• TF2 Emporium 65 - End of an era
    5,004 replies, posted
[QUOTE=rolfum;50848546]I didn't know sniper's canon name was actually "Donut Steel" but in all seriousness this looks way too furry, even if it is supposed to be a bunyip, most people aren't going to get the reference and assume it's just a furry.[/QUOTE] Technically it is furry I'd say, since furry just generally means your a fan of the anthropomorphic art style. At least that's what I was always told by my friends who I've been friends with ( as well as they've been furries ) for 15-20 years now. Really not all that important though, since if it goes for Halloween that Holiday has always been about dressing up in costumes and being something else besides yourself regardless. I know for fact no one cares at any of the Halloween parties I've been at what you dressed up as as long as it wasn't inappropriate. Mostly for the really religious people that go to the parties lol.
[IMG]http://puu.sh/quDjd.png[/IMG] send help
[QUOTE=Fishmonger;50851923][IMG]http://puu.sh/quDjd.png[/IMG] send help[/QUOTE] I wish there was an option for Zing's cleaner texture plus the darker wood in one
[QUOTE=rolfum;50848546]I didn't know sniper's canon name was actually "Donut Steel" but in all seriousness this looks way too furry, even if it is supposed to be a bunyip, most people aren't going to get the reference and assume it's just a furry.[/QUOTE] I get the joke, but unless you've been doing furry art commissions for a bit and really gotten a good look at what people call their "original characters", this is remarkably tame within the fandom. Let's just say I'm speaking from experience here... [editline]9th August 2016[/editline] Let's not also forget the Sniper already has a fursona: [IMG]https://wiki.teamfortress.com/w/images/0/0f/The_Mangaroo.png?t=20141031112017[/IMG]
[QUOTE=Dusty-Pixels;50853292] Let's not also forget the Sniper already has a fursona [/QUOTE] I was [B][I]trying[/I][/B] to forget
[QUOTE=Dusty-Pixels;50853292]I get the joke, but unless you've been doing furry art commissions for a bit and really gotten a good look at what people call their "original characters", this is remarkably tame within the fandom. Let's just say I'm speaking from experience here... [editline]9th August 2016[/editline] Let's not also forget the Sniper already has a fursona: [IMG]https://wiki.teamfortress.com/w/images/0/0f/The_Mangaroo.png?t=20141031112017[/IMG][/QUOTE] and a Kangaroo Wife as well, or so claims the soldier hah... [quote][video=youtube;exF5K_l_ZpI]https://www.youtube.com/watch?v=exF5K_l_ZpI[/video][/quote]
Hey guys! I'm [URL="https://www.youtube.com/user/avitalzcartoonz"]Mag Magnet, from YouTube[/URL]. Me and a team of animators and VAs are working on a comedy entry for the November Saxxy awards! It's about a Scout who's in dire need of a haircut. I need 3-5 silly Scout hair models, a posable beanie, and a few other props. If need be, I can draw up some concepts, since I illustrate in my spare time. Anyone who is willing to help will get a contributor credit on the video! If you're interested, please email me at: [email]avitalztoonz@gmail.com[/email] Thanks :D
Trying to get myself doing creative things again since I haven't had the time to do much of anything this summer, so I whipped up a shirt cosmetic to go with one of my favorite Demo hats. [B]The Arab Apparel -[/B] [t]http://i.imgur.com/3qfO9hF.png[/t] I'm wondering if the sleeves need a pattern or something to make them look more interesting. Thoughts?
[QUOTE=Dragara;50858345]Trying to get myself doing creative things again since I haven't had the time to do much of anything this summer, so I whipped up a shirt cosmetic to go with one of my favorite Demo hats. [B]The Arab Apparel -[/B] [t]http://i.imgur.com/3qfO9hF.png[/t] I'm wondering if the sleeves need a pattern or something to make them look more interesting. Thoughts?[/QUOTE] sleeves are too big, rest is fantastic. try making pants too.
-fuck my asshole inside out ill get a better pic later when its not 5am-
You could put in more effort in to how you present your work for critique, a badly cropped HLMV screenshot with just one view of the item doesnt really work that well. [URL="http://www.chameneon.com/modcomp/aliastut.php"]Plus it's possible to setup anti aliasing in HLMV, gives you nicer images.[/URL]
Speaking of which, I've been having issues with mipmapping in HLMV for ages. Weird thing is that it only affects certain class models at random. [IMG]http://puu.sh/qwnb3/3b755993d1.jpg[/IMG] Engineer looks fine, but Soldier... [IMG]http://puu.sh/qwnfv/c80c57908a.jpg[/IMG] Yeah. I recall doing one of those configurations like the anti-aliasing fix for this a long time ago, never worked out and I just gave up. Anyone got the same problem?
[QUOTE=Flubbman;50860193]Speaking of which, I've been having issues with mipmapping in HLMV for ages. Weird thing is that it only affects certain class models at random. I recall doing one of those configurations like the anti-aliasing fix for this a long time ago, never worked out and I just gave up. Anyone got the same problem?[/QUOTE] It's to do with texture lods, I just copy the head vtf from SFM into my custom folder and that usually fixes it. You can also do it with a hex editor but I forget what exactly you need to do.
mipmap makes everything look terrible why would valve add it, and why isn't it removable with Very High Textures, its "Very" High for a reason, They should add an Ultra option for everything that removes LODs and texture compression and mipmapping, if people are stupidly going to add it without warning then add a warning and everything after that is their own risk.
[QUOTE=G=4//\/\3!2;50860411]mipmap makes everything look terrible why would valve add it, and why isn't it removable with Very High Textures, its "Very" High for a reason, They should add an Ultra option for everything that removes LODs and texture compression and mipmapping, if people are stupidly going to add it without warning then add a warning and everything after that is their own risk.[/QUOTE] If you think it's a bad thing then I don't think you understand it's actual purpose, which is to improve the appearance of textures. When you see textures in the distance without mipmapping it can cause some ugly visual artifacts. [IMG]https://textureingraphics.files.wordpress.com/2011/12/mipmap1.png[/IMG] (Left is without, right is with mipmapping) Obviously its not perfect, but it's a lot better than having gross looking artifacts swirl about on the textures. Also removing the texture compression would result in increasing the game's file size by at least 2x. Not really worth it imo.
[QUOTE=Pagliacci;50858560]sleeves are too big, rest is fantastic. try making pants too.[/QUOTE] [t]http://i.imgur.com/NWo6dL3.png[/t] Sized the sleeves down a bit. Not sure if the pants need a pattern, I'm worried they'd be pretty plain without something on them (especially by themselves), but I'm having a bit of trouble thinking of something that's not too intricate or modern-looking. Vote zing for no pattern, friendly for the central stripe, funny to suggest some other pattern. (Actually, I just thought of putting some tassels on the sides. I'll have to try that out later.)
[QUOTE=SediSocks;50860537]If you think it's a bad thing then I don't think you understand it's actual purpose, which is to improve the appearance of textures. When you see textures in the distance without mipmapping it can cause some ugly visual artifacts. [IMG]https://textureingraphics.files.wordpress.com/2011/12/mipmap1.png[/IMG] (Left is without, right is with mipmapping) Obviously its not perfect, but it's a lot better than having gross looking artifacts swirl about on the textures. Also removing the texture compression would result in increasing the game's file size by at least 2x. Not really worth it imo.[/QUOTE] minecraft's lack of mipmapping is often frustrating because you see swirls everywhere all the time
Crosspost from Frontline [QUOTE=Cobaltcakes;50861429]Pyro set's up: [URL="http://steamcommunity.com/workshop/filedetails/?id=741261649"][IMG]https://puu.sh/qwzpK.png[/IMG][/URL] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=741233130"][IMG]https://puu.sh/qwzyC.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=741235293"][IMG]https://puu.sh/qwzAM.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=741234584"][IMG]https://puu.sh/qwzCv.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=741233773"][IMG]https://puu.sh/qwzEo.png[/IMG][/URL] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=741238440"][IMG]https://puu.sh/qwzGC.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=741236065"][IMG]https://puu.sh/qwzIg.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=741238009"][IMG]https://puu.sh/qwzK5.png[/IMG][/URL] [B][URL="http://steamcommunity.com/workshop/filedetails/?id=741261649"]The Desert Heat[/URL][/B] Click to go vote if you like it! Mods are on the pages.[/QUOTE]
[IMG]http://puu.sh/qwAaZ/a2ecf612ac.png[/IMG] hows this texture
[QUOTE=Cobaltcakes;50861541]Crosspost from Frontline[/QUOTE] 4 cosmetics makes me want to die
[QUOTE=Cobaltcakes;50861541]Crosspost from Frontline[/QUOTE] 4 cosmetics? Valve won't add another misc slot, probably.
[QUOTE=Pagliacci;50861545][IMG]http://puu.sh/qwAaZ/a2ecf612ac.png[/IMG] hows this texture[/QUOTE] Horn could be more cream tinted imo, especially the base blends in with the metal a lot right now
[QUOTE=Cobaltcakes;50861541]Crosspost from Frontline[/QUOTE] You should combine the chest item and boots into a single cosmetic if possible.
x-post from frontline [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=741431561"]The Burping Blaster[/URL] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=741431561"][IMG]http://images.akamai.steamusercontent.com/ugc/267222326009100550/C7820FB883DCFAB2B738348BA6DB3FF15E340E73/[/IMG] [/URL] [img]http://images.akamai.steamusercontent.com/ugc/267222326009103055/0F479DB30E9FA7A3FF1E338C38B172C5AC14D49D/[/img] [t]http://images.akamai.steamusercontent.com/ugc/267222326009102563/3314382AB1F0842D5B959E42FC8ABDC5AC46EDD2/[/t]
Does anyone know how to fix a model from getting darker when on the ground? I created a player model replacement, and whenever the player is standing on a flat surface/ground the model's material will get much darker. Jumping or moving to other uneven grounds where the player isn't directly touching, makes the model get brighter and look the way it's suppose to.
[QUOTE=sarge997;50864613]Does anyone know how to fix a model from getting darker when on the ground? I created a player model replacement, and whenever the player is standing on a flat surface/ground the model's material will get much darker. Jumping or moving to other uneven grounds where the player isn't directly touching, makes the model get brighter and look the way it's suppose to.[/QUOTE] If there's an $illumposition line in your QC remove it.
[QUOTE=Game Zombie;50864704]If there's an $illumposition line in your QC remove it.[/QUOTE] I looked in my .qc and there's no lines containing "$illumposition" Edit* I actually fixed it by ADDING "$illumposition 0.000 0.048 1.000" to my QC file. Thanks.
-snip-
Total beginner question #1: Is it bad practice to make a model made up of different objects? Or should everything be connected? I was reading [URL="https://developer.valvesoftware.com/wiki/Level_of_detail"]this[/URL] guide and it says [quote] [Small details] are small. They will be missed, but not forgotten. It’s best when these aren’t connected to the mesh. You can easily delete them and forget them.[/quote] Complete beginner question #2: Is there any resource about making weapons, or more complex pieces of dressing (shirts, pants, etc) which are connected to more than one bones? The tutorial in the OP go as far as saying that for hats you just need to parent the hat to bip_head (or prp_hat for sniper).
[QUOTE=Annoyed Grunt;50874432]Total beginner question #1: Is it bad practice to make a model made up of different objects? Or should everything be connected? I was reading [URL="https://developer.valvesoftware.com/wiki/Level_of_detail"]this[/URL] guide and it says[/QUOTE] Parts being connected makes UVing for LoDs a bit easier. One of the better examples in game I can think of is the old grenade launcher V model [img]https://dl.dropboxusercontent.com/u/31115055/ShareX/2016-08/2016-08-12_14-42-46.png[/img] [img]https://dl.dropboxusercontent.com/u/31115055/ShareX/2016-08/2016-08-12_14-38-44.png[/img] [img]https://dl.dropboxusercontent.com/u/31115055/ShareX/2016-08/2016-08-12_14-41-46.png[/img] That white bit is in another part of the texture so it can create a clean seam at lower mipmaps but they also stuck it underneath itself in the texture using the UVs as a reference so they could just completely remove it in an LoD. If the object is curved though you probably won't be able to get away with attaching any extra bits to it without creating some odd shading so when to do things like this will just be something you learn with experience. Also just think far ahead while modeling. Think about where you want the seams of your UVs to be at, and what you're going to remove in your LoDs.
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