[QUOTE=Tundra Boy;47265460]
I've seen these before, is there any way to get them in gimp?[/QUOTE]
I looked into it and couldn't find a neat solution.
The swatch pack I released should be compatible with GIMP though.
[QUOTE=ImmanuEL;47265098]Here I moved it in to Blender and backed out some AO.
[T]http://i.imgur.com/UKrMZqW.png[/T][/QUOTE]
I'd recommend exaggerating some of the details, and put scratches + dents into the mesh to make it look like it's been well-used.
Also I think the spikes are a bit too sharp. The most spikey thing I can think of in TF2 is the splendid screen's spike, and even then I am of the opinion it doesn't fit the artstyle very well. Try looking at spikes on the targe and the embellishments on the skullcutter; I think if you emulate the styles and proportions on those weapons you'll find your mesh will match TF2's style a lot better.
[QUOTE=ImmanuEL;47265399]Thx man :D[/QUOTE]
Oh, and if you ever need more, you can export textures that are already in tf2 with CGF scape to get an idea.
[editline]5th March 2015[/editline]
[QUOTE=Frying Dutchman;47265491]I looked into it and couldn't find a neat solution.
The swatch pack I released should be compatible with GIMP though.[/QUOTE]
Alright, I'll look into it. Thanks!
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=403102467][img]http://cloud-4.steamusercontent.com/ugc/38616953754346252/4927D5027806E6A11BE55862B7249C05984240CF/[/img][/url]
SFM Prop release, go get it if you want it!
[QUOTE=gigazelle;47265493]I'd recommend exaggerating some of the details, and put scratches + dents into the mesh to make it look like it's been well-used.
Also I think the spikes are a bit too sharp. The most spikey thing I can think of in TF2 is the splendid screen's spike, and even then I am of the opinion it doesn't fit the artstyle very well. Try looking at spikes on the targe and the embellishments on the skullcutter; I think if you emulate the styles and proportions on those weapons you'll find your mesh will match TF2's style a lot better.[/QUOTE]
Actually the spikes around the Skullcutter are just basic cones, so they're really pointy.
Thank you so much for all of the help people :D
Im not planning to upload this to the workshop its just to get my head wrapped around the work flow.
I just finished my simple textures.
[T]http://i.imgur.com/KOgEtTd.png[/T]
How do I rig , set up material and import my model in to TF2?
Lol I know that is a big question so just link me to a tutorial cuz i don't find one :(
[editline]5th March 2015[/editline]
[T]http://i.imgur.com/bOAotaB.png[/T]
[QUOTE=donhonk;47265532][url=http://steamcommunity.com/sharedfiles/filedetails/?id=403102467][img]http://cloud-4.steamusercontent.com/ugc/38616953754346252/4927D5027806E6A11BE55862B7249C05984240CF/[/img][/url]
SFM Prop release, go get it if you want it![/QUOTE]
Gmod prop when?
[QUOTE=Inspecter;47265689]Gmod prop when?[/QUOTE]
Is that something people still want? Im afraid I dunno anything about GMOD packing, Im sure someone can use the files within to pick up my slack.
Any word on the progress on the original HWG John Henry model porting and conversion? I saw it a while back but I forgot who was working on it.
What programs do the concept artists on here use to make concepts? I've got a few ideas I wanna save on my computer and I'm not using paint anymore
[URL="http://steamcommunity.com/workshop/filedetails/?id=403131531"][IMG]http://cloud-4.steamusercontent.com/ugc/534012912756847650/ECCC7F0504EECB101653F0A053C2ADFF33BCCD86/900x506.resizedimage[/IMG][/URL]
[URL="http://steamcommunity.com/workshop/filedetails/?id=403131531"][IMG]http://cloud-4.steamusercontent.com/ugc/534012912757062620/34B1345D729BF7015C63E82E0DE77E7C239C1DAD/900x506.resizedimage[/IMG][/URL]
A set based on a nerd.
[URL="http://steamcommunity.com/workshop/filedetails/?id=403131531"]Vote here![/URL]
Otacon as a medic. I love it.
yeah but shouldn't he be Kaz/Miller instead?
[QUOTE=OzzyCockroach;47266420]yeah but shouldn't he be Kaz/Miller instead?[/QUOTE]
Perhaps, but then I feel like the sniper could be Kaz. He has the glasses going for him.
What about heavy? I get serious big boss vibes from , Same with soldier
[QUOTE=Cosmic feel;47266823]What about heavy? I get serious big boss vibes from , Same with soldier[/QUOTE]
[IMG]http://cloud-4.steamusercontent.com/ugc/545267112047154067/50DB25C09809FC806A5625F4B4A4D3F41C7062DF/268x268.resizedimage[/IMG]
You don't say?
[editline]5th March 2015[/editline]
[QUOTE=OzzyCockroach;47266420]yeah but shouldn't he be Kaz/Miller instead?[/QUOTE]
Wait NO! You're right. The medic does a violin taunt with his bonesaw, and everyone knows about Kaz Miller and his thing for fiddles.
[IMG]http://i3.kym-cdn.com/photos/images/original/000/733/319/c29.gif[/IMG]
Or you know, the fact that its the same voice actor might be something too
[QUOTE=OzzyCockroach;47266420]yeah but shouldn't he be Kaz/Miller instead?[/QUOTE]
You called?
[img]http://i.imgur.com/DKUqogU.jpg[/img]
[I]apologies for the lack of hair strokes, I don't know how to draw them.[/I]
[QUOTE=ElusiveBadger;47257863]So what fancy tools are folks using for 3DS Max smd imports and exports these days?[/QUOTE]
pls halp
[QUOTE=ElusiveBadger;47267310]pls halp[/QUOTE]
Wallworm and Crowbar
[QUOTE=Killbane;47267611]Wallworm and Crowbar[/QUOTE]
thank you very much sir
Can anyone pleas help me with rigging and importing my tf2 wepone ?
I have a question relating to bone tree collapses and the importer.
This is the qc bit I have
[code]
$lod 1
{
replacemodel $lod0
bonetreecollapse "bip_thumb_0_L"
bonetreecollapse "bip_index_0_L"
bonetreecollapse "bip_middle_0_L"
bonetreecollapse "bip_ring_0_L"
bonetreecollapse "bip_pinky_0_L"
bonetreecollapse "bip_thumb_0_R"
bonetreecollapse "bip_index_0_R"
bonetreecollapse "bip_middle_0_R"
bonetreecollapse "bip_ring_0_R"
bonetreecollapse "bip_pinky_0_R"
} [/code]
Is this correct? iirc when i worked with bone tree collapse stuff before I was able to just pop it right into the QC and compile, but I do not recall if this is correct.
[QUOTE=SediSocks;47266219][URL="http://steamcommunity.com/workshop/filedetails/?id=403131531"][IMG]http://cloud-4.steamusercontent.com/ugc/534012912756847650/ECCC7F0504EECB101653F0A053C2ADFF33BCCD86/900x506.resizedimage[/IMG][/URL]
[URL="http://steamcommunity.com/workshop/filedetails/?id=403131531"][IMG]http://cloud-2.steamusercontent.com/ugc/534012912756821364/1DC3190F5A8EBDEEAD08D8B2FB1AF76D7ACDC745/900x506.resizedimage[/IMG][/URL]
A set based on a nerd.
[URL="http://steamcommunity.com/workshop/filedetails/?id=403131531"]Vote here![/URL][/QUOTE]
Those look brilliant! Any chance of a mod release?
[QUOTE=ImmanuEL;47267825]Can anyone pleas help me with rigging and importing my tf2 wepone ?[/QUOTE]
If you haven't already done this, take a look at helljumpers guide to item making: [url]https://www.youtube.com/watch?v=zCMt-jfDgC4[/url] It's long but it'll help. You may even want to look at parts of the older tutorial he did. When you're rigging, you're essentially binding certain parts of your mesh to the skeleton of the tf2 characters. This means you're gonna have to import a character model with cgfscape. Since you're just rigging a melee weapon, you're only really looking for a bone called 'weapon_bone'. As for making mods... that's where my knowledge stops.
[editline]6th March 2015[/editline]
[QUOTE=Hogie bear;47268763]Those look brilliant! Any chance of a mod release?[/QUOTE]
Pretty sure they're up on mods.tf
So I'm looking for someone to collaborate with me and a friend of mine on the item below. I've already got it modeled, unwrapped, and AO'd, just need a texturer. My friend is going to handle the rigging.
Item concept is a rumba outfit for the Pyro. Has full sleeves, lower pants (near the boots), and a cloth belt. For the most part, the ruffles will be alternating colors, with the colors being the Pyro's suit colors and a secondary paintable color. The sleeves will be using the brighter red of his upper torso, and the pants will be using the darker burnt color. The belt and secondary ruffles will be paintable, but of course, that can be changed if it looks awful.
I'm also willing to take any critiques before that process begins, of course, to change the item for the better.
[t]http://i.imgur.com/Oqnj8PF.png[/t]
[QUOTE=TidMiste;47271004]So I'm looking for someone to collaborate with me and a friend of mine on the item below. I've already got it modeled, unwrapped, and AO'd, just need a texturer. My friend is going to handle the rigging.
Item concept is a rumba outfit for the Pyro. Has full sleeves, lower pants (near the boots), and a cloth belt. For the most part, the ruffles will be alternating colors, with the colors being the Pyro's suit colors and a secondary paintable color. The sleeves will be using the brighter red of his upper torso, and the pants will be using the darker burnt color. The belt and secondary ruffles will be paintable, but of course, that can be changed if it looks awful.
I'm also willing to take any critiques before that process begins, of course, to change the item for the better.
[/QUOTE]
For a ruffly outfit, there aren't really any ruffles.
[QUOTE=TidMiste;47271004][t]http://i.imgur.com/Oqnj8PF.png[/t][/QUOTE]
[IMG]http://leopardandlace.com.au/images/MC64/MC64.jpg[/IMG]
Am I right saying this is the kind of outfit you're going for?
[QUOTE=TheJukebox;47271091]For a ruffly outfit, there aren't really any ruffles.[/QUOTE]
[QUOTE=Tundra Boy;47271144][IMG]http://leopardandlace.com.au/images/MC64/MC64.jpg[/IMG]
Am I right saying this is the kind of outfit you're going for?[/QUOTE]
Yep, that's the sort of outfit I'm going for. However, I didn't want it to be too ruffly, both because it would clip very horribly (it's already near a tipping point as-is), and I have a limited polycount which I'm within 100 polys of as it stands. Lastly, making it too ruffly would prevent it from staying within the art style (it's already pretty garish), and I'd rather not create something silhouette-breaking.
[QUOTE=Teh Kiyoshi;47264027][video=youtube;kLGKIf4cUEc]http://www.youtube.com/watch?v=kLGKIf4cUEc[/video]
Hey, been long time. These are something I made for fun
Bye again :P (thanks window engie, the url is fixed)[/QUOTE]
Inseminator version when?
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