• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
Gonna ask again, anyone want to help me with the final technical touches on an item I made? I need someone to fix the positioning + rotation and add some very simple smoothing to the model in Max. Vertex normals are already corrected so there's really nothing else to it. Help would be much appreciated.
Is there a specific reason you need it done in Max? Just don't want to loose the smoothing groups via Blender?
[QUOTE=Blaco;47128032]Is there a specific reason you need it done in Max? Just don't want to loose the smoothing groups via Blender?[/QUOTE]It's the vertex normals, if it was just smoothing and facial flexes then I would've been done long ago. I've corrected the normals and the flexes are fine, but the smoothing groups that I imported from Blender are fucked up in one completely random spot for no reason, which looks really jarring. Also, this. [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 don't know my way around Max at all aside from editing vertex normals, and I feel like it'd go much faster to let someone else do the exporting than learning all about how Max models should be set up and rigged to work with TF2. I have the file ready with flexes and normals, so if anyone wants to do it just hit me up on Steam.
[QUOTE=StormBlink;47127483]That round logo just makes my inner sniper grin and speak "It's like Christmas Morning" But Looking pretty good, Though I don't get the rifle/Sticky Launcher there? Is the concept you wanting to shoot a sticky to make it explode?[/QUOTE] Heh, yeah well it was originally just me being lazy not bothering to draw his class logo so just did some circles, but the i kinda liked the target look so i went with that. I guess the idea is targets on the armor would make his enemies aim there instead of his completely unprotected knees and arms. v:v:v and yeah pretty much, like I explained earlier when i first posted it: [QUOTE=blaholtzen;47113980]launch bombs with the front, detonate them using the rifle, rifle can also be used to pick out enemies[/QUOTE] [QUOTE=Mr. Jelly;47127546]Do you have a design for a Grenade Launcher or melee to go with this set?[/QUOTE] Working on it now, considering keeping the theme by basing it on a sten gun: [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/stennadelauncher1.jpg[/t] but I'm not that sure about it yet, needs more work
[QUOTE=Flubbman;47128082]It's the vertex normals, if it was just smoothing and facial flexes then I would've been done long ago. I've corrected the normals and the flexes are fine, but the smoothing groups that I imported from Blender are fucked up in one completely random spot for no reason, which looks really jarring. Also, this. I don't know my way around Max at all aside from editing vertex normals, and I feel like it'd go much faster to let someone else do the exporting than learning all about how Max models should be set up and rigged to work with TF2. I have the file ready with flexes and normals, so if anyone wants to do it just hit me up on Steam.[/QUOTE] Does the mesh have a skin modifier? If not, add one and add the head's bone to it (there is a list of bones within the skin modifier). Then just select the mesh and the bone and export selected to FBX.
[QUOTE=Norman3D;47128249]Does the mesh have a skin modifier? If not, add one and add the head's bone to it (there is a list of bones within the skin modifier). Then just select the mesh and the bone and export selected to FBX.[/QUOTE]I'll try that, there's still smoothing though. I read your earlier advice on how to create smoothing groups, but I can't seem to actually apply it. I used a Mesh Select modifier to select my smoothing groups like the official Max manual says, but when I press the numbered buttons nothing changes.
Help me out here guys vote [img]http://www.facepunch.com/fp/ratings/tick.png[/img] for this: [img]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/RifleNadeLauncher4.jpg[/img] vote [img]http://www.facepunch.com/fp/ratings/cross.png[/img] for this: [img]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/RifleNadeLauncher3.jpg[/img]
[QUOTE=blaholtzen;47126805]Getting this set together [img]https://dl.dropboxusercontent.com/u/39556064/concepts/DemomanPrecicionExplosiveSquadSet.jpg[/img][/QUOTE] could i possibly do the sticky launcher/grenade launcher? It's fine if you want somebody else to do it, but i would like to attempt it. Infected potato, it seems like you like to rate dumb/funny on every one of my posts. Why is that?
[QUOTE=blaholtzen;47128225]Working on it now, considering keeping the theme by basing it on a sten gun: [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/stennadelauncher1.jpg[/t] but I'm not that sure about it yet, needs more work[/QUOTE] If the theme is World War-era, what about something loosely based on a rifle and rifle grenade? [img]http://i.imgur.com/da9OeDH.jpg[/img] [t]http://i.imgur.com/XSUe1eD.jpg[/t] I will admit it'd be silly to have two rifle-looking weapons in the same set, though. Grenade Launcher you have right now looks great, also.
[QUOTE=S3pirion;47128333]could i possibly do the sticky launcher/grenade launcher? It's fine if you want somebody else to do it, but i would like to attempt it.[/QUOTE] sorry, donhonk will be modeling
[QUOTE=blaholtzen;47128370]sorry, donhonk will be modeling[/QUOTE] K, thanks anyway. Hope the set makes it in game! By the way, i'm working on a spy knife idea. Would you guys rather see an assassin knife or a push dagger?
[QUOTE=blaholtzen;47128318]Help me out here guys[/QUOTE] [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] Looks way more like a Lee-Enfield which would be more fitting since you want a Sten grenade launcher, two more things though. Maybe incorporate the Enfield's sort of iconic magazine and front sight into the design. [T]http://www.deactivated-guns.co.uk/images/uploads/No5_2/Jungle-Carbine_8.jpg[/T]
so i'm working on a spy knife... [IMG]http://i.imgur.com/XQdmAJI.png[/IMG]
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/DemomanPrecicionExplosiveSquadSet2.jpg[/img] updated
[QUOTE=S3pirion;47128662]so i'm working on a spy knife... [IMG]http://i.imgur.com/XQdmAJI.png[/IMG][/QUOTE] You should make those ridges wider and deeper.
I'm kinda confused as to why they're even there. Supposed to be serration?
[IMG]http://puu.sh/fPVQV.png[/IMG] [I]Shazam! [/I]Here is an early WIP sculpt of that Scout sweatshirt made my OverPovered and I shown on one of the last few pages. Feel free to give critique.
-snip-
[QUOTE=X marks it;47129032][URL="http://imgur.com/a/qghLe"][IMG]http://i.imgur.com/7SEIoht.jpg[/IMG][/URL] I don't really have much of a big concept album at the moment, but I feel the need to post this up. If you're interested in any concepts please [URL="http://steamcommunity.com/profiles/76561198047817103/"]contact me.[/URL][/QUOTE] [IMG]http://i.imgur.com/ix2De3x.jpg[/IMG] I may be new, but if it's alright I'd at least like to make an attempt at modeling this one.
[QUOTE=Tundra Boy;47129202][IMG]http://i.imgur.com/ix2De3x.jpg[/IMG] I may be new, but if it's alright I'd at least like to make an attempt at modeling this one.[/QUOTE] Sure thing! Although with you being new we'll see how the progress goes, and if things don't go according to plan for you I'll give the concept to another modeller if that's alright.
I've got an idea for a Spy item that I haven't seen anybody do recently. A shoulder holster for revolvers. [t]https://wiki.teamfortress.com/w/images/0/07/Allclass_concept.png?t=20111119025502[/t] It should ideally match the look of this old concept Spy harness, but with the obvious added holster on the left-hand side and ammo pouch on the right-hand side. [t]https://www.usaholster.com/wp-content/uploads/2014/05/IMG_9.jpg[/t] kinda like that ^
[QUOTE=blaholtzen;47128716][img]https://dl.dropboxusercontent.com/u/39556064/concepts/DemomanPrecicionExplosiveSquadSet2.jpg[/img] updated[/QUOTE] Loving the set, but there's one thing that irks me: [img]http://i.imgur.com/aVLULHq.png[/img] That just seems [I]too[/I] thin. I don't know of any rifles that are that thin near the receiver and trigger/guard. Also all the front grips of rifles that seem to inspire this concept art's base design taper off to the muzzle, not lower more getting closer to the muzzle.
[QUOTE=CBO0tz;47129356]I've got an idea for a Spy item that I haven't seen anybody do recently. A shoulder holster for revolvers. [t]https://wiki.teamfortress.com/w/images/0/07/Allclass_concept.png?t=20111119025502[/t] It should ideally match the look of this old concept Spy harness, but with the obvious added holster on the left-hand side and ammo pouch on the right-hand side. [t]https://www.usaholster.com/wp-content/uploads/2014/05/IMG_9.jpg[/t] kinda like that ^[/QUOTE] [t]http://i.imgur.com/a4loTAF.png[/t] made that concept a while ago, went unclaimed.
[IMG]http://puu.sh/fPct9/883c3371b5.jpg[/IMG] still working on this
[QUOTE=Pastel;47128981][IMG]http://puu.sh/fPVQV.png[/IMG] [I]Shazam! [/I]Here is an early WIP sculpt of that Scout sweatshirt made my OverPovered and I shown on one of the last few pages. Feel free to give critique.[/QUOTE] The area around his bag's strap doesn't look like cloth. Looks more like someone tightened a belt around silly putty.
[QUOTE=Pastel;47128981][IMG]http://puu.sh/fPVQV.png[/IMG] [I]Shazam! [/I]Here is an early WIP sculpt of that Scout sweatshirt made my OverPovered and I shown on one of the last few pages. Feel free to give critique.[/QUOTE] It's very...clumpy. for one thing I highly reccomend using a different matcap then the default since that one is notoriously garbage, and another thing, cloth is something which shouldn't be done primarily on the highest subdivision. The general method I've used for cloth and a few other "larger" sculpt pieces is that you block out the primary shapes on a lower subdivision level on your subtool and then use something like clay buildup from there, get your shapes, smooth them out, next level, etc. By the end it should look much smoother all around, also, cloth generally isn't that sharp when it's sort of folded up like that. It looks sort of off. My best advice would be work from the lower subdivisions to the higher ones, and use plenty of photo ref!
[QUOTE=Pastel;47128981][IMG]http://puu.sh/fPVQV.png[/IMG] [I]Shazam! [/I]Here is an early WIP sculpt of that Scout sweatshirt made my OverPovered and I shown on one of the last few pages. Feel free to give critique.[/QUOTE] when it comes to scout jackets, i find it's best to utilize as much of the scout's base mesh as possible, especially in items like this, where there is no discernible change in material across-the-board
[img]http://puu.sh/fQRHB/4b0cb82002.jpg[/img] Is this any better?
[QUOTE=Pastel;47131076] Is this any better?[/QUOTE] I'd say listen to RandomUser and Void. Make the folds more smooth and wave like, not creased. Or just not add a new torso and only have the bottom fringe, sleeves and the hood. Like how the track terrorizer has.
[QUOTE=TheJukebox;47131093]I'd say listen to RandomUser and Void. Make the folds more smooth and wave like, not creased. Or just not add a new torso and only have the bottom fringe, sleeves and the hood. Like how the track terrorizer has.[/QUOTE] I would do it the second way you mentioned. Progress on knife: Refined the model and made the changes you guys suggested about the serration, and added a wip texture. I'm still learning how to get the brushstrokes and stuff down, but i feel like this texture kinda creates a camo like feel. Let me know what you think of it. [IMG]http://i.imgur.com/wctsAW2.png[/IMG]
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