[QUOTE=chandlerj333;52312603]Newsflash: the model wasn't made with alternate clothing in mind; they optimized it to what they needed at the time and as such doesn't accommodate drastic changes.[/QUOTE]
"optimized"
look at any animation that lifts his arms and tell me that's an optimized model
from any perspective it's fucking abhorrent, even with nothing equipped
[QUOTE=ikes;52312678]"optimized"
look at any animation that lifts his arms and tell me that's an optimized model
from any perspective it's fucking abhorrent, even with nothing equipped[/QUOTE]
[QUOTE=chandlerj333;52312603]they optimized it to what they needed at the time[/QUOTE]
This is the important part.
[QUOTE=FiveEyes;52312694]This is the important part.[/QUOTE]
except you could accomplish everything theyve done even better with simpler armpit geometry
point to any single animation where you can tell me "it had to be this way"
[sp]you can't[/sp]
[QUOTE=ikes;52312748]except you could accomplish everything theyve done even better with simpler armpit geometry
point to any single animation where you can tell me "it had to be this way"
[sp]you can't[/sp][/QUOTE]
Being a guy that has done a few scout jackets now... My suggestion is that when you get one well rigged scout cosmetic with good shoulder deformation.... You REUSE that mesh like a mofo. (At least in the shoulder area). I also found that if you can afford to have the cosmetic match the scout's shirt in the EXACT color... You can get away with a bit of unnoticeable clipping as the colors blend.
iirc scouts original model in 2007 had his arms much more raised and therefore way more forgiving for rigging, honestly most of the tf2 player models were modeled sorta awkwardly except for the faces, just gotta do the best you can and definitely have a blank canvas scout jacket like questionablyi said, it helps SO MUCH
[T]https://puu.sh/wbgem/b6d96d4218.png[/T]
rock FUCKING howard
[T]https://vignette4.wikia.nocookie.net/p__/images/3/31/Rock_Howard_CvS2.png/revision/latest?cb=20140319061101&path-prefix=protagonist[/T]
[editline]4th June 2017[/editline]
[IMG]http://puu.sh/wbhcF/179f7a4d5b.png[/IMG]
unwrapped and ready for someone to texture it
[QUOTE=ikes;52313605][T]https://puu.sh/wbgem/b6d96d4218.png[/T]
rock FUCKING howard
[T]https://vignette4.wikia.nocookie.net/p__/images/3/31/Rock_Howard_CvS2.png/revision/latest?cb=20140319061101&path-prefix=protagonist[/T]
[/IMG]
unwrapped and ready for someone to texture it[/QUOTE]
Hope it turns out well! Wanted to make a Terry Bogard scout, so I'm fine with some Rock
[QUOTE=ikes;52313605][T]https://puu.sh/wbgem/b6d96d4218.png[/T]
rock FUCKING howard
[T]https://vignette4.wikia.nocookie.net/p__/images/3/31/Rock_Howard_CvS2.png/revision/latest?cb=20140319061101&path-prefix=protagonist[/T]
[/QUOTE]
[IMG]http://puu.sh/wbhoE/0b15c484b4.png[/IMG]
You missed all the cool shapes of the jacket dude
[QUOTE=TheJukebox;52313747][IMG]http://puu.sh/wbhoE/0b15c484b4.png[/IMG]
You missed all the cool shapes of the jacket dude[/QUOTE]
its shaped nothing like that in KOFXIV or in most official artwork
and im already at 1390 triangles, that's require me to totally redo all the shoulders and fuck the rigging in the process most likely
[T]http://www.fightersgeneration.com/characters3/rock-erufan.jpg[/T]
[editline]4th June 2017[/editline]
i was able to broaden the shoulders a tad with the geometry I already had
[T]http://puu.sh/wbi4a/55a61f682a.png[/T]
also those crazy shapes wouldnt look too good in motion
[editline]4th June 2017[/editline]
[T]https://i.gyazo.com/98d93a845fc85064b51ead5b0f3a8a86.gif[/T]
jiggles
[QUOTE=ikes;52313756]its shaped nothing like that in KOFXIV or in most official artwork
and im already at 1390 triangles, that's require me to totally redo all the shoulders and fuck the rigging in the process most likely
[/QUOTE]
Would totally be worth it imo. Kinda looks generic as it is.
[QUOTE=TheJukebox;52313805]Would totally be worth it imo. Kinda looks generic as it is.[/QUOTE]
it's not worth the potential rigging nightmare and it wouldnt look as good as you think in scout's slouched animations
i did manage to shave enough triangles off to make a zipper though
[T]http://puu.sh/wbj8Q/14fb4bfe2f.png[/T]
up for texturing
[QUOTE=ikes;52313822]it's not worth the potential rigging nightmare and it wouldnt look as good as you think in scout's slouched animations
i did manage to shave enough triangles off to make a zipper though
[T]http://puu.sh/wbj8Q/14fb4bfe2f.png[/T]
up for texturing[/QUOTE]
give it to me :P
i think i can texture it
Alright guys. Usually I don't like to tip my hand and show my stuff early if I can help it... But I have reasons this time. Main reason being that in the past I have released a ton of items in one day and was called a jerk for "Flooding the Workshop". The reason I like to release many items at once is then I can reference other sets in my promotions and each set hypes up my other sets making them very well received... But with that said... I CAN understand why some workshoppers would get frustrated with this tactic because they have been working hard on their stuff and then they get buried under a huge influx of submissions.
So in order to try to be fair... I'm giving you guys a heads up that these sets are hitting the workshop in a week. These sets are done but I will need to work on 41 promotional slides.... So it's going to take me a bit to get that in order.
So yeah I don't want to come off as egotistic... But I think these sets are pretty cool... So if you have poured your sweat and tears into an item... Either get it out this week or expect to have a bit of healthy competition in the week that follows. :)
[IMG]http://i.imgur.com/CO1FkC7.jpg[/IMG]
Hope this is read as friendly and not threatening... I have best intentions in mind sharing this. Oh and as always. Hope you guys enjoy.
that scout shirt is killer, holy lord
Yeah liking the scout shirt. Hope that the noise I can see is just on the image and not on the item textures, otherwise they're going to look all grainy and weird.
[QUOTE='[Square];52315333']Yeah liking the scout shirt. Hope that the noise I can see is just on the image and not on the item textures, otherwise they're going to look all grainy and weird.[/QUOTE]
he does that with most of his previews, supposed to look like paper or somethin
I wouldn't have minded a megadump out of the blue, those sets look gorgeous
[editline]June 2017[/editline]
Please fix the gross stretching on the Soldier coat tho
[QUOTE=ikes;52315338]he does that with most of his previews, supposed to look like paper or somethin[/QUOTE]
Yeah... I have been called out a few times on that paper overlay ( Love the look but to each their own) ... I have since then been getting better with making preview images on the ITEMS so they aren't covered by the grainy effect but on the SFM images I still do it. But yeah you caught me making the mistake of getting my layers out of order and accidentally having the grain overlay effect the models... Woops.
[QUOTE=questionablyi;52315283]Alright guys. Usually I don't like to tip my hand and show my stuff early if I can help it... But I have reasons this time. Main reason being that in the past I have released a ton of items in one day and was called a jerk for "Flooding the Workshop". The reason I like to release many items at once is then I can reference other sets in my promotions and each set hypes up my other sets making them very well received... But with that said... I CAN understand why some workshoppers would get frustrated with this tactic because they have been working hard on their stuff and then they get buried under a huge influx of submissions.
So in order to try to be fair... I'm giving you guys a heads up that these sets are hitting the workshop in a week. These sets are done but I will need to work on 41 promotional slides.... So it's going to take me a bit to get that in order.
So yeah I don't want to come off as egotistic... But I think these sets are pretty cool... So if you have poured your sweat and tears into an item... Either get it out this week or expect to have a bit of healthy competition in the week that follows. :)
[IMG]http://i.imgur.com/CO1FkC7.jpg[/IMG]
Hope this is read as friendly and not threatening... I have best intentions in mind sharing this. Oh and as always. Hope you guys enjoy.[/QUOTE]
you just win the workshop.
those are the best items i have seen ever.
The items are nice but I'd suggest making scouts hair darker, I know it's supposed to be tintin; but right now it just looks a bit out of place. Making heavys jacket lighter (with less phong perhaps) might also be a good call.
[QUOTE=IJCT;52315742]you just win the workshop.
those are the best items i have seen ever.[/QUOTE]
That's really touching to hear (Seriously) I'm kinda going crazy on the Jungle update because it's a theme I'm [B]REALLY[/B] into and furthermore... Well I'm moving... In a really big way (Going from Michigan down to Tennessee)... So I'm kinda brute forcing this Jungle update with a huge surge of submissions in hopes of finally catching my financial break on the workshop to open up some options with housing. But yeah... I really did go crazy on this update... After these sets are out I will have submitted ... Geeze really? 26 items for the jungle update!... Wowee!
[IMG]http://i.imgur.com/7CG2kqE.png[/IMG]
Remade this set, claimable.
yo Wowza has come on board to texture my jacket, I just need someone who can sculpt normals for it
anyone here interested?
[T]https://puu.sh/wbklL/17fa575125.png[/T]
[QUOTE=SediSocks;52315770]The items are nice but I'd suggest making scouts hair darker, I know it's supposed to be tintin; but right now it just looks a bit out of place. Making heavys jacket lighter (with less phong perhaps) might also be a good call.[/QUOTE]
Totally agree with this, also you seem to use a lot of dark lines for seams etc. (especially on the soldier coat), those look pretty odd/ not very tf2ish , i'd tone those down.
edit: Also your colours seem a little off, scouts sweater almost looks turquoise rather than blue.
[QUOTE=Muhai;52309925]
[IMG]https://puu.sh/wa9QH/8ac08492d9.png[/IMG]
.[/QUOTE]
Reminds me a lot of the pyro from Office Fortress.
[editline]5th June 2017[/editline]
[IMG]http://i.imgur.com/5BYQgLr.gif[/IMG]
Levergun FP Animations that I made.
[T]https://puu.sh/wbVIk/24500e91c3.png[/T][T]https://puu.sh/wbVID/f6aad36278.png[/T]
before we start texturing, anything i oughtta change?
[QUOTE=ikes;52316232][T]https://puu.sh/wbVIk/24500e91c3.png[/T][T]https://puu.sh/wbVID/f6aad36278.png[/T]
before we start texturing, anything i oughtta change?[/QUOTE]
Yeah one thing loosely related to the modeling phase you could look into. You can try to hide the scout's rolled up sleeve via using the snapping tools and snapping the ends of your model to the verts of the scout's sleeve model. Next pick up a copy of the "Blend4web" addon for blender and then use that to copy the vertex normal's from the base mesh's sleeve along your model's edge and if you texture correctly you can get away with having the jacket look seamless... That is if you want to go for that look I did this a while back when I multiclassed the dogfighter. Unfortunately Valve has yet to make my update official. :(
[QUOTE=questionablyi;52316572]Yeah one thing loosely related to the modeling phase you could look into. You can try to hide the scout's rolled up sleeve via using the snapping tools and snapping the ends of your model to the verts of the scout's sleeve model. Next pick up a copy of the "Blend4web" addon for blender and then use that to copy the vertex normal's from the base mesh's sleeve along your model's edge and if you texture correctly you can get away with having the jacket look seamless... That is if you want to go for that look I did this a while back when I multiclassed the dogfighter. Unfortunately Valve has yet to make my update official. :([/QUOTE]
im not really worried about that tbh
the shirt would normally have a seam there anyways, most jackets and shirts do around that part
thisll be the last post i make for updates, ill just update this post til it's finished then cut everything out and put the release in
[T]http://puu.sh/wc0Qt/2d82930389.png[/T]
updated the zipper to be thicker
[T]http://puu.sh/wcHSA/273822c268.png[/T]
sculpt wip
Been thinking about a gimmick TF2 hud that resembles the classic Doom/Quake hud, figured it'd be fun to make. Don't know much about making huds, was wondering if someone who does knows if this idea is possible.
Some shitty proof-of-concept screens for what I had in mind:
[t]http://i.imgur.com/FxI7MiP.png[/t]
[t]http://i.imgur.com/yeARfAc.png[/t]
[QUOTE=ZombiPlastiClok;52317713]Been thinking about a gimmick TF2 hud that resembles the classic Doom/Quake hud, figured it'd be fun to make. Don't know much about making huds, was wondering if someone who does knows if this idea is possible.
Some shitty proof-of-concept screens for what I had in mind:
[t]http://i.imgur.com/FxI7MiP.png[/t]
[t]http://i.imgur.com/yeARfAc.png[/t][/QUOTE]
do me a favor;
stick all the viewmodels in the center
or remove the hands and simplify reload animations akin to timesplitters 2:
[QUOTE][video=youtube;0hVLOGNmsgY]https://www.youtube.com/watch?v=0hVLOGNmsgY[/video][/QUOTE]
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