• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
-snip- Insert failed joke here [t]http://i.imgur.com/dsYmvwT.png[/t] More work and base colors with some details.
[QUOTE=S3pirion;47224636]-snip- Insert failed joke here [t]http://i.imgur.com/dsYmvwT.png[/t] More work and base colors with some details.[/QUOTE] too many screws
[QUOTE=Pagliacci;47227263]too many screws[/QUOTE] screw you
[QUOTE=Pagliacci;47227263]too many screws[/QUOTE] Too many screws will spoil the broth.
[QUOTE=S3pirion;47224636]-snip- Insert failed joke here [t]http://i.imgur.com/dsYmvwT.png[/t] More work and base colors with some details.[/QUOTE] Just like to take a minute to say that you have come a really long way with your models. Good job! That said...you need to add a slot for that saw blade to fit into. Just intersecting it with the frame looks bad.
[QUOTE=S3pirion;47224636]-snip- Insert failed joke here [t]http://i.imgur.com/dsYmvwT.png[/t] More work and base colors with some details.[/QUOTE] A few things. Those screws are oddly flat, i'd suggest not making them a flat circle as they look like there Also look on the saw you've got some tris showing on the bake, may want to fix that As others have said, too many screws. Either space them out more or change how they work because as of now they seem a bit tacked on (and personally speaking too visible)
[QUOTE=S3pirion;47224636]-snip- Insert failed joke here [t]http://i.imgur.com/dsYmvwT.png[/t] More work and base colors with some details.[/QUOTE] If you're up for it, you can give the blade a spinning animation for the idle animation.
a word of advice: in order for the blade to cut through stuff the dents should be facing the other way around.
Unless you make it go clockwise but then you get a face full of blood/sawdust/sparks :v:
[QUOTE=Metaru;47228230]a word of advice: in order for the blade to cut through stuff the dents should be facing the other way around.[/QUOTE] Not if you're [B]CUTTING THEM IN REVERSE!!!!!!![/B] whether that be cutting upwards, or actually re-attaching molecules
Probably not possible because of demo's bulky vest: [img]http://puu.sh/gfOE8.png[/img] however it might work with magic. Up for grabs to anyone who thinks they could make it work.
Hows this? I'm not sure if its too cluttered or if its visually interesting enough or what. [T]http://i.gyazo.com/9067e20f6671c07da4bb8f9b775ff1a5.png[/T]
[QUOTE=S3pirion;47224636]-snip- Insert failed joke here [t]http://i.imgur.com/dsYmvwT.png[/t] More work and base colors with some details.[/QUOTE] If you really wanna add some pizazz to your bake, I'd suggest making a light map An easy enough method in blender is to add a hemi light to your scene Uncheck ao if it's checked Bake it as full render in camera panel Play with darkness/brightness settings until you get a good result,and set it to soft light or overlay Also play with opacity, generally speaking lightmaps should never be at 100% opacity I use it for weps and I feel it's a major component in giving your weps a "stock" sort of feel
Question for blender users. When I try and reduce the mesh of this cylinder here the UV breaks like a fucker: [IMG]http://puu.sh/gg2xn/2cd9e2b125.jpg[/IMG] [IMG]http://puu.sh/gg2ym/50bbe05736.jpg[/IMG] How do I fix this?
Two ways: one easy, and one hard. The easy way to check the UV box on the merge operation option box on the left side of the 3d display. This will tell blender to also merge the UVs that go with those two verts. This will ONLY work if you are not merging verts on a UV seam. If you are merging verts onto a UV seam, you are gonna have to do it the hard way. Select the center vert, hit 'X,' then 'Dissolve Vertex,' then cut the new edges you want by hand.
Hard way it is. Thanks tho.
[QUOTE=Killbane;47228635]Hows this? I'm not sure if its too cluttered or if its visually interesting enough or what. [T]http://i.gyazo.com/9067e20f6671c07da4bb8f9b775ff1a5.png[/T][/QUOTE] That's quite noisy. I'd try something bolder: [IMG_thumb]http://manschitz.com/projects/tf2/feedback_moonshine.jpg[/IMG_thumb]
Guys, how to fix model orientation? [t]http://i.imgur.com/RRuDTPp.png[/t]
[QUOTE=Estavos;47229588]Guys, how to fix model orientation? [t]http://i.imgur.com/RRuDTPp.png[/t][/QUOTE] Did you load the c_model version of it in? There is a v_model of the clever with a different rotation that is used for the view model. You'll need to change the v_model of that to the correct rotation.
[QUOTE=Estavos;47229588]Guys, how to fix model orientation? [t]http://i.imgur.com/RRuDTPp.png[/t][/QUOTE] that fucked me up for a moment then. since it's an actual model but it looks like a concept/drawing from a distance or passing glance
[QUOTE=psyke;47230097]that fucked me up for a moment then. since it's an actual model but it looks like a concept/drawing from a distance or passing glance[/QUOTE] I believe its due to the textures on the thing. It's seems that the texturer attempted to emulate the textures of a stone but made it look like clay instead.
[QUOTE=iAmaNewb;47230124]I believe its due to the textures on the thing. It's seems that the texturer attempted to emulate the textures of a stone but made it look like clay instead.[/QUOTE] I think it's also because we are seeing it with the light directly coming from our perspective, so there is no shading to be perceived whatsoever. It looks so flat because of it, I think.
dunno about you, but to me thats black and wood.
[QUOTE=Metaru;47230188]dunno about you, but to me thats black and wood.[/QUOTE] Please, don't bring this here...
Uploaded a set last night: A Thug's Life: [URL="http://steamcommunity.com/workshop/filedetails/?id=400015723"][IMG]http://cloud-4.steamusercontent.com/ugc/527257229448637679/7962BD5DF9A36C19669857A74AFB5BABC62CF9D8/637x358.resizedimage[/IMG][/URL] Click to vote if you like it!
[QUOTE=FiveEyes;47229294]Question for blender users. When I try and reduce the mesh of this cylinder here the UV breaks like a fucker: [IMG]http://puu.sh/gg2xn/2cd9e2b125.jpg[/IMG] [IMG]http://puu.sh/gg2ym/50bbe05736.jpg[/IMG] How do I fix this?[/QUOTE] could also just turn it into an ngon after you reduce the polys
[QUOTE=Cobaltcakes;47230555]Uploaded a set last night: A Thug's Life: [URL="http://steamcommunity.com/workshop/filedetails/?id=400015723"][IMG]http://cloud-4.steamusercontent.com/ugc/527257229448637679/7962BD5DF9A36C19669857A74AFB5BABC62CF9D8/637x358.resizedimage[/IMG][/URL] Click to vote if you like it![/QUOTE] whats with that icky lookin posterization filter? really makes the items look shitty which is a shame cause they're pretty nice otherwise
[QUOTE=blaholtzen;47230813]whats with that icky lookin posterization filter? really makes the items look shitty which is a shame cause they're pretty nice otherwise[/QUOTE] Just experimenting I suppose, but thanks for the critique! I'll be sure to keep that in mind. :)
[QUOTE=Cobaltcakes;47230859]Just experimenting I suppose, but thanks for the critique! I'll be sure to keep that in mind. :)[/QUOTE] It'd probably work better if the background had some detail, but since you mostly use gradient/solid backgrounds it seems rather out of place. It can be used effectively though It's also important that the filters dont subtract any detail from the item
[IMG]http://i.imgur.com/91ckfQA.png[/IMG] well?
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