[QUOTE=Metaru;46935421]why dont you try something like this instead?
[IMG]http://i.imgur.com/H3JtmHM.gif[/IMG]
because right now, proportion wise, it looks like stock and barrel are made of two completely different guns.[/QUOTE]
I wish I could rate agree and winner at the same time. I REALLY like that suggestion gif.
Once those modifications are made, we're looking at a pretty solid workshop submission at the base colors stage. Give it a decent texture and phong mask, I can see it fit alongside other weapons in-game.
[QUOTE=Metaru;46935421]why dont you try something like this instead?
[IMG]http://i.imgur.com/H3JtmHM.gif[/IMG]
because right now, proportion wise, it looks like stock and barrel are made of two completely different guns.[/QUOTE]
ill see if i can do something like that, it makes sense that way, but i might have to start over.... Ill try my best, thanks metaru
[QUOTE=S3pirion;46935708]ill see if i can do something like that, it makes sense that way, but i might have to start over.... Ill try my best, thanks metaru[/QUOTE]
Don't be afraid to start over... unless you fucked up big time.
[QUOTE=Gentleman Cat;46935821]Don't be afraid to start over... unless you fucked up big time.[/QUOTE]
Nah, fixed it. Cheers to metaru, having a visual of what i need to change really helped!
Vote agree if this looks better:
[t]http://i.imgur.com/MW1uZZZ.png[/t]
Edit: Sorry if im taking up a ton of space, i really appriciate your help
[QUOTE=NeoDement;46935658][T]https://dl.dropboxusercontent.com/u/900111/bighat_allclasses.jpg[/T]
Final version of the big hat, now the moustache texture needs a bit of refinement and I need to do the SFM promos.[/QUOTE]
The hat itself looks kind of blocky at the height of the skull trinket (most noticeably visible on the Spy, Engineer and Pyro shots), which seems jarring compared to the brim and trinket.
[QUOTE=S3pirion;46935874]Nah, fixed it. Cheers to metaru, having a visual of what i need to change really helped!
Vote agree if this looks better:
[t]http://i.imgur.com/MW1uZZZ.png[/t]
Edit: Sorry if im taking up a ton of space, i really appriciate your help[/QUOTE]
You should make the barrel abit longer like the gif though.
[QUOTE=S3pirion;46935874]Nah, fixed it. Cheers to metaru, having a visual of what i need to change really helped!
Vote agree if this looks better:
[t]http://i.imgur.com/MW1uZZZ.png[/t]
Edit: Sorry if im taking up a ton of space, i really appriciate your help[/QUOTE]
you did not get the point of my edit though. the proportions are skewed, the stock is larger than the barrel and it makes it look like two different guns glued together. seems like you actually did merged two completely different models together and added a few minor edits to make it less noticeable.
[QUOTE=Metaru;46936315]you did not get the point of my edit though. the proportions are skewed, the stock is larger than the barrel and it makes it look like two different guns glued together. seems like you actually did merged two completely different models together and added a few minor edits to make it less noticeable.[/QUOTE]
Yeah, i did merge two completely different models because i modeled the slide seperately, then joined them together. I'll work on it somemore, a couple of people have suggested making the barrel longer, and i'm sorry if i don't understand what you mean. My pistol is the same size as the default pistol, and the slide/barrel is the same size too.
[t]http://i.imgur.com/FfyriuK.png[/t]
I like it this way, so i think that this might be the final model, but i'm leaving it up to you. I've gotta get some sleep.
Vote agree if you want this to be the final model, disagree if not
EDIT:
[t]http://i.imgur.com/86o3wEe.jpg[/t]
Engie holding current model in game
Too many screws me thinks.
[QUOTE=The Duke;46935958]The hat itself looks kind of blocky at the height of the skull trinket (most noticeably visible on the Spy, Engineer and Pyro shots), which seems jarring compared to the brim and trinket.[/QUOTE]
Unfortunately you're right, looks like I accidentally made the poly distribution kinda crappy on the sides of the hat. I'll put the effort into fixing it up tomorrow.
[QUOTE=TheJukebox;46936583]Too many screws me thinks.[/QUOTE]
Screw you :P
[t]http://i.imgur.com/fmlFjod.png[/t]
Decided to do a concept for a medi-gun I'n gonna do for that weather contest. Still gonna make some changes and what not. Pagliacci's gonna make the backpack.
Any thoughts on the design?
[t]http://puu.sh/exxg1/54cd1e0d3b.png[/t]
[QUOTE=TheJukebox;46936745]Any thoughts on the design?
[t]http://puu.sh/exn4f/1a2b24998b.png[/t][/QUOTE]
it sucks and i hate it
[QUOTE=Pagliacci;46936801]it sucks and i hate it[/QUOTE]
Thanks sweet cheeks
I'm getting pretty close to done on the diffuse. Still need to make the team colored portions (maybe paintable).
If you think the brushstrokes on the top part of the diffuse are too intense, leave a disagree.
[IMG]http://i.imgur.com/0Y6ViP9.png[/IMG]
[QUOTE=S3pirion;46936663]Screw you :P
[t]http://i.imgur.com/fmlFjod.png[/t][/QUOTE]
Personally I think the silver coloring on the slide is a bit unappealing. Aside from that it looks really good so far
So I remade my ppsh-ish minigun concept which I posted few months ago
not sure this looks better than old one though
[IMG]http://i.imgur.com/CdyPRPC.png[/IMG]
[B]Edit: Claimed![/B]
[QUOTE=JayAsH;46937622]So I remade my ppsh-ish minigun concept which I posted few months ago
not sure this looks better than old one though
[IMG]http://i.imgur.com/CdyPRPC.png[/IMG]
and yea, it's up for grabs.[/QUOTE]
Could I claim it?
[QUOTE=ZombiPlastiClok;46937010]Personally I think the silver coloring on the slide is a bit unappealing. Aside from that it looks really good so far[/QUOTE]
Textures are what i'm gonna work on next
Yay! I got it in-game:
[t]http://cloud-4.steamusercontent.com/ugc/44242195181526983/EEC2423CE599988A184761A95543559EE107C1FA/[/t]
Please help ;_;
[QUOTE=Cosa8888;46938690]Yay! I got it in-game:
[t]http://cloud-4.steamusercontent.com/ugc/44242195181526983/EEC2423CE599988A184761A95543559EE107C1FA/[/t]
Please help ;_;[/QUOTE]
We dont need any more floating pets damnit
[b]Boston Bulldog:[/b]
[t]http://puu.sh/eybrl.png[/t]
[t]http://puu.sh/eybrH.png[/t]
A big gun for a tiny man.
[QUOTE=Serious_Greg;46938846][IMG]https://wiki.teamfortress.com/w/images/thumb/0/0e/Boston_Bulldog_set.png/254px-Boston_Bulldog_set.png?t=20131227155719[/IMG]
you need a new name for this thing imo[/QUOTE]
Boston Bullpuppy
[QUOTE=UberMunchkin;46938829]For a minute there I thought it was [I]another[/I] Grenade Launcher :v:[/QUOTE]
I do have a design for another grenade launcher, but its not revolver based, nor is it for Demoman:
[b]Bolshevik Bomber:[/b]
[t]http://puu.sh/eyg4n.png[/t]
[t]http://puu.sh/eyg4t.png[/t]
This one is claimed however.
[QUOTE=_charon;46938862]Boston Bullpuppy[/QUOTE]
That'll piss off gun nerds something fierce
[QUOTE=kibbleknight;46938756][b]Boston Bulldog:[/b]
[img]http://puu.sh/eybrl.png[/img]
[img]http://puu.sh/eybrH.png[/img]
A big gun for a tiny man.[/QUOTE]
Almost looks like the backscatter, except it looks better then the backscatter. (No offense to backscatter creators)
[QUOTE=S3pirion;46939009]Almost looks like the backscatter, except it looks better then the backscatter. (No offense to backscatter creators)[/QUOTE]
its not even remotely similar...
Kibble, holy carp, use [t] tags yo.
[QUOTE=Pagliacci;46939079]its not even remotely similar...[/QUOTE]
But they're both scatterguns. :v:
So I'm trying to make Zakkin's Double Claymore concept from last Emporium for the Ullapool Caber. Decompiling it shows that, unlike other things I've made before, apparently the handle and top of the caber are different models for some reason, and go together when compiling.
Long story short the model works totally fine pre-explosion, but then uses the regular Caber model after exploding. Is there something I'm missing?
Here's my QC if anyone wants to see
[QUOTE]// Created by Crowbar 0.19.0.0
$modelname "weapons/c_models/c_caber/c_caber.mdl"
$bodygroup "body"
{
studio "c_demo_doubleclaymore.smd"
}
$bodygroup "broken"
{
studio "c_demo_doubleclaymore_blade_bodygroup.smd"
studio "c_demo_doubleclaymore_blade_bodygroup_exploded.smd"
}
$surfaceprop "metal"
$contents "solid"
$sequence "idle" "c_caber_anims\idle.smd" {
fps 30
}
$collisionmodel "c_caber_physics.smd"
{
$mass 4.1
$inertia 1
$damping 0
$rotdamping 4
}
[/QUOTE]
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