[QUOTE=N-Juli;50956388]Are there apart from the Frontline-Project any plans for the upcoming [B][I]Halloween-Update[/I][/B]? Can somebody clarify this?[/QUOTE]
A thing Retro and I have been considering is bringing Workshop of Horrors back for a second year as a faithful love letter to our favorite time of the TF2 year. We have a lot of ideas in mind, we've just been taking a bit of a break is all. If this is something the community is into, we're sure you can expect stuff to be setup by September!
Hey guys and I'm looking for some input on a new weapon I've been working on.
[IMG_thumb]http://i.imgur.com/5PgU3hg.png[/IMG_thumb][IMG_thumb]http://i.imgur.com/TKHdLji.png[/IMG_thumb]
This is a P90 Inspired design for the smg. I'm going to add a smg clip and trigger later but right now this is the base design.
[IMG]http://puu.sh/qQQr1.png[/IMG]
help part 2
[QUOTE=Fishmonger;50959732][IMG]http://puu.sh/qQQr1.png[/IMG]
help part 2[/QUOTE]
Maybe give the straps more of a cream colour, instead of just pure white or grey.
Try a dark brown for the tape (something like #2b231e maybe). Also the belt has too many holes and the different spacing inbetween them looks a bit strange to me. And finally make the belt holes black in the Phong layer.
That whole backpack looks as if it is either really low res, or you've been using soft brushes where you really should be using hard ones (e.g. the edge wear and the belt holes)
[QUOTE=Fishmonger;50959732][IMG]http://puu.sh/qQQr1.png[/IMG]
help part 2[/QUOTE]
Also, I know its probably a bit late now, but just for future reference. TF2's style generally tends to avoid noisy details, both in the model and textures, while there are exceptions to this, its still good to make sure that you don't have too much going on, on your item.
[QUOTE=goatking732;50959028]Hey guys and I'm looking for some input on a new weapon I've been working on.
[IMG_thumb]http://i.imgur.com/5PgU3hg.png[/IMG_thumb][IMG_thumb]http://i.imgur.com/TKHdLji.png[/IMG_thumb]
This is a P90 Inspired design for the smg. I'm going to add a smg clip and trigger later but right now this is the base design.[/QUOTE]
Barrel is too thin. Also show some comparison pics from the side with the guns lined up and a view from above.
[QUOTE=chandlerj333;50962328]Barrel is too thin. Also show some comparison pics from the side with the guns lined up and a view from above.[/QUOTE]
Here's those other angles. Also I edited the trigger area some to make it more rounded and the barrel was made larger.
[IMG_thumb]http://i.imgur.com/NvdyfrU.png[/IMG_thumb][IMG_thumb]http://i.imgur.com/xSJaTL3.png[/IMG_thumb]
What have I done?
[url=https://www.dropbox.com/s/vmgxzavminlrqpr/maggiethatcher.zip?dl=0][IMG]http://puu.sh/qRzzx/c58be4cd89.png[/IMG][/url]
[QUOTE=Void Skull;50958631]A thing Retro and I have been considering is bringing Workshop of Horrors back for a second year as a faithful love letter to our favorite time of the TF2 year. We have a lot of ideas in mind, we've just been taking a bit of a break is all. If this is something the community is into, we're sure you can expect stuff to be setup by September![/QUOTE]
glad to hear that. ;)
[QUOTE=blueNES;50963167]What have I done?
[url=https://www.dropbox.com/s/vmgxzavminlrqpr/maggiethatcher.zip?dl=0][IMG]http://puu.sh/qRzzx/c58be4cd89.png[/IMG][/url][/QUOTE]
someone should make a program that randomly inserts selected images at random scales into TF2 textures over the base texture, a la shitpostbot 5000.
Can somebody tell me how to put a loop animation in an other animation? I like to have the ammo box spinning in an endless loop with a stopp between a shot, like this:
[t]http://i.imgur.com/aouJuKK.gif[/t][IMG]http://i.imgur.com/5uPkFkZ.gif[/IMG]
Im pretty sure It might be possible with $sequences but I have no idea what to write :v:
[QUOTE=Rotzloeffel;50964016]Can somebody tell me how to put a loop animation in an other animation? I like to have the ammo box spinning in an endless loop with a stopp between a shot, like this:[/QUOTE]
If I understand what you're saying correctly you could subtract the looping animation from it's first frame and add the realtime option to it then just use addlayer to put it on top of the firing animation so it'd be along the lines of
[code]$sequence "spin_loop" "spin_loop.smd" {
subtract spin_loop 0
realtime
delta
loop
fps 30
}
$sequence "fire" "fire.smd" {
addlayer spin_loop
snap
fps 30
}[/code]
Hello, can someone give me a good tutorial of any kind of media, on how to add detail to your meshes? if you don't understand what i mean, please take a look at my [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=753768501"]workshop submission[/URL], the textures look flat.
Or if you have tips yourself, please post here, i need as many as i can possibly get!
[QUOTE=beyluta;50967671]Hello, can someone give me a good tutorial of any kind of media, on how to add detail to your meshes? if you don't understand what i mean, please take a look at my [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=753768501"]workshop submission[/URL], the textures look flat.
Or if you have tips yourself, please post here, i need as many as i can possibly get![/QUOTE]
Adding noise, edge wear, and maybe even a normal map and a specular map will help to give your texture depth.
I'd suggest analyzing some in-game textures from similar items to see what other tricks they may have.
Looking at your model, I'd also suggest making sure you have proper sharp edges marked.
I did a thing... made the G.R.U. Flames glow.
[T]http://files.gamebanana.com/img/ss/skins/57c4cdac4612f.jpg[/T]
[URL="http://gamebanana.com/skins/148909"]Gamebanana link[/URL]
[T]http://puu.sh/qTk3s/9f24f33ec2.png[/T]
it's all coming up birdie
best i could manage for clipping
[QUOTE=MarioDox;50970431]I did a thing... made the G.R.U. Flames glow.
gloves
[URL="http://gamebanana.com/skins/148909"]Gamebanana link[/URL][/QUOTE]
If someone could me make a preview (like the one of the first page), I could, but I don't have any ideas for making it appear as it's glowing...
[B]NOBODY EXPECTS THE SPANISH INQUISITION!!![/B]
[IMG]http://puu.sh/qTWAN/47647659cb.png[/IMG]
I'm kind of hesitant to post this, because whenever I make something I get lazy immediately afterwards and end up not finishing it, but here goes.
Last time I posted here I made this:
[t]http://fotos.fotoflexer.com/69b4cb6d2d0b7e652c6d948798026e24.jpg[/t]
Using that as a base I was able to make this:
[t]http://fotos.fotoflexer.com/8c2438a82c1a677ee2ced1cefb70e50b.jpg[/t]
Still very much a wip in piece and I have no concept art to work off of, but I think it's shaping up nicely.
How do you texture the item without the baking getting all covered? I use gimp.
You have to make AO a separate layer from your flat colors, and you have to set whichever layer is on top (AO or colors) as a "see-through" layer type such as Multiply.
[IMG]https://puu.sh/qUBYX/b8a2eddb1b.png[/IMG]
So I may or may not've seen a certain movie made by the guys at Laika Studios, but here's a shamisen weapon/cosmetic I've made! Originally I was gonna make a Scout set inspired by Kubo, but since he's already got some Japanese themed items, I thought I'd hang onto this design for my future Medic Monk set.
(I may also just be using this to gush about my love for that film)
Quick Vote:
[IMG]http://orig08.deviantart.net/084a/f/2016/244/a/2/a2d72b2e53edd039bffcfb88906840ab-dag2r3m.png[/IMG]
Note: The one of the left may interfere with held weapons (flamethrower, etc).
[QUOTE=Pixenal;50977692]Quick Vote:
[IMG]http://orig08.deviantart.net/084a/f/2016/244/a/2/a2d72b2e53edd039bffcfb88906840ab-dag2r3m.png[/IMG]
[/QUOTE]
Since both of the models are already made, you can just submit them both as styles (like the Liquor Locker, for example).
probably the one on the right or it will just be obscured by his flamethrower
How do you fix these weird seams that appear at a distance again?
[IMG]http://puu.sh/qVoR8/38b63bbebe.jpg[/IMG]
[QUOTE=Flubbman;50979826]How do you fix these weird seams that appear at a distance again?
[IMG]http://puu.sh/qVoR8/38b63bbebe.jpg[/IMG][/QUOTE]
[url]http://wiki.polycount.com/wiki/Edge_padding[/url]
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