, maybe a brown low opacity overlay and boost up brightness a tad?[/QUOTE] Personally, I prefer the desaturated wood color over the reference's wood.
Hey, first post here on Facepunch and I need help with the taunt importer tool on the Workshop. Basically when I click the "Action" button in the taunt preview window my animation doesn't play like it should. When I exported the animation from SFM, this is the pop-up window that I saw and I went with these options as I presumed that they would work fine. [IMG]http://i.imgur.com/zC4UuTk.jpg[/IMG] However, when I try to play the taunt in the preview window nothing happens. Please bare with me as this is my first workshop submission. Thanks.
[QUOTE=Keyhooole;47356583]Hey, first post here on Facepunch and I need help with the taunt importer tool on the Workshop. Basically when I click the "Action" button in the taunt preview window my animation doesn't play like it should. When I exported the animation from SFM, this is the pop-up window that I saw and I went with these options as I presumed that they would work fine. [IMG]http://i.imgur.com/zC4UuTk.jpg[/IMG] However, when I try to play the taunt in the preview window nothing happens. Please bare with me as this is my first workshop submission. Thanks.[/QUOTE] empty your custom folder in tf2, and you don't need to compile a qc/qci either in sfm.
Should the SFM framerate be 30?
[QUOTE=WnR;47357136]Should the SFM framerate be 30?[/QUOTE] unless you're going for a non-cinematic experience, then yes, 30 is ideal
[QUOTE=ikes;47357321]unless you're going for a non-cinematic experience, then yes, 30 is ideal[/QUOTE] what are you talking about
[QUOTE=Punchy;47357338]what are you talking about[/QUOTE] Think he's making a dig at the standard of games priority on framerate. Idk. Don't think the framerate is really a factor tbh.
The standard "film" framerate you see at the movies is 24fps. In the past couple years Hollywood has begun experimenting with 48 fps, with mixed opinions. Video games more typically run at around 60 fps, originally because they ran on interlaced NTSC televisions and computer monitors. Today this frame rate is still maintained as a sort of benchmark level of performance (although we no longer interlace, except for stylistic usages trying to make things look "retro"). Standard Youtube videos use 30fps because it's data efficient, but that has the effect of cutting out half the frames when a video features video game footage, so there's been the recent push for Youtube to adopt 60fps as well. If you want the "film quality" or "texture" of your video to look more like a movie, go with 24fps. If you're just making a basic video, 30 is perfectly fine instead and will look "snappier" because there are more frames.
i know how framerate works, i just mean in terms of taunt rendering it's irrelevant
[QUOTE]empty your custom folder in tf2, and you don't need to compile a qc/qci either in sfm.[/QUOTE] Thanks! It finally worked. I can now finally upload it to the workshop. [URL="http://http://steamcommunity.com/sharedfiles/filedetails/?id=410539790"]http://http://steamcommunity.com/sharedfiles/filedetails/?id=410539790[/URL] Feel free to give me any feedback about the taunt.
V1 of textures, still WIP Finished the modified animations, Is a rotating barrel reload style. Feedback? [[IMG]http://i.imgur.com/nynPvRp.png[/IMG]
I think the big thing is what framerate you're animating in. That affects how much detail your animation can have.
[QUOTE=S3pirion;47358161]V1 of textures, still WIP Finished the modified animations, Is a rotating barrel reload style. Feedback? [[IMG]http://i.imgur.com/nynPvRp.png[/IMG][/QUOTE] Could use more color variation in the textures. You have some good technique with different colored brush strokes but it just isn't popping that much overall. Go big or go home. [IMG]http://i.imgur.com/qJLGD.png[/IMG] Even on things like the medkit, brushstrokes really stand out. Also, edgewear REALLY helps convey that something is metal. You don't have to meticulously paint every scratch on the metal, because tf2's textures tend to be more about suggesting detail than spelling it out, but edgewear is very helpful.
[IMG]https://dl.dropboxusercontent.com/u/7534716/Spy_paint1.gif[/IMG] Wip. Decals for the painting, maybe?
Already looks better, thanks tundra boy! [IMG]http://i.imgur.com/fRigyqQ.png[/IMG]
[QUOTE=Populus89;47358281][IMG]https://dl.dropboxusercontent.com/u/7534716/Spy_paint1.gif[/IMG] Wip. [B]Decals for the painting, maybe?[/B][/QUOTE] "amazing spy, you truly captured the pure essence of this. what do you call this masterpiece?" "DICKBUTT HON HON HON"
[QUOTE=Populus89;47358281][IMG]https://dl.dropboxusercontent.com/u/7534716/Spy_paint1.gif[/IMG] Wip. Decals for the painting, maybe?[/QUOTE] Decals for it would be amazing, or if it even had multiple skins that it chose at random when activated. However, considering the likelihood of valve implementing decals to any future items, it would probably be a wise idea to have a really great place-holder texture.
[QUOTE=S3pirion;47358380]Already looks better, thanks tundra boy! [IMG]http://i.imgur.com/fRigyqQ.png[/IMG][/QUOTE] The model itself looks pretty alright, but that texture is not super great. I'd scrap it and try again entirely
[QUOTE=Populus89;47358281][IMG]https://dl.dropboxusercontent.com/u/7534716/Spy_paint1.gif[/IMG] Wip. Decals for the painting, maybe?[/QUOTE] I mean this is really nice and all, and you've got the movements down, but I feel like a lot of these taunts aren't really "taunts" anymore and really just "characters doing things with objects". I mean if he were to paint a picture of your mangled corpse (which probably isn't feasable), or maybe just be holding up an average letter-sized paper would make it much more practical and sensible than having an entire easel spurting from the ground just my 2 cents
Instead of decals, what if he paints a different piece each time the taunt is used and those paintings are sneering and provoking towards the opponent. For example, he could paint a graceful picture of himself sitting a pile of dead bodies cleaning his knife, looking smug and stern as usual. Then the next time the taunt is used, it would be a completely different portrait that's just as provoking.
Why not have one of the paintings be Scout's mother?
Is there enough time to have a good animation but also have him flip it around in time for the killcam?
[QUOTE=Populus89;47358281]Decals for the painting, maybe?[/QUOTE] That would be very cool, but Valve Doesn't seem all that interested in Decals anymore. It would probably be a waste of time.
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