[IMG]http://i.imgur.com/8Zt12Wh.png[/IMG]
[I]Men of Science[/I]
Based on Johannes Kepler
[QUOTE=Radaghast;47104667][IMG]http://i.imgur.com/8Zt12Wh.png[/IMG]
[I]Men of Science[/I]
Based on Johannes Kepler[/QUOTE]
[t]https://upload.wikimedia.org/wikipedia/commons/8/8c/The_Anatomy_Lesson.jpg[/t]
Rembrant's [I]The Anatomy Lesson of Dr. Nicolaes Tulp[/I] might be more relevant.
Though lace and ruff collars are notoriously tricky to model without appearing paper thin.
[QUOTE=Upgrade;47104715][t]https://upload.wikimedia.org/wikipedia/commons/8/8c/The_Anatomy_Lesson.jpg[/t]
Rembrant's [I]The Anatomy Lesson of Dr. Nicolaes Tulp[/I] might be more relevant.
Though lace and ruff collars are notoriously tricky to model without appearing paper thin.[/QUOTE]
I might make a second version of the beard (Musketeer one)
[T]http://upload.wikimedia.org/wikipedia/commons/d/d4/Johannes_Kepler_1610.jpg[/T]
That was the model I used.
[IMG]http://i.imgur.com/eI3bPM6.png[/IMG]
Second version
Here's a list of the missing mods on the main page (From Page 9 to 44).
[B]I've seen someone else doing this on the previous Emporium, so I suppose it's not a problem, right?[/B]
[URL="http://tf2.gamebanana.com/sounds/25573"][IMG]https://i.imgur.com/CWeNyUT.png[/IMG][/URL]
[URL="http://tf2.gamebanana.com/skins/138307"][IMG]http://i.imgur.com/cvg1cNv.jpg[/IMG][/URL]
[URL="http://download748.mediafire.com/m58903dcoy7g/taa4gzsbsbu8zu5/DO+THE+MARIO+-+Conga+replacement.vpk"][IMG]https://i.imgur.com/146x9kJ.png[/IMG][/URL]
[URL="http://ge.tt/api/1/files/2i99RAA2/0/blob?download"][IMG]http://i.imgur.com/bGKj3nn.png[/IMG][/URL]
[URL="http://tf2.gamebanana.com/skins/138385"][IMG]http://i.imgur.com/Bm5xIWl.jpg[/IMG][/URL]
[URL="http://puu.sh/fkfel.zip"][IMG]http://puu.sh/fjeib.png[/IMG][/URL]
[URL="http://tf2.gamebanana.com/skins/138423"][IMG]http://i.imgur.com/vP0UV9q.gif[/IMG][/URL]
[URL="http://tf2.gamebanana.com/skins/138424"][IMG]http://i.imgur.com/BDjW0Hc.gif[/IMG][/URL]
[URL="http://tf2.gamebanana.com/skins/138430"][IMG]http://i.imgur.com/f2CLQMN.gif[/IMG][/URL]
[URL="http://tf2.gamebanana.com/skins/138380"][IMG]http://i.imgur.com/ffs1gKM.png[/IMG][/URL]
[URL="http://tf2.gamebanana.com/skins/138454"][IMG]http://i.imgur.com/hUqL0xD.png[/IMG][/URL]
[url=https://dl.dropboxusercontent.com/u/6526556/critlaugh.zip][img]https://dl.dropboxusercontent.com/u/6526556/laughpr.png[/img][/url]
[URL="https://dl.dropboxusercontent.com/u/65113316/content/tf_rubberchicken.zip"][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/emporium_mods/addon_rubberchicken.png[/IMG][/URL]
I'm pretty sure I got every mod release from the cited pages. I haven't included the Ravager V1 as it was a banner from Gamebanana, and it was updated to V2 anyways.
[B]Edit[/B]: Added missing mod from Soniku00
[B]Edit[/B]: Updated Dakotablake's mod.
Does anyone know how to fix old Loch-n-Load mods?
[QUOTE=WnR;47103429]Why is there a number on the side?[/QUOTE]
Lucky 38 has been pretty supportive in terms of me making this model. It's not something that has to stay, but I kinda like how it looks.
Ertz requested that I add a vest and sleeves to the Gunslinger's Gear:
[img]http://puu.sh/fGDsP.png[/img]
With the poncho:
[t]http://puu.sh/fGDsn.png[/t]
Also gonna be designing the second poncho style as well, as Ertz said he would be up for making both versions.
[QUOTE=kibbleknight;47105704]Ertz requested that I add a vest and sleeves to the Gunslinger's Gear:
[img]http://puu.sh/fGDsP.png[/img]
With the poncho:
[t]http://puu.sh/fGDsn.png[/t]
Also gonna be designing the second poncho style as well, as Ertz said he would be up for making both versions.[/QUOTE]
I think that the vest would look better if it were a bit darker.
[QUOTE=Magypsy;47105794]I think that the vest would look better if it were a bit darker.[/QUOTE]
[img]http://puu.sh/fGHWH.png[/img]
[t]http://puu.sh/fGHWf.png[/t]
Poncho Second Style:
[img]http://puu.sh/fGM0t.png[/img]
[t]http://puu.sh/fGLeX.png[/t]
[QUOTE=kibbleknight;47105704]Ertz requested that I add a vest and sleeves to the Gunslinger's Gear:
Also gonna be designing the second poncho style as well, as Ertz said he would be up for making both versions.[/QUOTE]
Too much of that brown me thinks, even with the gradient.
should have add mod links from workshop in here too
[URL="http://ge.tt/api/1/files/2i99RAA2/0/blob?download"][IMG]http://i.imgur.com/bGKj3nn.png[/IMG][/URL]
Just updated this pack. I'm now using a new method to fix Australium weapons and such. This has te benefit of allowing me to drastically reduce the size of this pack.
[QUOTE=TheJukebox;47106049]Too much of that brown me thinks, even with the gradient.[/QUOTE]
How's this then?
[img]http://puu.sh/fGXvj.png[/img]
Different shade of brown for the vest.
[t]http://puu.sh/fGXtV.png[/t][t]http://puu.sh/fGXwd.png[/t]
[QUOTE=MilesPyrower;47102186]progress on the TFC pyro set:
[IMG]http://puu.sh/fF6ST/259d68cf5f.jpg[/IMG][IMG]http://puu.sh/fF78p/e4aeb2df58.jpg[/IMG][IMG]http://puu.sh/fF7e9/fb06f6fc07.jpg[/IMG]
Altered the vest to be more accurate to the comic, lightened the vest brown/blue, lightened the camo on the main suit and added a gradient to lighten the top, started on the glove/boot texture and added an all-class crowbar melee[/QUOTE]
EXCUSE ME, I'M IN NEED OF MEDICAL ATTENTION!
I know this is some basic stuff that should be easy to find through searching, but I've googled "3ds max sharp edges" for several days and I can't find a single answer. Is there a way to mark edges as sharp in Max the same way you would in Blender?
I know there's a smooth modifier, but unless I'm missing something, doing something like this
[IMG]http://puu.sh/fH195/6917740fe0.jpg[/IMG]
isn't possible with it, where there's a transition between smoothing groups.
Exporting an FBX from Blender without an Edgesplit modifier but with sharp edges marked worked fine in Max, except for a single face that was horribly distorted for absolutely no reason.
[QUOTE=DakotaBlake;47106343][URL="http://ge.tt/api/1/files/2i99RAA2/0/blob?download"][IMG]http://i.imgur.com/bGKj3nn.png[/IMG][/URL]
Just updated this pack. I'm now using a new method to fix Australium weapons and such. This has te benefit of allowing me to drastically reduce the size of this pack.[/QUOTE]
I updated my list above.
[QUOTE=Flubbman;47106612]I know this is some basic stuff that should be easy to find through searching, but I've googled "3ds max sharp edges" for several days and I can't find a single answer. Is there a way to mark edges as sharp in Max the same way you would in Blender?
I know there's a smooth modifier, but unless I'm missing something, doing something like this
[IMG]http://puu.sh/fH195/6917740fe0.jpg[/IMG]
isn't possible with it, where there's a transition between smoothing groups.
Exporting an FBX from Blender without an Edgesplit modifier but with sharp edges marked worked fine in Max, except for a single face that was horribly distorted for absolutely no reason.[/QUOTE]
Is that a butt?
This is kind of how you should set up your smoothing groups in Max.
[IMG]http://puu.sh/fH4mb/23d89e6759.png[/IMG]
One side would be one smoothing group, the other side another, and the connecting/smoothing-point faces should be both smoothing groups.
I made a version that doesn't allow it to clip, but it kinda ruins the shape imo
[T]http://puu.sh/fH4wX/65f85ac940.jpg[/T]
And here's the older version, that looked better, but had the clipping issues
[T]http://puu.sh/fH4Yn/7bd6675de1.jpg[/T]
[QUOTE=Flubbman;47106612]I know this is some basic stuff that should be easy to find through searching, but I've googled "3ds max sharp edges" for several days and I can't find a single answer. Is there a way to mark edges as sharp in Max the same way you would in Blender?
I know there's a smooth modifier, but unless I'm missing something, doing something like this
[IMG]http://puu.sh/fH195/6917740fe0.jpg[/IMG]
isn't possible with it, where there's a transition between smoothing groups.
Exporting an FBX from Blender without an Edgesplit modifier but with sharp edges marked worked fine in Max, except for a single face that was horribly distorted for absolutely no reason.[/QUOTE]
Are you asking about smoothing groups in Max? Max handles it's polygon smoothing on a face level, as opposed to blenders edge level. Any faces that share a smoothing group will shade smoothly into each other. So if I'm understanding your question correctly, if you want to recreate that smoothing you have on you blender object on an object in max you will have to use three smoothing groups. For example, select the faces below the sharp edge and assign them smoothing group 1. Here's the trick, faces in max can belong to multiple smoothing groups. So to get that sharp crease but still have the faces shade smoothly down, select all the faces left of the sharp edge and the row of races below the sharp edge and assign them to smoothing group 2. Select everything to the right and assign it to group 3. This should result in the ring of faces at the bottom of the crease being assigned to both groups 1/2 and 1/3.
Have a crappy ASCII diagram:
[CODE]
[ 2 ][ 2 ][ 2 ]|[ 3 ][ 3 ][ 3 ]
[ 2 ][ 2 ][ 2 ]|[ 3 ][ 3 ][ 3 ]
[ 2 ][ 2 ][ 2 ]|[ 3 ][ 3 ][ 3 ]
[1/2][1/2][1/2] [1/3][1/3][1/3]
[ 1 ][ 1 ][ 1 ] [ 1 ][ 1 ][ 1 ]
[ 1 ][ 1 ][ 1 ] [ 1 ][ 1 ][ 1 ]
[/CODE]
[QUOTE=NuggetWarmer;47106734]Is that a butt?
This is kind of how you should set up your smoothing groups in Max.
[IMG]http://puu.sh/fH4mb/23d89e6759.png[/IMG]
One side would be one smoothing group, the other side another, and the connecting/smoothing-point faces should be both smoothing groups.[/QUOTE]Thanks, I'll try it out.
Got one more question before I can continue. The model I'm exporting from Max is set up like this
[IMG]http://puu.sh/fH5x3/cfa1029ab8.jpg[/IMG]
However, when I import it in TF2, it ends up like this
[IMG]http://puu.sh/fH611/1604b77311.jpg[/IMG]
The model still follows his head during animations, though the coordinates 0 0 0 in Max is used as the pivot point, so to speak.
[QUOTE=Flubbman;47106827]Thanks, I'll try it out.
Got one more question before I can continue. The model I'm exporting from Max is set up like this
[IMG]http://puu.sh/fH5x3/cfa1029ab8.jpg[/IMG]
However, when I import it in TF2, it ends up like this
[IMG]http://puu.sh/fH611/1604b77311.jpg[/IMG]
The model still follows his head during animations, though the coordinates 0 0 0 in Max is used as the pivot point, so to speak.[/QUOTE]
I've had that happen a few times and the way I solved it before has been by reimporting the character smd in a new file, importing the smd of my mesh, and then skinning it to the new bones in the reimported file.
[QUOTE=blueNES;47106763]I made a version that doesn't allow it to clip, but it kinda ruins the shape imo
[T]http://puu.sh/fH4wX/65f85ac940.jpg[/T]
And here's the older version, that looked better, but had the clipping issues
[T]http://puu.sh/fH4Yn/7bd6675de1.jpg[/T][/QUOTE]
I would say that clipping doesn't matter too much, unless it makes it look bad and from what I saw it didn't look bad with the clipping. Just me, though.
Added a little detail and a blue team texture. The hoses are paintable.
[img]https://dl.dropboxusercontent.com/u/6526556/mchmdc2.jpg[/img]
Also started making the weapons for the set.
[img]https://dl.dropboxusercontent.com/u/6526556/mchmdcgn.jpg[/img]
[QUOTE=Svdl;47107260]Added a little detail and a blue team texture. The hoses are paintable.
[img]https://dl.dropboxusercontent.com/u/6526556/mchmdc2.jpg[/img]
Also started making the weapons for the set.
[img]https://dl.dropboxusercontent.com/u/6526556/mchmdcgn.jpg[/img][/QUOTE]
damn
[QUOTE=Svdl;47107260]Added a little detail and a blue team texture. The hoses are paintable.
[t]https://dl.dropboxusercontent.com/u/6526556/mchmdc2.jpg[/t]
Also started making the weapons for the set.
[t]https://dl.dropboxusercontent.com/u/6526556/mchmdcgn.jpg[/t][/QUOTE]
i am dead and this set has killed me
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=389946446"][img]http://cloud-2.steamusercontent.com/ugc/45369907231003358/9049F8ADE1E1A60E16CAE193337C342C6E0AD6E7/637x358.resizedimage[/img]
[img]http://cloud-4.steamusercontent.com/ugc/45369907231004728/03CF17D4C484D15596B7A45D28C5B07E42802525/637x358.resizedimage[/img][/URL]
Feedback and votes appreciated. Huge thanks to Chaofanatic for making the particles (which are still being refined a bit). Gonna update the screenshots once I receive the new files. SFM stuff needs a bit more work but I don't really have the time right now.
[QUOTE=Svdl;47107260]Added a little detail and a blue team texture. The hoses are paintable.
[img]https://dl.dropboxusercontent.com/u/6526556/mchmdc2.jpg[/img]
Also started making the weapons for the set.
[img]https://dl.dropboxusercontent.com/u/6526556/mchmdcgn.jpg[/img][/QUOTE]
oh man! the weapon looks amazing!!
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