• TF2 Emporium 66
    3,582 replies, posted
[QUOTE=FiveEyes;52449647]I mean, how low to the ground is the Heavy's minigun when he fires?[/QUOTE] When he's crouched and firing, the minigun is laying on the ground [t]http://i.imgur.com/bVj78dI.jpg[/t]
[QUOTE=EArkham;52448833]Thumb looks great, but the effect in motion seems a little fast. I think if you slowed down the swirling cloud speed, and maybe made the lightning intermittant, it'd go from decent to excellent.[/QUOTE] Just slowed down the cloud spin speed and made the lightning rate slower and updated it, how is it now? I'm not really gonna change anything on this further, i don't want to slow down the lightning strike rate more. [video]https://youtu.be/qFXPZmOpni4[/video]
[IMG]http://i.imgur.com/dZ954fD.png[/IMG] Claimable (Different items)
[QUOTE=YeWelshTabby;52449667]When he's crouched and firing, the minigun is laying on the ground [t]http://i.imgur.com/bVj78dI.jpg[/t][/QUOTE] Eh, that's such a minor thing to be worried about
[QUOTE=nonhuman;52449676]Just slowed down the cloud spin speed and made the lightning rate slower and updated it, how is it now? I'm not really gonna change anything on this further, i don't want to slow down the lightning strike rate more. [video]https://youtu.be/qFXPZmOpni4[/video][/QUOTE] The cloud speed is better (could be slower, depends on if you're going for 'storm' or 'tornado'), but your fade out time on the lightning is really noticeable now. It fades out too fast. The speed of when the lightning appears is okay. If you kept the current lightning, maybe with less opacity, and then had a big one that didn't rotate, scale, and descend but came in really bright and faded out into the next strike over the top, it'd be sexy af. Then every strike in motion would look more like that thumbnail.
Revising an item from 2013 that didn't have a gold star. It was originally meant to be a weapon but is now a cosmetic. I spoke with the concept artist last night and removed the "weapon" elements, it just needs a coat of paint now if anyone is interested in texturing. It's an old helium tank. [t]http://i.imgur.com/q6VoMpZ.png[/t] This is what the weapon version looked like. The balloon and spots were paintable. [t]http://i.imgur.com/QHDnDLU.png[/t]
[QUOTE=RetroMike;52450161]...and spots were paintable.[/QUOTE] bad idea
[QUOTE=Creeps;52450463]bad idea[/QUOTE] Old design stuff is not set in stone. Who ever wants to texture this can come up with a new color pallet. Though the balloon will still be paintable.
texture i did ;P i think i am getting closer to the tf2 wood style now, is blender viewport but you guys think is close to tf2 style? [t]https://i.gyazo.com/419f8a99a964b1ded53cff90cdb2266e.png[/t]
[QUOTE=RetroMike;52450161]Revising an item from 2013 that didn't have a gold star. It was originally meant to be a weapon but is now a cosmetic. I spoke with the concept artist last night and removed the "weapon" elements, it just needs a coat of paint now if anyone is interested in texturing. It's an old helium tank. [t]http://i.imgur.com/q6VoMpZ.png[/t] This is what the weapon version looked like. The balloon and spots were paintable. [t]http://i.imgur.com/QHDnDLU.png[/t][/QUOTE] How would it be used as a weapon?
[QUOTE=truteal;52451290]How would it be used as a weapon?[/QUOTE] That was a scrapped concept. It had a battery wired into the back and was supposed to be similar to the razorback. If I'm remembering correctly the patched up metal bits would rupture and the rank would burst.
[QUOTE=IJCT;52451286]texture i did ;P i think i am getting closer to the tf2 wood style now, is blender viewport but you guys think is close to tf2 style? [t]https://i.gyazo.com/419f8a99a964b1ded53cff90cdb2266e.png[/t][/QUOTE] I'm... I'm just going to save people the effort. This seems nice.
Interesting most of the taunts are on first and second page. After refreshing there is more of them. [t]http://i.imgur.com/pxnDRsc.png[/t]
[QUOTE=Saint Lombax;52451749]Interesting most of the taunts are on first and second page. After refreshing there is more of them. [t]http://i.imgur.com/pxnDRsc.png[/t][/QUOTE] that is done automaticaly
[QUOTE=Creeps;52450463]bad idea[/QUOTE] Says you. I for one would be hype if I could have an item with white painted cum splotches on it. Reminds me of that Pyro cosmetic on Workshop that is paintable paint on Pyro's mask
[QUOTE=IJCT;52451286]texture i did ;P i think i am getting closer to the tf2 wood style now, is blender viewport but you guys think is close to tf2 style? [t]https://i.gyazo.com/419f8a99a964b1ded53cff90cdb2266e.png[/t][/QUOTE] show it equipped
[QUOTE=Pagliacci;52452007]show it equipped[/QUOTE] i would like to know how to compile stuff, i have to wait for the modeler xd
[QUOTE=IJCT;52451286]texture i did ;P i think i am getting closer to the tf2 wood style now, is blender viewport but you guys think is close to tf2 style? [t]https://i.gyazo.com/419f8a99a964b1ded53cff90cdb2266e.png[/t][/QUOTE] Your texture's done better justice to the look of tf2 wood than the model has.
[QUOTE=Saint Lombax;52451749]Interesting most of the taunts are on first and second page. After refreshing there is more of them. [t]http://i.imgur.com/pxnDRsc.png[/t][/QUOTE] I've noticed this too, I guess people really like taunts. Also it cracks me up how 90% of the taunts use that tf2 bold font with the word Taunt, even I'm guilty of that.
[QUOTE=IJCT;52451948]that is done automaticaly[/QUOTE] Thanks for info :)
Is there any way to get rid of banding when baking ambient occlusion in Blender? I keep getting noticeable banding in the ambient occlusion texture. I tried uping the samples to the max and subdividing the mesh but banding still occurs.
[QUOTE=ficool2;52453817]Is there any way to get rid of banding when baking ambient occlusion in Blender? I keep getting noticeable banding in the ambient occlusion texture. I tried uping the samples to the max and subdividing the mesh but banding still occurs.[/QUOTE] Use subdividing or multiresolution, make sure the render toggle is on for those modifiers(camera square) or just apply them to the model. If you select all your hard edges ctrl+e then Make Crease and pull them all the way to 1 they'll act as hard edges for the subdivide/multires.
[QUOTE=Radaghast;52449662][IMG]http://i.imgur.com/jaUDswE.png[/IMG] [B][I]Kazakh Reporter[/I][/B] Claimable[/QUOTE] [IMG]http://i.imgur.com/jxbWTsc.png[/IMG] Medic version of the hairs
[IMG]https://steamuserimages-a.akamaihd.net/ugc/835831966954131452/A33A7F0B79BDB1263542CAD1060747719DDA4309/[/IMG] [IMG]https://steamuserimages-a.akamaihd.net/ugc/835831966954430988/74704FEA00232F63418D3A900260B11358DE8BD4/[/IMG] [IMG]https://steamuserimages-a.akamaihd.net/ugc/835831966954408184/7BFFD3014935B68981363556CF7BC9832C2C9A58/[/IMG] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=971986249&searchtext="]Hitler took the guns, Stalin took the guns, Mao took the guns, Fidel Castro took the guns, Hugo Chávez took the guns. And I am here to tell you, 1776 WILL COMMENCE AGAIN IF YOU TRY TO TAKE OUR FIREARMS! It doesn't matter how many lemmings you get out there on the street begging for them to have their guns taken; we will not relinquish them, do you understand? That's why you're going to fail, and the establishment knows, no matter how much propaganda, the Republic will rise again when you attempt to take our guns![/URL]
Should cover his eyes, and follow the shape of his head less. Looks like a grey poop.
[QUOTE=Frying Dutchman;52454471]Should cover his eyes, and follow the shape of his head less. Looks like a grey poop.[/QUOTE] i don't know why the disagree. i have actually seen a tinfoil guy irl, it does conform to the head shape.
Updated cp_antiquity from B15 to B16. I consider myself really lucky because b4nny walked the B15 version of the map on [url=https://www.twitch.tv/videos/155953396?t=01h17m39s]his stream[/url] and gave feedback as he went. Incorporated almost everything he suggested. I think the only thing I didn't do was remove the platforms with the small health at mid, since lots of casual players used to love those areas in the old version, and the addition of the new flank was my idea based on a problem he pointed out. Hopefully he's up for doing another critique on the new version. [t]http://i.imgur.com/OgeIyJK.jpg[/t][t]http://i.imgur.com/ohyqiNy.jpg[/t] [t]http://i.imgur.com/7u6ppzO.jpg[/t][t]http://i.imgur.com/1mz9INt.jpg[/t] You guys have already seen the [url=http://steamcommunity.com/sharedfiles/filedetails/?id=960317656]Workshop link[/url], so here's a [url=http://antiquity.necrotalesgames.com/changes-antiquity-b15-to-b16.php]presentation page[/url] for the changes (I'm gonna start doing this for all my maps from now on, just a matter of screenshotting and then writing little blurbs about the changes).
here is a quick overpaint i did to add a little more "ambient" to the promo art of the "wood hat" (temporal name), hope you guys like it, it was actually the easiest one to do since the composition given by daesdemona was already good. quick overpaint [t]https://i.imgur.com/V7ziglv.png[/t] original by daesdemona: [t]https://i.imgur.com/ErwjwK7.jpg[/t]
A friend asked me to revisit an old item they came up with from before the gold star system. Nothing too crazy, just an all-class medal of Archimedes. It could use a SFM promo if anyone is interested. [img]http://i.imgur.com/1311vKg.png[/img]
[QUOTE=RetroMike;52455461]A friend asked me to revisit an old item they came up with from before the gold star system. Nothing too crazy, just an all-class medal of Archimedes. It could use a SFM promo if anyone is interested. [img]http://i.imgur.com/1311vKg.png[/img][/QUOTE] for the good medics :) that should be an achievement item
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