[t]http://i.imgur.com/IodZUkf.jpg[/t]
Mask and Face - [B]Artistic[/B]
Face - [B]Informative[/B]
Two Styles - [B]Optimistic[/B]
And i need help with the shapes of the spy's makeup, and by "help" i mean if someone wants to make it, plz and thanks <3
Speaking of texturing, what's the best tutorial for texturing out there?
As well as any necessary programs essential for it.
The best choice is obviously Photoshop but if you don't want to spend the money there's other tools like Gimp or Paint.net.
Read this for starters [url]http://www.polycount.com/forum/showthread.php?t=73559[/url]
Other than that I can just recommend to learn drawing in general (YouTube has plenty of tutorials, I guess) and practice, practice, practice.
Studying other people's work and trying to recreate stuff in a similar way using your own workflow works wonders too.
It might seem like a bit of hollow advice since it feels like it doesn't help at the beginning but once you do you'll reach a point where it all comes together
[t]http://i.imgur.com/VouKx5F.png[/t]
couldnt sleep last night and couldnt pay attention during classes. feedback?
[editline]10th March 2015[/editline]
[QUOTE=kibbleknight;47286886]Bit of a word of advice, weapons on flaregun animations with stocks clip hideously bad. You might be better off not having the full stock.[/QUOTE]
make the stock look broken, like the pyro took it from the grenade launcher or something
[QUOTE=Colteh;47284734][IMG]http://thumbs1.ebaystatic.com/d/l225/m/mQIP99CEaMNqVfSSf8QDv0A.jpg[/IMG]
[IMG]http://i.ebayimg.com/00/s/MjU2WDUwMA==/z/5VcAAMXQVT9SsmFW/$_103.JPG?set_id=2[/IMG]
[IMG]http://www.sunglassesandstyle.com/images/celebrities/michael_jackson3.jpg[/IMG]
[IMG]https://img1.etsystatic.com/045/1/7893099/il_570xN.719140065_qkyd.jpg[/IMG]
They do exist, just because you haven't seen them before doesn't mean they're "plain misshapen"[/QUOTE]
Yours don't look right though. Frame is too rounded, doesn't curve with the face, and the lenses look really bulbous.
[QUOTE=S3pirion;47297511][t]http://i.imgur.com/VouKx5F.png[/t]
couldnt sleep last night and couldnt pay attention during classes. feedback?
[/QUOTE]
That's a really good start, man. What class is it gonna be for? Spy seems obvious, but it looks like it could be a break action revolver, like the one I did for Scout's shortstop
Which one can i use for the mime?
[t]http://i.imgur.com/ei76Ejq.jpg[/t]
Beret - Artistic
hat - Informative
[QUOTE=ZombiPlastiClok;47299696]That's a really good start, man. What class is it gonna be for? Spy seems obvious, but it looks like it could be a break action revolver, like the one I did for Scout's shortstop[/QUOTE]
I dont really know, if i can get animations working it will be a break action for the spy. I didnt think of scout though.
Hi,
Im testing out this concept for tf2 and do you guys know if there is anyway of implementing cloth simulation or something like it in tf2.
[editline]11th March 2015[/editline]
Here is something I have been working on. Its just an idea. Tell me what you guys think?
I all so need some ideas of what else to put in the basket.
[T]http://i.imgur.com/QaKnAIC.png[/T]
[T]http://i.imgur.com/Xk25ZIH.png?1[/T]
Its going to have a Chinese theme to it, that long thing on the front will be a flag. I was thinking of putting a shield on there but didn't really find a way to make it look good :/
And if anyone wants to work with me on something just PM me at : [url]http://steamcommunity.com/profiles/76561198054451749/[/url]
[QUOTE=ImmanuEL;47302443]Hi,
Im testing out this concept for tf2 and do you guys know if there is anyway of implementing cloth simulation or something like it in tf2.[/QUOTE]
You can fake the cloth simulation by animating the model, but as far as I know, there isn't acutal cloth simulation.
I did this set of items for the spy a while ago and forgot about them.
They need to be textured and the jacket needs rigging... Let me know if youre interested.
[IMG]http://i.imgur.com/pHhQqkE.png[/IMG]
[QUOTE=ImmanuEL;47302443]Hi,
Im testing out this concept for tf2 and do you guys know if there is anyway of implementing cloth simulation or something like it in tf2.
[/QUOTE]
Yup, [URL="https://developer.valvesoftware.com/wiki/$jigglebone"]jiggle bone[/URL].
[QUOTE=VernoGuy;47304371]Yup, [URL="https://developer.valvesoftware.com/wiki/$jigglebone"]jiggle bone[/URL].[/QUOTE]
thx man
[t]http://i.imgur.com/6XLDROy.jpg[/t] [t]http://i.imgur.com/pm0E0lX.jpg[/t]
what do you think? C:
Too much contrast on everything. Vest and legs can be lighter, and bring the colors of the shirt and stripes closer together. The Spy's default color palate is almost monochrome: try to keep a similar feeling.
[QUOTE=WnR;47306433]Too much contrast on everything. Vest and legs can be lighter, and bring the colors of the shirt and stripes closer together. The Spy's default color palate is almost monochrome: try to keep a similar feeling.[/QUOTE]
neeeeh, i want to keep it like that, because i want to make a mime, not another monochrome spy
the shirt have a second style, so.. i think it's fine
[t]http://i.imgur.com/hiIlkCb.jpg[/t]
and the legs... i know it can be lighter but i want to feel the spy more different, like the mann of the house, you know
[t]http://i.imgur.com/sQIOi6M.jpg[/t]
[QUOTE=SrPelo;47306710]neeeeh, i want to keep it like that, because i want to make a mime, not another monochrome spy[/QUOTE]
you're free to do what you want by all means, but your chosen color palette is atrocious. id highly recommend reconsidering your decision to stick with it.
[QUOTE=SrPelo;47306710]neeeeh, i want to keep it like that, because i want to make a mime, not another monochrome spy
the shirt have a second style, so.. i think it's fine
[t]http://i.imgur.com/hiIlkCb.jpg[/t]
and the legs... i know it can be lighter but i want to feel the spy more different, like the mann of the house, you know
[t]http://i.imgur.com/sQIOi6M.jpg[/t][/QUOTE]
needs normal maps, currently looks rather rubbery.
[QUOTE=gigazelle;47306757]you're free to do what you want by all means, but your chosen color palette is atrocious. id highly recommend reconsidering your decision to stick with it.[/QUOTE]
what colors or palette would you use?
[QUOTE=Punchy;47306818]needs normal maps, currently looks rather rubbery.[/QUOTE]
oh i know c: JZeeba is helping me with that
[QUOTE=SrPelo;47306864]what colors or palette would you use?
[/QUOTE]
Maybe?
[t]http://i.imgur.com/9lHRZ4E.jpg[/t]
10 minute paint over.
[QUOTE=WnR;47307005]Maybe?
[t]http://i.imgur.com/9lHRZ4E.jpg[/t]
10 minute paint over.[/QUOTE]
OH WOW!!! looks really cool, the only thing is disturbing me is the white, but i still like it! :D i will repaint it in a minute! thanks!
[B]
Edit:
[/B]
TAAADAAAAHHH!!!!
[IMG]http://i.imgur.com/fDTpYwY.jpg[/IMG]
[QUOTE=WnR;47307005][t]http://i.imgur.com/9lHRZ4E.jpg[/t][/QUOTE]
Much better color palette. I want to see where this set goes.
Something has been bothering me for a while.
What if we could transfer stranges and their parts (to an extent).
I made a transfer dialog. one for a transfer and one for a mismatch.
[IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/tools/strange_transfer/strange_transfer_dialog_flat.png[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/tools/strange_transfer/strange_transfer_dialog_mismatch_flat.png[/IMG]
I have ideas as to what the actual bp icon of this thing should look like. If anyone is interested in this then pm me.
I am willing to write a full json file with weapon transfer groups to allow for mismatch checking.
Further explination for those who may be misunderstanding the strange parts transfer:
lets take weapon a and b with the strange parts
a:
headshot kills - 20
scout kills - 2
heavy kills - 5
b:
headshot kills - 12
scout kills - 7
critical kills - 40
transfer from a TO b
b gets the total kills added to it from a. the strange count ends up being....
a:
headshot kills - 0
scout kills - 0
heavy kills - 0
b:
headshot kills - 32
scout kills - 9
critical kills - 40
b keeps critical kill count but a loses all heavy kills due to non matching part.
-reworking somewhat-
Does anything really need to be said at this point?
That boiler jacket doesn't fit at all with the sort of evil military theme you've got with the beard and scar
Well I didn't really based it on a boiler jacket. (it's based on a jumpsuit)
[QUOTE=Bapaul;47297197]Studying other people's work and trying to recreate stuff in a similar way using your own workflow works wonders too.
It might seem like a bit of hollow advice since it feels like it doesn't help at the beginning but once you do you'll reach a point where it all comes together[/QUOTE]
I've always gone to look at Svdl's or Badger's textures if I needed reference on something. Valve has good reference for the basics of TF2, but those guys have perfected the more detailed, modern TF2 look.
And don't just look at RGB channels either, check out how others do their alpha channels or their VMT parameters.
Become a melting pot, but put your own flair on it all.
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