• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
[QUOTE=perrryz;47068884]crits please wip [img]http://puu.sh/fqGXl/8c6c5da64c.jpg[/img] [img]http://puu.sh/fqlxH/91d1b834b5.jpg[/img] not sure if i should make these 2 items a set[/QUOTE] I'm curious as to what the Blue jacket looks like because as it is by covering up the sleeves you're cancelling out Heavy's biggest team indicator.
So, I've doing a mod that makes the Trickster's Turnout Gear to have selfilum. I've made two variations, one that makes the whole thing illuminated (the Cream Spirit parts), and other that only glows the gray area. First version: [url]http://i.imgur.com/mp18x63.jpg[/url] / [url]http://i.imgur.com/JKac7Tu.jpg[/url] Second version: [url]http://i.imgur.com/ODxS9A5.jpg[/url] / [url]http://i.imgur.com/n88l6PC.jpg[/url] The first version is not perfect, a bit of the red/blue texture can be seen.. But since this thing glows, it makes sense? I can work to not glow in the dark those certain areas, if needed. Image showing the issue: [URL="http://i.imgur.com/UwecHOK.jpg"]http://i.imgur.com/UwecHOK.jpg[/URL] (Note: Game texture setting is set to "Medium" on this screenshot and all others). I actually discovered that this item has $selfillum on the .vmt, but there was no alpha mask set to use that implementation. Also, bonus picture: [T]http://i.imgur.com/RgFRFn2.jpg[/T] Thanks. (I'll possibly pack both of the skins in one .zip, so you guys can choose what you want to use. I just need help on that issue, if I should keep it or fix it).
[URL="http://tf2.gamebanana.com/skins/138380"][IMG]http://i.imgur.com/ffs1gKM.png[/IMG][/URL] Mod is up. Special thanks to gabrielwoj for making the banner!
[QUOTE=teddthebucfan;47069366]I'm curious as to what the Blue jacket looks like because as it is by covering up the sleeves you're cancelling out Heavy's biggest team indicator.[/QUOTE] nah [img]http://puu.sh/fr0hn/6b9c873dc9.jpg[/img]
I got this [url]https://skfb.ly/CMTH[/url] Any criticisms? Going for a really heavy duty look. Handle might look a bit flimsy though.
-snip-
[QUOTE=Killbane;47069646]I got this [url]https://skfb.ly/CMTH[/url] Any criticisms? Going for a really heavy duty look. Handle might look a bit flimsy though.[/QUOTE] I get what you mean about the handle, but it only seemed apparent to me since you mentioned it. Make another version where the handle is symmetrical to compare?
[QUOTE=perrryz;47069645]nah [img]http://puu.sh/fr0hn/6b9c873dc9.jpg[/img][/QUOTE] I think you should change the BLU team tie to actually match his jacket. Right now it's the same color as the RED jacket.
[QUOTE=gabrielwoj;47069771]I think you should change the BLU team tie to actually match his jacket. Right now it's the same color as the RED jacket.[/QUOTE] its the same on both teams. i dont see the point in making it team colored as there is enough team coloring and its supposed to be black
Very much base colors [t]http://i.imgur.com/VL34Aun.png[/t] [t]http://i.imgur.com/bzhPAFW.png[/t] [t]http://i.imgur.com/B0APCKT.png[/t] Should i keep the team colors? Or should i just use a standard dark gray? Honestly i don't really like the team colors, but i know other people might like them. If i do team colors they wont go along with the set i'm making though. [editline]3rd February 2015[/editline] [QUOTE=teddthebucfan;47069366]I'm curious as to what the Blue jacket looks like because as it is by covering up the sleeves you're cancelling out Heavy's biggest team indicator.[/QUOTE] I could tell that the heavy was on red. There is enough team coloring to tell right now.
[QUOTE=S3pirion;47069913]Very much base colors [t]http://i.imgur.com/VL34Aun.png[/t] [t]http://i.imgur.com/bzhPAFW.png[/t] [t]http://i.imgur.com/B0APCKT.png[/t] Should i keep the team colors? Or should i just use a standard dark gray? Honestly i don't really like the team colors, but i know other people might like them. If i do team colors they wont go along with the set i'm making though. [editline]3rd February 2015[/editline] I could tell that the heavy was on red. There is enough team coloring to tell right now.[/QUOTE] If you stick with the team colours, I'd make them brighter. That blue would certainly blend in with the Engie's overalls.
[QUOTE=Estavos;47067367]Hello everybody! Need your feedback about CS:GO Sticker! [t]http://i.imgur.com/ocPrvjE.png[/t][/QUOTE] This is TF2 Mod Emporium, not CS GO Mod Emporium.
[IMG]http://fc06.deviantart.net/fs70/i/2015/034/4/5/newvolcanic2_blend_by_tundura-d8ggspi.jpg[/IMG] 3D: [url]https://skfb.ly/CMWS[/url] Crits please! Also, I want to thank you guys for bearing with me. I've gone a bit in over my head by taking this on as a first model.
Sketchfab isn't doing anything weird to it, you're just exporting as tris (which is fine as that's what the weapon will be in when its in game anyway)
[QUOTE=Killbane;47070196]Sketchfab isn't doing anything weird to it, you're just exporting as tris (which is fine as that's what the weapon will be in when its in game anyway)[/QUOTE] Good to know. Any thoughts on the model itself?
These two parts could lose a few sides. [T]http://i.gyazo.com/643aba6a5d9be7d05910aed541a1b13c.png[/T] [T]http://i.gyazo.com/ff777f845f48f18ccb5c81efe3177183.png[/T] The trigger seems a bit flat, try giving it some depth and the levers bottom loop is really wide, try giving the entire lever and angle from the hing to the loop so that is gets slimmer and slimmer towards where your middle finger would be
[QUOTE=Tundra Boy;47070059][IMG]http://fc06.deviantart.net/fs70/i/2015/034/4/5/newvolcanic2_blend_by_tundura-d8ggspi.jpg[/IMG] 3D: [url]https://skfb.ly/CMWS[/url] Crits please! Also, I want to thank you guys for bearing with me. I've gone a bit in over my head by taking this on as a first model.[/QUOTE] Smoothing errors. There gonna be your hardest part of making a good model. Add an edge split modifier, then go into edit mode and mark the edges that need to be sharp as sharp. This will take out a lot of the smoothing errors, and make your model look 30000% cleaner. Also, i know some other people disagree with this, but checking edge angle on your edge split modifier and playing around with it will let you know where some of the smoothing errors can be fixed. The lower the degree you select, the more blocky the model will be, but the less smoothing errors there will be. One more thing, DO NOT apply the modifier, when you export it to your .smd's, the exporter will apply it for you. Hope this helps
[QUOTE=S3pirion;47069913]Very much base colors [t]http://i.imgur.com/VL34Aun.png[/t] [t]http://i.imgur.com/bzhPAFW.png[/t] [t]http://i.imgur.com/B0APCKT.png[/t] Should i keep the team colors? Or should i just use a standard dark gray? Honestly i don't really like the team colors, but i know other people might like them. If i do team colors they wont go along with the set i'm making though. [editline]3rd February 2015[/editline] I could tell that the heavy was on red. There is enough team coloring to tell right now.[/QUOTE] I think they would look better if the team colors were secondary to normal metal colors, like maybe if they were on the handle. [editline]3rd February 2015[/editline] or just swap, put the light grey with the current parts you have team colored and the team colors on the light grey parts.
-snip- gonna just use the dark gray [t]http://i.imgur.com/Acik9Hh.png[/t] oh how i love my melted phong smoothies
[QUOTE=S3pirion;47070601]Smoothing errors. There gonna be your hardest part of making a good model. Add an edge split modifier, then go into edit mode and mark the edges that need to be sharp as sharp. This will take out a lot of the smoothing errors, and make your model look 30000% cleaner. Also, i know some other people disagree with this, but checking edge angle on your edge split modifier and playing around with it will let you know where some of the smoothing errors can be fixed. The lower the degree you select, the more blocky the model will be, but the less smoothing errors there will be. One more thing, DO NOT apply the modifier, when you export it to your .smd's, the exporter will apply it for you. Hope this helps[/QUOTE] [url]https://sketchfab.com/models/906280c9739c487ab6c02a195a067d77[/url] Some parts, like the barrel definitely appears to have improved. The handle still looks like mud. I'll get to that later. I've had a lot of free time in the past few days, and I think I've stared at a volcanic pistol for longer than anyone should have to. Edit: I swear that hold in the model by the hammer is intentional.
[QUOTE=Tundra Boy;47070873][url]https://sketchfab.com/models/906280c9739c487ab6c02a195a067d77[/url] Some parts, like the barrel definitely appear to have improved. The handle still looks like mud. I'll get to that later. I've had a lot of free time in the past few days, and I think I've stared at a volcanic pistol for longer than anyone should have to.[/QUOTE] [IMG]http://puu.sh/frtaD/39bb7361f3.jpg[/IMG] fill the gap in, on top
[QUOTE=S3pirion;47070832]-snip- gonna just use the dark gray [t]http://i.imgur.com/Acik9Hh.png[/t] oh how i love my melted phong smoothies[/QUOTE] I still think the RED and BLU ones was pretty cool.
[QUOTE=ikes;47070896][IMG]http://puu.sh/frtaD/39bb7361f3.jpg[/IMG] fill the gap in, on top[/QUOTE] Already noticed. Don't know when that happened :P
[QUOTE=gabrielwoj;47070905]I still think the RED and BLU ones was pretty cool.[/QUOTE] i'll add that as an alternate style then :)
[url]https://skfb.ly/CMWS[/url] No more holes. The handle looks a little less chunkier now. Let me know what you think.
[QUOTE=S3pirion;47070832]-snip- gonna just use the dark gray [t]http://i.imgur.com/Acik9Hh.png[/t] oh how i love my melted phong smoothies[/QUOTE] Will it replace all wrenches?
Question, has anybody [i]successfully[/I] imported an animation into the workshop? I'm having the worst fucking time getting it to actually import an animation set. I can import and make animations work just fine if I compile on my own, but if I try using the importer, I have absolutely zero luck on getting it to work. [code] Compiling DMX: models\workshop\player\animations\demo\item_preview\item_preview.dmx Failed to get animation's frame info for c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\workshop\content\models\workshop\player\animations\demo\item_preview\item_preview.qci WARNING: CTargetQC::Compile - Target 0 Compile Failed WARNING: CTargetMDL::Compile - Target 0 Compile Failed WARNING: CTargetZIP::Compile - Target 0 Compile Failed [/code] [B]Failed to get animation's frame info for c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\workshop\content\models\workshop\player\animations\demo\item_preview\item_preview.qci[/B] Seems to be the problem here, but I have no idea what the fuck this is supposed to actually mean. I've tried all the logical approaches I can think of. The folder it references is a working folder it creates on its own. I didn't make this folder, it did, and it even has the item_preview.dmx (converted source animation). So, given that, I would ASSUME that it would create an item_preview.qci as well (from the import tool, just like it does with the source .smd/.dmx) --but if I navigate to this directory, [b]there is no item_preview.qci[/b]. Seeing if I can rig it up, I've tried placing a manual qci file there (qcis are plaintext anyway) and put in the source info it asks for. I mocked up a similar version to the preview QCI given in the import tool (the variables and whatnot are consistent with independently compiling animations) [code] $sequence layer_taunt_drunk drunk_physx4_inf_mb10.smd 30 hidden { } $sequence taunt_drunk drunk_physx4_inf_mb10.smd 30 noanimation { numframes 901 blendlayer layer_taunt_drunk 0 5 896 901 } [/code] I also tried putting in a FULL QC that I would use--and that also failed. I get the same error no matter what. Also, as a shot in the dark, I changed the source file SMD name to be "item_preview.dmx" since it seems to create that iteration in the working folder--to see if it just wasn't reading the SMD. That isn't it, either. What the fuck am I doing wrong? Or did Valve just never fix this and nobody has spoken up?
Is there a mod that re-adds the missing buttons on The Ward? [t]http://cloud-4.steampowered.com/ugc/902127820614860923/691D50C3728D020E8E14A1848C9094AD0EDE5088/[/t] If not, can someone do one? I haven't the knowledge to do so. :<
[URL="http://tf2.gamebanana.com/skins/138454"][IMG]http://i.imgur.com/hUqL0xD.png[/IMG][/URL]
[QUOTE=S3pirion;47070832]-snip- gonna just use the dark gray [t]http://i.imgur.com/Acik9Hh.png[/t] oh how i love my melted phong smoothies [t]http://i.imgur.com/VL34Aun.png[/t] [/QUOTE] I noticed this on your clay render. You're missing the notches that allow the head to travel up and down when the adjusting nut is twisted. Also, the gray cylinder part shouldn't be cylindrical, it is somewhat flattened to allow for freer movement. [t]http://catalog.wlimg.com/1/454112/full-images/pipe-wrench-775141.jpg[/t] Speaking of which, it should be in-line with the head of the hook jaw instead of offset. They are designed as one piece which is able to slide in and out easily. [t]http://ecx.images-amazon.com/images/I/41j2uovUsQL.jpg[/t]
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