• TF2 Emporium 65 - End of an era
    5,004 replies, posted
I wasn't aware that sniper was the Archmage of Winterhold.
[QUOTE=kibbleknight;51055700]I wasn't aware that sniper was the Archmage of Winterhold.[/QUOTE] Specializes in piss magic probably...
[QUOTE=Dusty-Pixels;51048678]As I work on some stuff with Perrry, I got started on that Rezzie Evil 2 thing and I'm a bit unsure about the colours at the moment: [T]https://puu.sh/raHRX/1852e745f3.png[/T][T]https://puu.sh/raHRL/8ce65569e7.png[/T] [T]https://puu.sh/raHSa/8e1f18d561.png[/T][T]https://puu.sh/raHSq/f5ad2e98bf.png[/T] Of course I'm working off an old character design, which has a questionable design [IMG]http://vignette3.wikia.nocookie.net/residentevil/images/a/aa/Leon_RE2_Model.jpg/revision/latest?cb=20090317202411[/IMG] I could just fix this by switching it with a traditional police vest and add extra padding, but I want some opinions on this if it works.[/QUOTE] It's really really good. Was there any item openly referencing other media that has been accepted into the game?
[QUOTE=ApertureXS200;51056251]It's really really good. Was there any item openly referencing other media that has been accepted into the game?[/QUOTE] There's been the Danger and the Dead'er Alive, to name a couple. But referential items tend to either stray enough from the original design to be unique while still being a clear reference (the Dead'er is a pretty good example of this), unless they're something like the Breaking Bad reference in the Danger, which is clearly Heisenberg but at the same time is made up of pretty standard clothing items. For something like this though I think the updated concept that replaces the plates with a tactical vest is the way to go, as long as it gets some more team colour splashed on
Ze Goggles is (are?) pretty referential but I guess it's kind of obscure
[t]https://wiki.teamfortress.com/w/images/c/cf/Frontier_Djustice.png[/t] [t]https://wiki.teamfortress.com/w/images/1/1a/Painted_Dayjogger_UNPAINTED.png?t=20160520145655[/t] ?
[QUOTE=ApertureXS200;51056251]It's really really good. Was there any item openly referencing other media that has been accepted into the game?[/QUOTE] The "Dayjogger" was accepted this May and is based off Blade, so I'd say it's possible now. edit:ninja'd, darn. But I should also note that the [URL="https://wiki.teamfortress.com/wiki/Chronoscarf"]Chronoscarf [/URL]is based off the Fourth Doctor's scarf, and that was accepted 2 years ago.
Just to name a few more: [URL="https://wiki.teamfortress.com/wiki/White_Russian"]White Russian[/URL] & [URL="https://wiki.teamfortress.com/wiki/El_Duderino"]El Duderino[/URL] are a reference to the character Jeffrey "The Dude" Lebowski from the film The Big Lebowski. [URL="https://wiki.teamfortress.com/wiki/Rooftop_Rebel"]Rooftop Rebel[/URL] is the Hunter from Valve's own Left 4 Dead. Flapjack is inspired by the jacket worn by Shotaro Kaneda in the graphic novel series and animated film Akira. This excludes the promotional items from Isolation, but a few items recently implemented into TF2 thanks to the Invasion Update were also a few references to Alien. The most obvious one being the taunt "BurstChester", and we also have the reskin of the Engie's wrangler the [URL="https://wiki.teamfortress.com/wiki/Giger_Counter"]Giger Counter[/URL] - which is M314 Motion Tracker from Aliens. An oldie of an item, the Dr. Whoa, is the fancy bowtie for the Medic & Spy that's a reference to the Eleventh Doctor. That being said, these've been tweaked and designed so they fit within the game's style and are modified just enough to be their own design, but can still be recognisable for anyone who gets the reference. Of course, making a design based off your own idea without resorting to referencing another source of media should be encouraged (And something I need to do WAY more often), but it is important that if you are going to use something from an existing IP that it makes sense in the game's universe and that someone's going to understand it. And this is coming from someone who tried to turn the Scout into Vash the Stampede from Trigun. [IMG]https://puu.sh/rcQw6/906502f5f4.png[/IMG][IMG]https://puu.sh/rcQwV/736af4d7a9.png[/IMG] I don't intend on polluting the thread this week with more Leon Scout stuff, but here's just my final draft to demonstrate how the set would look on both teams. Adding extra team colours is something I am addressing, but if anyone has any suggestions that'd be greatly appreciated~
[QUOTE=Dusty-Pixels;51058018]Just to name a few more: [URL="https://wiki.teamfortress.com/wiki/White_Russian"]White Russian[/URL] & [URL="https://wiki.teamfortress.com/wiki/El_Duderino"]El Duderino[/URL] are a reference to the character Jeffrey "The Dude" Lebowski from the film The Big Lebowski. [URL="https://wiki.teamfortress.com/wiki/Rooftop_Rebel"]Rooftop Rebel[/URL] is the Hunter from Valve's own Left 4 Dead. Flapjack is inspired by the jacket worn by Shotaro Kaneda in the graphic novel series and animated film Akira. This excludes the promotional items from Isolation, but a few items recently implemented into TF2 thanks to the Invasion Update were also a few references to Alien. The most obvious one being the taunt "BurstChester", and we also have the reskin of the Engie's wrangler the [URL="https://wiki.teamfortress.com/wiki/Giger_Counter"]Giger Counter[/URL] - which is M314 Motion Tracker from Aliens. An oldie of an item, the Dr. Whoa, is the fancy bowtie for the Medic & Spy that's a reference to the Eleventh Doctor. That being said, these've been tweaked and designed so they fit within the game's style and are modified just enough to be their own design, but can still be recognisable for anyone who gets the reference. Of course, making a design based off your own idea without resorting to referencing another source of media should be encouraged (And something I need to do WAY more often), but it is important that if you are going to use something from an existing IP that it makes sense in the game's universe and that someone's going to understand it. And this is coming from someone who tried to turn the Scout into Vash the Stampede from Trigun. [IMG]https://puu.sh/rcQw6/906502f5f4.png[/IMG][IMG]https://puu.sh/rcQwV/736af4d7a9.png[/IMG] I don't intend on polluting the thread this week with more Leon Scout stuff, but here's just my final draft to demonstrate how the set would look on both teams. Adding extra team colours is something I am addressing, but if anyone has any suggestions that'd be greatly appreciated~[/QUOTE] How would the current vests look with the team colours from your first draft? It honestly looks really good, but it's unfortunate that you can't keep them black without obscuring too much.
That colour tweak will come in soon enough, but for now just a little... something I made for fun. [B][I]Slobbersome Sociopath[/I][/B] [IMG]https://puu.sh/rd7AI/f972dfcbe2.png[/IMG]
[img]http://i.imgur.com/6dVm3k8.png[/img] Up for grabs again.
trash
[QUOTE=Radaghast;51060522][img]http://i.imgur.com/6dVm3k8.png[/img] Up for grabs again.[/QUOTE] For a second there I thought it this was a reference to Vega from Street Fighter... Which does kind of fit the spy with his claw like weapon he equips on his hand(s), not to mention wearing a mask on very commonly... [IMG]http://vignette4.wikia.nocookie.net/streetfighter/images/d/d7/Vegaclean.png[/IMG]
It is completly a reference to Vega :v: Anyway content [IMG]http://i.imgur.com/0ukJtx4.png[/IMG] (Claimable)
you know what maybe i shouldn't do this.
snip
Hey all. Sorry, wordy post. I had this idea for a Halloween map for over a year now and I've finally gotten around to doing something about it, but I don't know how I'd be able to do the concept. Here are the sketches that I made to give an idea: [img]http://i.imgur.com/YSvUeys.jpg[/img] It is a KotH map based around the cabin in the woods horror movie cliche. I have a Ouija board inside the cabin as the objective with an open spaced camp ground for the team's spawns (loosely inspired off Camp Redwood). The little story behind it went like this: [I]'The team gathered intel that their late boss had a hidden safe buried away somewhere filled with valuable supplies, plans, launch codes, and possibly australium, but the location died with him when he was sent to hell. They decide to contact him from the grave using a Ouija board, but they must be at a safe and secluded location to be sure no spies learn of the location as well. This is when they drive and hike to the cabin in the woods and set up the ceremonial necessities, like candles, explosive pumpkins, and Halloween decor, only to find the other team doing the exact same thing with the exact same plan.'[/I] As ouija boards have been fabled to release bad spirits, this would be where curses come into the map, and would function the same as the wheel of fate, with the curse card displaying through the giant hole in the cabin's ceiling. I would try and make this myself using UEAKCrash's guides but I would feel a lot safer making other things to get a complete feel for proportions and such first, plus this would contain a few custom models and particles that I would have no idea where to begin with. So if anyone would like to offer advice on how I can officially display the concept or even claim the concept to make, I would be so thankful.
im saying my initial concept post was trash. What do we want the Story/Theme for our halloween to be? Horrible virus? Trans-Dimensional Contact? Cthulhu? Let's decide a theme and go from there. I miss NOTLU.
[QUOTE=YeWelshTabby;51062161]Hey all. Sorry, wordy post. I had this idea for a Halloween map for over a year now and I've finally gotten around to doing something about it, but I don't know how I'd be able to do the concept. Here are the sketches that I made to give an idea: [img]http://i.imgur.com/YSvUeys.jpg[/img] It is a KotH map based around the cabin in the woods horror movie cliche. I have a Ouija board inside the cabin as the objective with an open spaced camp ground for the team's spawns (loosely inspired off Camp Redwood). The little story behind it went like this: [I]'The team gathered intel that their late boss had a hidden safe buried away somewhere filled with valuable supplies, plans, launch codes, and possibly australium, but the location died with him when he was sent to hell. They decide to contact him from the grave using a Ouija board, but they must be at a safe and secluded location to be sure no spies learn of the location as well. This is when they drive and hike to the cabin in the woods and set up the ceremonial necessities, like candles, explosive pumpkins, and Halloween decor, only to find the other team doing the exact same thing with the exact same plan.'[/I] As ouija boards have been fabled to release bad spirits, this would be where curses come into the map, and would function the same as the wheel of fate, with the curse card displaying through the giant hole in the cabin's ceiling. I would try and make this myself using UEAKCrash's guides but I would feel a lot safer making other things to get a complete feel for proportions and such first, plus this would contain a few custom models and particles that I would have no idea where to begin with. So if anyone would like to offer advice on how I can officially display the concept or even claim the concept to make, I would be so thankful.[/QUOTE] Just to avoid any potential future conflicts, I've been working on a small lil Halloween project making use of my Camp Redmond detail entry assets - going with a slasher campground film vibe to it all, and will likely have mine in a playable state within a few days. [t]https://dl.dropboxusercontent.com/u/586461/2016-09-16_17-58-24.png[/t] Don't take this as a demotivator for your own work, though! Our ideas are ultimately executed very differently, I just don't want anyone thinking either of us are out to compete with eachother - lookin forward to co-existing, actually!
Why not collab and have 2 halloween maps this year? One can be used for the bossthing.
Speaking of Halloween, everything you need to know about this year's organized Workshop of Horrors event can be found [url=https://facepunch.com/showthread.php?t=1534694&p=51063028#post51063028][b]here![/b][/url]
X-Post from WoH II Dropping a concept here. Up for grabs. [media]http://imgur.com/a/SdSNr[/media]
[QUOTE=Radaghast;51060522][img]http://i.imgur.com/6dVm3k8.png[/img] Up for grabs again.[/QUOTE] I might be willing to tackle this. would go well with my birdie set
[QUOTE=ikes;51067992]I might be willing to tackle this. would go well with my birdie set[/QUOTE] You doing Street Fighter themed design for character makes me want to see more now. Guile would fit Soldier if you ever get around to do more of them. But then again we already have M Bison's hat for Soldier possibly...
[QUOTE=Kitt Stargaze;51068035]You doing Street Fighter themed design for character makes me want to see more now. Guile would fit Soldier if you ever get around to do more of them. But then again we already have M Bison's hat for Soldier possibly...[/QUOTE] I'm trying to step into the SF competitive scene so it's only natural that i combine my two passions into a creative product
[QUOTE=ikes;51067992]I might be willing to tackle this. would go well with my birdie set[/QUOTE] Go on I guess, hope it doesnt end up on another fiasco.
A f̶o̶o̶l̶i̶s̶h̶ friend of mine asked me to post his concept on this grand forum of intellectuals. [T]http://i.imgur.com/DWqkDvw.jpg[/T] "It's a cool concept he said, It'll be fun he said." If you want to claim it, go contact him through his [URL="https://steamcommunity.com/id/muggakappa"]Steam[/URL] or [URL="https://twitter.com/Muggakappa"]Twitter[/URL] accounts. If he's not there, just contact me via steam. Now if you'll excuse me, I'm gonna retreat back into the wilderness called 'life'.
I'm trying to figure out how to create a Sketchfab preview for a set I'm working on. However, I'm running into a problem that I feel like I should know how to solve but I can't. [IMG]http://puu.sh/rfBCW/502ad75fd4.jpg[/IMG] I extracted the Engineer's animations and set a pose for him, but in Edit mode the model itself is still in the ref pose. [IMG]http://puu.sh/rfBDn/8cd053a77c.jpg[/IMG] I want to make things easier for me and export the model "as is". I don't really know how to properly phrase the question, but how do I get rid of the armature altogether and instead make the pose a part of the mesh permanently? After I've added the cosmetics on him of course.
[QUOTE=Flubbman;51069859]I'm trying to figure out how to create a Sketchfab preview for a set I'm working on. However, I'm running into a problem that I feel like I should know how to solve but I can't. [IMG]http://puu.sh/rfBCW/502ad75fd4.jpg[/IMG] I extracted the Engineer's animations and set a pose for him, but in Edit mode the model itself is still in the ref pose. [IMG]http://puu.sh/rfBDn/8cd053a77c.jpg[/IMG] I want to make things easier for me and export the model "as is". I don't really know how to properly phrase the question, but how do I get rid of the armature altogether and instead make the pose a part of the mesh permanently? After I've added the cosmetics on him of course.[/QUOTE] It doesn't matter what it looks like in edit mode. As long as it looks fine in object mode, you can just upload the blend file to Sketchfab.
Yeah, I believe everything goes to the reference pose in edit mode on purpose.
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