[QUOTE=Sims_doc;51570952]Putting that aside for a moment, Does anyone feel that this update is lacking content?[/QUOTE]
Considering we only got one Shirt cosmetic, this update feels kinda pathetic in my opinion. Like they just went to a random page in the workshop and chose out some stuff and went "Ship it."
[editline]23rd December 2016[/editline]
[QUOTE=haggarman;51570865][t]https://wiki.teamfortress.com/w/images/a/a1/RED_Rogue%27s_Rabbit.png?t=20141101042153[/t][t]http://images.akamai.steamusercontent.com/ugc/397804572010954900/648018124B9C99D1FEE88F8E3535B3DDB04F87DA/[/t][t]https://wiki.teamfortress.com/w/images/d/d3/RED_Surgeon%27s_Sidearms.png?t=20161023031701[/t]
it's been pretty inconsistent[/QUOTE]
I think it might have to do to them trying to be more inclusive, like "Hey this item isn't as good but it looks like they tried." or "Let's not forget about stuff added in earlier years!"
[QUOTE=haggarman;51570865][t]https://wiki.teamfortress.com/w/images/a/a1/RED_Rogue%27s_Rabbit.png?t=20141101042153[/t][/QUOTE]
jesus christ it looks like a roblox hat up close
[QUOTE=chandlerj333;51570993]The [I][B]motherly father[/B][/I] was well-made. [B]That doesn't mean it deserves to get in.[/B][/QUOTE]blasphemy
[QUOTE=chandlerj333;51570993]The [I][B]motherly father[/B][/I] was well-made. That doesn't mean it deserves to get in.[/QUOTE]
Speak for yourself. :v:
[QUOTE=Punchy;51570965]No disrespect to the creators that got items in but I feel like it was extremely lacking in variety (5 for pyro/demo and allclasses for the rest). It's also completely random item choices from hats to back items. I absolutely hate the fact that they don't have ANY system for selecting cosmetics. not X per every class, not 1 hat 1 shirt 1 misc per class, just "fuckin whatever we like". It results in things like this where scout gets 6 items strapped to his backpack and heavy gets nothing but all-class glasses and beanies.[/QUOTE]
Valve needs to stop using RANDOM.ORG to select items
Come on, Valve.
Either don't give us beanies, or give us the entire Beanie Fortress 2 collection.
Go big or go home.
[QUOTE=CMS2000;51572983]Come on, Valve.
Either don't give us beanies, or give us the entire Beanie Fortress 2 collection.
Go big or go home.[/QUOTE]
That would too many items in an update.
Valve doesn't seem to like adding in 30+ hats an update anymore.
[t]http://i.imgur.com/xTdayIg.png[/t]
Time to continue to work; gonna do flexes soon.
[QUOTE=Rageguy;51573689][t]http://i.imgur.com/xTdayIg.png[/t]
Time to continue to work; gonna do flexes soon.[/QUOTE]
I would say get rid of the sharp edges on the mustache.
Makes it look like its plastic or something to me.
[QUOTE=Game Zombie;51563927][url]https://dl.dropboxusercontent.com/u/31115055/TF2/TIP_Revolver.rar[/url]
The bit where the arm is on Valve's model is completely solid so unless if some one else has done anything this is about as close as you can get. You'll also probably have to do some work to get it fully working again but most of it should just be decompiling and recompiling[/QUOTE]
Hmm, it seems to be working fine as it is. I can't fully test it though because everything is down.
[QUOTE=SamMaher;51570978]Actually, tbh, I always thought that there might be some form of bias such as how much you spend, play the game, etc. They're just ideas though. I don't even know if there's anything to support these. Just a brainwave.[/QUOTE]
If someone hadn't called me screaming to to tell me about my sweater getting in, i wouldn't had noticed. I've been away from tf2 for far longer than i'd like to, and getting an item in nowdays (specially that sweater) its more of accomplishment than anything else. the money is just an added bonus tbh.
Do not get discouraged nor feel down because your stuff wasn't added: The workshop is a [B]HUGE[/B] place and despite TF2's current status it is still growing each day. If you're not into making items for HUGE PROFITS, then just do it for the fun of seeing your concept come to life.
Besides, given how erratic the selection of items has been for the last two years, you're better off thinking [I]everyone[/I] has an equal chance to get in.
[QUOTE=haggarman;51570865][t]https://wiki.teamfortress.com/w/images/a/a1/RED_Rogue%27s_Rabbit.png?t=20141101042153[/t][t]http://images.akamai.steamusercontent.com/ugc/397804572010954900/648018124B9C99D1FEE88F8E3535B3DDB04F87DA/[/t][t]https://wiki.teamfortress.com/w/images/d/d3/RED_Surgeon%27s_Sidearms.png?t=20161023031701[/t]
it's been pretty inconsistent[/QUOTE]
Two of those are from the last 3 months.. I don't mean this update but over the last year or two.
[QUOTE=Metaru;51575205]If you're not into making items for HUGE PROFITS, then just do it for the fun of seeing your concept come to life.[/QUOTE]
Golden advice. Anyone who's new to making items, for your own sakes, do NOT treat item making like it a boring shite job. That's what I did and it destroyed my motivation throughout the year..
I know Gadget said something similar, but it's still important.
[QUOTE=blueNES;51575274]Golden advice. Anyone who's new to making items, for your own sakes, do NOT treat item making like it a boring shite job. That's what I did and it destroyed my motivation throughout the year..
I know Gadget said something similar, but it's still important.[/QUOTE]
yeah something i always tell brand new creators is that the people that work the workshop like a job are doing it because it's their job, they're only grinding as hard as they are because they get paid enough to make it more than worth their time
if you ever feel demotivated and feel like you can't keep up with the grinding of top level contributors, remember that it's literally not worth your time as much as it is their's, don't let it get to u
y'all don't have fun making items?
for me it's practically a game, enjoy every second of it.
I wouldn't be doing it if it weren't fun
[QUOTE=ikes;51575629]y'all don't have fun making items?
for me it's practically a game, enjoy every second of it.
I wouldn't be doing it if it weren't fun[/QUOTE]
Yeah, I'd often treat it as something that I absolutely have to do, which is extremely unhealthy. It even cost me my holiday. The only kinda fun I'd have is the modelling part, but everything else, well....
I find it really fun to do when I'm not doing schoolwork or at my actual job. It's a nice escape from fast food.
[QUOTE=Rageguy;51575694]I find it really fun to do when I'm not doing schoolwork or at my actual job. It's a nice escape from fast food.[/QUOTE]
Making items is like letting your imagination run free; it's quite fun.
From the feeling of emotion and excitement when you are making an item, to the "Hip-Hip, Hooray!" and feeling of accomplishment when you finish is wonderful. It makes you never want to give up on striving for your goals.
[QUOTE=Rageguy;51575694]I find it really fun to do when I'm not doing schoolwork or at my actual job. It's a nice escape from fast food.[/QUOTE]
I work in the graphic design field and part of my school study program will be related to 3D modeling soon.
I enjoy every single of it, however I don't hide I do this as a work too due to me being almost on the verge of being broken.
And before anyone asks, the closest oart time job I can get is in Milan, which with transport costs and stuff basically nullifies what I could earn.
[QUOTE=Rageguy;51575694]I find it really fun to do when I'm not doing schoolwork or at my actual job. It's a nice escape from fast food.[/QUOTE]
Maybe the reason I haven't done any items is because I work with clothes all day....
I dunno, I wanna start doing concepts soon.
[t]http://i.imgur.com/v9Hh38D.png[/t]
[url=https://sketchfab.com/models/a3fa8ff2171844beb079210def26135d]Sketchfab Preview[/url]
Preview of one more thing I'm working on before I take a small break until going until full gear.
Planning on finishing up some items, Snowmann fixes/improvements, and then new stuff.
[QUOTE=ikes;51575629]y'all don't have fun making items?
for me it's practically a game, enjoy every second of it.
I wouldn't be doing it if it weren't fun[/QUOTE]
Totally! This is how it should be looked at... I wanna be a professional tennis player which is totally unrelated, but I find this fun to do and so I do it. Not as much as I like, cause well training and a social life and school, but I can fit it in and its relaxing, so why not?
Alright! I think it's about time we got to making items, Summer is after all coming up!
I give to you, the product of sleep deprivation, boredom, and strange cravings:
[t]http://i.imgur.com/V4okoAd.png[/t]
[t]http://i.imgur.com/pCW50pv.png[/t]
Some kind of strange cartoon pig Pyro.
[B]edit:[/B]
does anyone more sober know what to do/could be done with this?
[QUOTE=ikes;51575629]y'all don't have fun making items?
for me it's practically a game, enjoy every second of it.
I wouldn't be doing it if it weren't fun[/QUOTE]
I've been doing this for a fair few years now and i've been lucky enough to be able to live off the proceeds.
Making stuff for TF2 has never stopped being fun for me and I still play the game, So i'm still doing it.
I think what I most enjoy and why I still make stuff for TF2 is when you come up with one of those ideas that you [B]KNOW[/B] will get in game and that people will love,
The Sub Zero Suit and the Chicago Overcoat to name a few are some of the items i got that "feeling" from when working on them, its those kinds of ideas that make TF2 items worth doing imo.
I also got the same feeling when i saw Ikes's Well Wrapped Hat and various other items posted on here, sometimes you just know.
So if you are new to item making or worried because you've been making items for a while now and haven't gotten lucky,
you've just got to keep imagining up stuff, until you get that one idea you know will get in.
Also just a few little pointers that i've learnt from my time making stuff for TF2 that might help some of you starting out/struggling;
[B]1.[/B] Know the limitations (i.e don't try and force a pair of shorts onto Spy that give him massive muscly ankles...)
[B]2.[/B] When making an item, always ask "would anyone actually want to wear this?",
its often I see items where i feel the creator hasn't stepped back and asked that question. For example,
does it fit the classes character? Does it work with existing cosmetics?
if it doesn't you run the risk of just attaching random objects to a class.
[B]
3.[/B] The more simple an item the better, keep it clean.
[B]4.[/B] Making a reference to another game or film etc. when creating an item is fine,
so long as the class you are making it for has some connection to it and the item makes sense to people without knowing the reference
( A good example of this is Svdl's Soviet Gentleman, which references the minigun wielding character from Predator, however if you didn't know that, it still works as a nifty hat and moustache combo.)
[B]5.[/B] I've always tried to make items that I feel fit TF2 circa 2011/2012 or earlier (halloween and promotional content stuff not included).
Tf2's art style has changed a lot since then, but i've found making items with early TF2 in mind has worked the best for me.
Anyway, hope those are of use to someone, some might seem pretty obvious but still figured they might be worth sharing.
[QUOTE='[Square];51577609']I've been doing this for a fair few years now and i've been lucky enough to be able to live off the proceeds.
Making stuff for TF2 has never stopped being fun for me and I still play the game, So i'm still doing it.
I think what I most enjoy and why I still make stuff for TF2 is when you come up with one of those ideas that you [B]KNOW[/B] will get in game and that people will love,
The Sub Zero Suit and the Chicago Overcoat to name a few are some of the items i got that "feeling" from when working on them, its those kinds of ideas that make TF2 items worth doing imo.
I also got the same feeling when i saw Ikes's Well Wrapped Hat and various other items posted on here, sometimes you just know.
So if you are new to item making or worried because you've been making items for a while now and haven't gotten lucky,
you've just got to keep imagining up stuff, until you get that one idea you know will get in.
Also just a few little pointers that i've learnt from my time making stuff for TF2 that might help some of you starting out/struggling;
[B]1.[/B] Know the limitations (i.e don't try and force a pair of shorts onto Spy that give him massive muscly ankles...)
[B]2.[/B] When making an item, always ask "would anyone actually want to wear this?",
its often I see items where i feel the creator hasn't stepped back and asked that question. For example,
does it fit the classes character? Does it work with existing cosmetics?
if it doesn't you run the risk of just attaching random objects to a class.
[B]
3.[/B] The more simple an item the better, keep it clean.
[B]4.[/B] Making a reference to another game or film etc. when creating an item is fine,
so long as the class you are making it for has some connection to it and the item makes sense to people without knowing the reference
( A good example of this is Svdl's Soviet Gentleman, which references the minigun wielding character from Predator, however if you didn't know that, it still works as a nifty hat and moustache combo.)
[B]5.[/B] I've always tried to make items that I feel fit TF2 circa 2011/2012 or earlier (halloween and promotional contest stuff not included).
Tf2's art style has changed a lot since then, but i've found making items with early TF2 in mind has worked the best for me.
Anyway, hope those are of use to someone, some might seem pretty obvious but still figured they might be worth sharing.[/QUOTE]
#2 always seems to be the biggest problem with new workshoppers that I've seen considering I've rated on over 7000 items in the workshop. People always make something that's too originial and just ends up being nonsensical or just plain obscure.
So I've been out of it for a long while and I wanna get back into it, but things have changed since the last time I was making models.
First, what version of 3ds max is the most recommended now for working on TF2 models? What plugins are there now for exporting and importing? I know which tool to use to compile and decompile things because I used Crowbar for that, which is new and works very well.
I think I also had to do some things to get HLMV to work again with Steampipe, right?
Anyways, recently came back with in mind an old effect I used to make in 2014 while playin with the particle editor, however for this one I might need an expert as I intend to make it a better effect and a enjoyable at most.
[IMG]http://image.prntscr.com/image/811cc683eb874dff9194e2dd6b74619d.png[/IMG]
Presenting Toxic Rain. Up to claim at this point. And yes, I suck as an artist.
Wishing all my workshop friends a merry Christmas and a happy Hanukkah or whatever you celebrate. (:
man this update has completely demotivated me to do any new items
not because i got nothing in but because I'm almost certain the next update I get anything in will be a massive dissapointment of an update that will only serve to hammer another nail in TF2's coffin and I don't want to be part of that
Sorry, you need to Log In to post a reply to this thread.