[QUOTE=gabrielwoj;47071911][URL="http://tf2.gamebanana.com/skins/138454"][IMG]http://i.imgur.com/hUqL0xD.png[/IMG][/URL][/QUOTE]
I don't get this one. I know the lines on Firefighter outfits are reflective but they don't light up in the dark or do they?
[QUOTE=ThatSwordGuy;47066229]I wonder whatever happened to that Sniper mod that turned him into Link and all the weapons were Zelda items[/QUOTE]
Valve broke the bodygrouping via animation events which the mod heavily relied on. I kind of just let it die after that.
Although a very recent patch has finally fixed that, so maybe I'll pick it up again. Dunno.
That whole mod was started when I was still learning everything and my original expectations and designs for it, I now see were wholly unrealistic.
If I ever do finish it, it's going to be designed for server-side use only, there's just no practical way to keep up to date with all the new shit that gets added in TF2 nowadays.
Starting work on a backpack that will have gems inside
[IMG_thumb]http://i.imgur.com/qXp3qik.png[/IMG_thumb]
[QUOTE=K_Factor;47072216]Starting work on a backpack that will have gems inside
[IMG_thumb]http://i.imgur.com/qXp3qik.png[/IMG_thumb][/QUOTE]
Colteh did one before in 2013, Weird how long ago it was. But I have been trying to improve it and have gotten nowhere with it bugging out, So go for it. Amazed it took so long for the idea to pop up again.
Shame that the thing doesn't show the paintability or the Promos.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=196804734[/url]
[QUOTE=Inspecter;47072015]I don't get this one. I know the lines on Firefighter outfits are reflective but they don't light up in the dark or do they?[/QUOTE]
Yes, I'm aware of that, I don't think there is something on TF2 that makes reflective stuff really glowy (using the envmap and other stuff), so I just did this. The original .vmt actually hinted a $selfillum, but it was missing the "$selfillumtint" and the alpha mask.
[B]Edit:[/B] Also, there are jackets and fireman equipment that glows in the dark, using bioluminescence (according to the [URL="http://www.thefirestore.com/store/product.aspx/productId/11054/Foxfire-Illuminating-Equipment-Bands/"]website[/URL]).
[IMG]http://www.thefirestore.com/image.aspx?imageId=574[/IMG]
[QUOTE=gabrielwoj;47073462]Yes, I'm aware of that, I don't think there is something on TF2 that makes reflective stuff really glowy (using the envmap and other stuff), so I just did this. The original .vmt actually hinted a $selfillum, but it was missing the "$selfillumtint" and the alpha mask.
[B]Edit:[/B] Also, there are jackets and fireman equipment that glows in the dark, using bioluminescence (according to the [URL="http://www.thefirestore.com/store/product.aspx/productId/11054/Foxfire-Illuminating-Equipment-Bands/"]website[/URL]).
[IMG]http://www.thefirestore.com/image.aspx?imageId=574[/IMG][/QUOTE]
Dat glowing axe though would make a great mod
[QUOTE=S3pirion;47070601]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. [/QUOTE]
always mark edges as sharp manually though
[QUOTE=Constructor;47073905]always mark edges as sharp manually though[/QUOTE]
Gives so much more control, I recommend doing it as you model instead of at the end tho s3pirion
Hey guys I wanted to start doing my first weapon. I was wondering if there was any guide to get started, I have not been able to find any on the emporiums first post or the steam guide section.
I need to find out about things like polycount, do I need a separate view model, any restrictions I should be aware of etc.
Maybe I missed a guide, if so please let me know! I would appreciate it! :)
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=384964014"]For anyone interested, the floodgates to the Dungeon Defenders Eternity workshop have been opened. [/URL]It's no TF2 workshop by any means, but it's a great opportunity nonetheless.
Great job on that tutorial.
You should add a link to the game on Steam and the workshop in the introduction.
[t]http://i.imgur.com/RROT1Ro.png[/t]
WIP
[T]http://puu.sh/ft6qH/c272eb0a88.jpg[/T]
I added a strap. Anything that I could add to the strap?
[QUOTE=blueNES;47075349][T]http://puu.sh/ft6qH/c272eb0a88.jpg[/T]
I added a strap. Anything that I could add to the strap?[/QUOTE]
A clip? Or maybe a belt buckle similar to the surgeon's stahlhelm, except fastened?
[editline]4th February 2015[/editline]
[QUOTE=Constructor;47073905]always mark edges as sharp manually though[/QUOTE]
I went in and marked off what I wanted to be sharp, and the played around with it until I liked what I had.
[url]https://skfb.ly/CMWS[/url] Being clueless, I am still not sure where I should go from here. Let me know what you think. You've all helped me pick this up very fast. I appreciate it.
[QUOTE=Gadget | TF2M;47075004]Great job on that tutorial.
You should add a link to the game on Steam and the workshop in the introduction.[/QUOTE]
great idea, added.
[QUOTE=Constructor;47073905]always mark edges as sharp manually though[/QUOTE]
idk for me generally any edge over 90 degrees is gonna be sharp.
[QUOTE=ikes;47075769]idk for me generally any edge over 90 degrees is gonna be sharp.[/QUOTE]
Its still better to do the edge marking manually.
An edge split modifier is required for the cyan lines to work in Blender. I usually set the split angle to 90 and manually mark everything on the mesh anyway.
Okay, I'm going to ask something to anyone who knows how, but how do I exactly create a kill icon? Also, sorry if this isn't the proper place to post this, but since kill icons are mostly community-made.
I was hoping for a proper response, but I never seem to get on, I have Photoshop, the latest version and basically I think that's all I need besides the dneg images.
I just need to know how I would exactly create one, mostly looking for a response from Psyke or Neodement, since they contribute to most of the kill icons.
This is also for the TF2 mod, Team Fortress 2 Classic. So I would need to know how to display a kill icon in the kill feed.
As long as I get a proper response from anyone.
Thank you for your sweet time.
[QUOTE=FiveEyes;47075807]Its still better to do the edge marking manually.[/QUOTE]
i dont see how if the edge split modifier does the same job but makes it easier
i just mark the other edges manually
In theory, would it be possible to make facial flexes for an item in Blender, import the model into Max for vertex normal modifying, and then re-export it with the flexes intact?
[QUOTE=Gsilverleaf;47075890]Okay, I'm going to ask something to anyone who knows how, but how do I exactly create a kill icon? Also, sorry if this isn't the proper place to post this, but since kill icons are mostly community-made.
I was hoping for a proper response, but I never seem to get on, I have Photoshop, the latest version and basically I think that's all I need besides the dneg images.
I just need to know how I would exactly create one, mostly looking for a response from Psyke or Neodement, since they contribute to most of the kill icons.
This is also for the TF2 mod, Team Fortress 2 Classic. So I would need to know how to display a kill icon in the kill feed.
As long as I get a proper response from anyone.
Thank you for your sweet time.[/QUOTE]
Vector trace a weapon from a hlmv shot.
I have hundreds of files on my workstation of killicons, hit me up with a pm and I can send you some and explain it.
[QUOTE=Flubbman;47076042]In theory, would it be possible to make facial flexes for an item in Blender, import the model into Max for vertex normal modifying, and then re-export it with the flexes intact?[/QUOTE]
Probably if Blender uses and respects FBX standards, which I'm sure it does!
[QUOTE=Svdl;47076233][url=https://dl.dropboxusercontent.com/u/6526556/critlaugh.zip][img]https://dl.dropboxusercontent.com/u/6526556/laughpr.png[/img][/url][B]**[/B][/QUOTE]
**Seinfeld music not included
[url]https://skfb.ly/CMWS[/url]
Thoughts?
Been working on a 4 piece TFC pyro set recently:
[IMG]http://puu.sh/ftUuZ/dbaf99219e.jpg[/IMG][IMG]http://puu.sh/ftUI5/2529802212.jpg[/IMG][IMG]http://puu.sh/ftUJR/47fbdac882.jpg[/IMG]
cosmetics are wip and flamethrower is very wip.
[QUOTE=Kirillian;47076412]It's my first item released in workshop...
[t]http://i.imgur.com/qsIjm7R.jpg[/t]
[url] http://steamcommunity.com/sharedfiles/filedetails/?id=386842243 [/url]
Any.. thoughts? Except the texture. I know that texture is bad, but at least it's better than what i did before. TF2's artstyle is hard to get into. Like... Really hard.[/QUOTE]
Well, what I can see which is bad is the texture. Maybe you can show to us before uploading/updating the workshop submission (showing progress, asking for model/texture help, etc.). I also highly recommend showing first-person view of the weapon on the screenshots for your submissions.
[QUOTE=MilesPyrower;47076605]Been working on a 4 piece TFC pyro set recently:
[IMG]http://puu.sh/ftUuZ/dbaf99219e.jpg[/IMG]
cosmetics are wip and flamethrower is very wip.[/QUOTE]
I know this is a bit of a polarizing topic here, but I think those cosmetics change the color scheme too much. The pack makes the pyro much darker then the default pyro. Its very well made though.
You may need to tone down the camouflage and and add team color to the center of the armor to help reduce the darkness.
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