[QUOTE=Killbane;47028765][T]http://i.imgur.com/ewnAhji.png[/T]
Yes/no?
Lighting might be a bit dark, i need to compile it so i can get HLMV shots.[/QUOTE]
The model looks amazing, but the texture is too bland imo. Add some scratches/an engraving/more color/etc. Make it look more unique and not just like, well, a knife.
[QUOTE=ikes;47028821]fuck can i do this oh my god[/QUOTE]
hm, looking for someone more skilled in cloth modeling, maybe capable of sculpting, sorry
[QUOTE=Void Skull;47028848]hm, looking for someone more skilled in cloth modeling, maybe capable of sculpting, sorry[/QUOTE]
well then i might just have to go and make another brother, brother
[IMG]http://www.wrestlingmedia.org/wv/02/42742/42742.jpg[/IMG]
[QUOTE=Void Skull;47028848]hm, looking for someone more skilled in cloth modeling, maybe capable of sculpting, sorry[/QUOTE]
I'd like to claim it if I'm worthy enough
[QUOTE=dolphin;47028808]An item of yours without pointy teeth, horns or bat wings!?!
Look great, you have improved a lot, and how about do paintability?
I edited it to look like this and it don't look so bad.[/QUOTE]
But pointy teeth and stuff are so fun to make!
Oh yeah, the items are paintable except from the scarf, I dunno; it seems like such a big asset to have painted all funky colours so I left it as a neutral colour. It can all easily be changed though if you think it isn't too much of a stretch. 0:
Does anyone know how to make flat surfaces have as much shimmering as curved surfaces with env/gold maps?
As you can see from the picture, the curved surfaces have significant shimmering, but flat surfaces seem to have non at all (however, the surfaces do flicker when the view changes or the gun moves).
[t]http://puu.sh/f9MfZ.jpg[/t]
[QUOTE=SediSocks;47028883]I'd like to claim it if I'm worthy enough[/QUOTE]
someone else is currently pending, will keep you updated
[QUOTE=Rajikaru;47028724]I'd say change the "#03" on the helmetto the Pyro's class logo to go better with the current outfit (or vice versa and make the Pyro's emblems the number) and add a small visor to the helmet, otherwise the set looks perfect, especially the scarf.[/QUOTE]
[img]http://puu.sh/f9Qgj.png[/img]
[QUOTE=kibbleknight;47028964][img]http://puu.sh/f9Qgj.png[/img][/QUOTE]
I think that the belt would look better if you kept it black instead of making it cream spirit. Otherwise I think it's perfect!
[QUOTE=Void Skull;47028769][img]https://dl.dropboxusercontent.com/u/586461/Models/2015/TF2/soldier-real_american-concept.png[/img]
hulkamania runs wild
brotherrrr[/QUOTE]
Shouldn't it have long hair coming out of it? Better yet do one for Heavy too.
[QUOTE=Magypsy;47029004]I think that the belt would look better if you kept it black instead of making it cream spirit. Otherwise I think it's perfect![/QUOTE]
[img]http://puu.sh/f9ToX.png[/img]
[QUOTE=kibbleknight;47029060][img]http://puu.sh/f9ToX.png[/img][/QUOTE]
Yeah, that's perfect now. I'd love to uncrate one if it ever got in-game. Hopefully it gets finished soon!
I textured a cinquedea
[img]http://i.imgur.com/Pfx4F0v.png[/img]
[QUOTE=Inspecter;47029025]Shouldn't it have long hair coming out of it? Better yet do one for Heavy too.[/QUOTE]
i don't think heavy is a real american
[QUOTE=Void Skull;47029372]i don't think heavy is a real american[/QUOTE]
I thought it was all about Germany, Russia and a big joke. A big American joke on Soldier
Sorry, I couldn't resist
Being American is overrated:
[img]http://puu.sh/fa3IT.png[/img]
[QUOTE=Teddie;47028845]The model looks amazing, but the texture is too bland imo. Add some scratches/an engraving/more color/etc. Make it look more unique and not just like, well, a knife.[/QUOTE]
I see your point, but i think that trying to put engravings on it might be a bad idea, since there is nearly no space for it (only the lighter coloured metal)
What i might do is redden the wood a bit, add some inlays to the wood and give the metal a Damascus pattern.
Anyone agree/disagree with this?
Also does anyone know if the spy knife has a c_ model because the w model is worthless and the v model included the arm and has about 800 bones. Otherwise ill only be able to make a reskin for the black rose (not tragic but not preferable)
[QUOTE=Void Skull;47029372]i don't think heavy is a real american[/QUOTE]
sure, but he does have the miscs for it.
[QUOTE=kibbleknight;47029435]Being American is overrated:
[img]http://puu.sh/fa3IT.png[/img][/QUOTE]
mine
[QUOTE=kibbleknight;47029060][img]http://puu.sh/f9ToX.png[/img][/QUOTE]
I gotta say, while you're trying to make the Pyro look like a racer and all, i keep thinking Protoman when I see this. Mainly the Helmet and Scarf. I like it nonetheless though.
[QUOTE=kibbleknight;47029435]Being American is overrated:
[img]http://puu.sh/fa3IT.png[/img][/QUOTE]
Misha Sandvichski
[IMG]http://cloud-4.steamusercontent.com/ugc/700643020551592366/46482C3DF12ECCDF448419D62B7400518190F6D6/[/IMG]
I have a coat that looks something like this so I decided to try to put it on the spy. This is my first concept that I've posted here, so don't kill me, but be honest.
The goal was to make something similar to the cut throat or dead of night that kept the original shirt and tie visible.
Let me know if generic spy coat is generic.
I can't model items, so if anyone wants to take this on just ask.
primary for jukebox's shitty medic set
[IMG]http://i.imgur.com/AIB3wDl.png[/IMG]
front part spins
Shock Therapy?
[QUOTE=DakotaBlake;47028555]First ever contribution to an Emporium; I hope I didn't screw anything up too bad.
[URL="http://ge.tt/api/1/files/5yBPkR92/0/blob?download"][IMG]http://i.imgur.com/on81Gse.png[/IMG][/URL]
Thought my work deserved a spot here.[/QUOTE]
Downloading just to see how you fixed the solid black props. I encountered that issue way back when, when I took ownership of the Complete Phongless Pack on GameBanana. I tried everything I could think of to fix it, but nothing worked, so I just left the black props' phong set to "1" (same with shiny stuff)
[IMG]http://puu.sh/fapWN/4317e60db9.jpg[/IMG]
Katar WIP
had to make the handle slanted to keep it straight when the medic holds it, any suggestions with what i have so far?
[QUOTE=ikes;47030320][IMG]http://puu.sh/fapWN/4317e60db9.jpg[/IMG]
Katar WIP
had to make the handle slanted to keep it straight when the medic holds it, any suggestions with what i have so far?[/QUOTE]
Maybe a little less slant, the normal bonesaw handle looks like it has a less sharp angle against the blade.
[QUOTE=ikes;47030320]
Katar WIP
had to make the handle slanted to keep it straight when the medic holds it, any suggestions with what i have so far?[/QUOTE]
Test it a bunch in game. The positioning is different from the world view. Also you can get away with not as much slant if you play a little trickery with the handle, rotate the ends so it looks slanted but still have the handle be a tiny bit more vertical.
Is it worth continuing a design like this? Very VERY early WIP texture ofc, i might re-do it entirely.
Rate agree or disagree
[T]http://i.imgur.com/uYoLJ1k.png[/T]
Alternatively rate late for Damascus only or zing for gold inlay only.
[QUOTE=Killbane;47030490]Is it worth continuing a design like this? Very VERY early WIP texture ofc, i might re-do it entirely.
Rate agree or disagree
[T]http://i.imgur.com/uYoLJ1k.png[/T]
Alternatively rate late for Damascus only or zing for gold inlay only.[/QUOTE]
Damascus Steel is a really cool idea, but I feel that's a little too much detail for TF2
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