• TF2 Emporium 65 - End of an era
    5,004 replies, posted
so the LOD on my crit cloak doesnt seem to be working when I enable Auto-LOD? I've known about this for a while but I put off fixing it for so long, can someone give me an answer as to why this might be happening? is this normal? [IMG]http://puu.sh/rK8IV/8aac521e88.gif[/IMG]
Crosspost! Copyright issues aside, here comes... [b]Sub 100[/b] Hat-ality! [img]http://images.akamai.steamusercontent.com/ugc/264976469340004703/5B1F53F31A0854814DAD9391D1CF1517AE1B05D3/[/img] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=781519852]http://steamcommunity.com/sharedfiles/filedetails/?id=781519852[/url] Concept by Greg, SFM by Daesdemona, and Names+loadouts by Ye Welsh Tabby Hope you like it.
[T]http://puu.sh/rL7wD/c9a470e686.png[/T] this is coming after raddy's vega set if you stand in my way, I will heal you
[QUOTE=JZeeba;51208262]Crosspost! Copyright issues aside, here comes... [b]Sub 100[/b] Hat-ality! [img]http://images.akamai.steamusercontent.com/ugc/264976469336547245/531248F1860F180311C2109ED2839C737DFA67DF/[/img] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=781519852]http://steamcommunity.com/sharedfiles/filedetails/?id=781519852[/url] Concept by Greg, SFM by Daesdemona, and Names+loadouts by Ye Welsh Tabby Hope you like it.[/QUOTE] Isn't the Fatality of ripping the skull/spine out one of Subzero's? I would think Scorpian would be more appropriate lol. Although, I'm just being nitpicky though. The piece looks pretty awesome regardless!
[QUOTE=ficool2;51206774]I started texturing the handle/wood. [IMG]http://i.imgur.com/ejQS0og.png[/IMG] [IMG]http://i.imgur.com/vIWXXGK.png[/IMG] Feedback on it? First time texturing wood so idk if it looks good or nah. EDIT: formatting[/QUOTE] I actually like it, you made edge wear look good and appropriate on wood. Looks pretty well used.
[QUOTE=ikes;51208250]so the LOD on my crit cloak doesnt seem to be working when I enable Auto-LOD? I've known about this for a while but I put off fixing it for so long, can someone give me an answer as to why this might be happening? is this normal? [IMG]http://puu.sh/rK8IV/8aac521e88.gif[/IMG][/QUOTE] LOD only changes on the main loaded model. Any attachments like the hat arent gonna change.
[QUOTE=donhonk;51209504]LOD only changes on the main loaded model. Any attachments like the hat arent gonna change.[/QUOTE] that doesnt make any sense, when I put the rodeo rags in HLMV the auto-LOD'd just fine
[QUOTE=ikes;51209522]that doesnt make any sense, when I put the rodeo rags in HLMV the auto-LOD'd just fine[/QUOTE] were they loaded like this [url]https://dl.dropboxusercontent.com/u/1179560/ShareX/2016/10/hlmv_2016-10-15_21-39-27.png[/url] cause at least for me, attachments have never lod'd :V if thats a bug, i dunno
i fixed it by removing the bone tree collapse QC in the importer, I thought the collar bones needed collapsing but in HLMV they auto-LOD just fine without it so ???? i guess that's fixed? hopefully. maybe.
[video=youtube;kELSEXaVjYQ]https://www.youtube.com/watch?v=kELSEXaVjYQ[/video] This is a taunt I've been animating for a long time. It's unfinished and looks bad, but I don't know what to do. The spatula and fingers are still unanimated. I know the hands are weird for example, but every time I try to fix them they just become weird in some other way, or have some bullshit issues where SFM adds random rotations for no reason. Also, it was rendered in 60 fps but YouTube decided to make it 30 FPS because it felt like it.
[QUOTE=ikes;51208430][T]https://puu.sh/rKz21/d5ace18fa6.png[/T] this is coming after raddy's vega set if you stand in my way, I will heal you[/QUOTE] It looks good, but it seems a littkl forced. I'm not sure what the Medic and Charlie have in common besides wearing glasses. I bet someone like F.A.N.G would make a good set for the Medic.
[QUOTE=Sorr;51203729]Hey guys, I have this annoying problem with my models jigglebones that I just can't figure out. If I apply a jigglebone of any kind, (I've tried several of my own, several ones straight copy pasted from other tf2 models qc files) the model flattens and starts rapidly spinning around the character This is what it looks like for most of the time: [IMG]http://i.imgur.com/iHssI39.png?1[/IMG] This is what it should look like: [IMG]http://i.imgur.com/BZIE7vq.png[/IMG] Has anyone here had the same problem? I hope someone can think of a solution, this issues really annoying and I would love to get this out to the workshop before halloween.[/QUOTE] Looks like this post went pretty undetected so i'm reposting it, I've further tried to reassign the bones and remaking the jigglebone but that did nothing either. Thanks in advance for replies.
[url="http://steamcommunity.com/sharedfiles/filedetails/?id=782016362"][img]http://images.akamai.steamusercontent.com/ugc/262724669526078004/1AB175B132A8D11B4EC88F0A639DC0C0127192D1/[/img][/url] [url="http://mods.tf/mods/1256/"][img]http://manschitz.com/projects/tf2/promo_batbowler.png[/img][/url][url="http://steamcommunity.com/sharedfiles/filedetails/?id=782016362"][img]http://manschitz.com/projects/tf2/share_steam_logo.png[/img][/url]
[media]https://imgur.com/a/GlfYs[/media] Reposting my old concepts scattered around all different threads into a convenient package.
[QUOTE=Magypsy;51210435]It looks good, but it seems a littkl forced. I'm not sure what the Medic and Charlie have in common besides wearing glasses. I bet someone like F.A.N.G would make a good set for the Medic.[/QUOTE] it was because of the hair curl, and the fact that they have a very similar face shape it'll also be really easy to make the pants and boots because of the pants shape he was the best fit for nash [editline]16th October 2016[/editline] [IMG]http://puu.sh/rL2QM/563fd1be3b.png[/IMG] the shoulders will be a paintable region
[QUOTE=Paysus;51210302][video=youtube;kELSEXaVjYQ]https://www.youtube.com/watch?v=kELSEXaVjYQ[/video] This is a taunt I've been animating for a long time. It's unfinished and looks bad, but I don't know what to do. The spatula and fingers are still unanimated. I know the hands are weird for example, but every time I try to fix them they just become weird in some other way, or have some bullshit issues where SFM adds random rotations for no reason. Also, it was rendered in 60 fps but YouTube decided to make it 30 FPS because it felt like it.[/QUOTE] It looks like you've only used spline tangents. You have to utilize things like flat tangents in order to make it look more realistic. Especially with the hand+spatula touching the burger.
I've recently been thinking about outlines and I figured I should at least try making something without them, so here it is. [img]http://i.imgur.com/zG82MtA.png[/img] [B]The Wildcard[/B] An all-class ten gallon hat. Any advice?
Our memes have become reality, boys... [t]http://puu.sh/rJZEy/632937c1c1.png[/t] SFM pic courtesy of [URL="http://steamcommunity.com/id/ElderLolz/"]ElderLolz[/URL] [URL="http://mods.tf/mods/1240/"]The Macho Poncho[/URL] and [URL="http://mods.tf/mods/1239/"]The Peruvian Pullover[/URL] are ALSO now available as mods on mods.tf! The alternate poncho style is also available as well! Vote [url=http://steamcommunity.com/sharedfiles/filedetails/?id=780926736]on[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=780932110]them[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=780936402]here![/url] We appreciate every vote!
[IMG]http://i.imgur.com/Nf5a79J.png[/IMG] Remade the Viking concept (Probably claimed) [IMG]http://i.imgur.com/KDrpkyn.png?1[/IMG] Also a pyro concept. (claimable)
[i]Crosspost from Workshop of Horrors.[/i] [b]Slasher is now in a brief Beta![/b] Here's what's changed. - Full detail pass! - Full clipping pass! - Reduced normal Skeleton count from 12 down to 6. - Fixed clipping on the gates under the bridges. - Expanded top half of the cabin overlooking the point to be wider. - Adjusted steepness and width of various sets of stairs throughout. - Added another cover rock to the lower half of the yards. - Closed the doors that were open partway at the middle towers. - Optimized various assets that worked for what they were in the Camp Redmond detail entry but needed updates in order to not take a toll on gameplay space. - Opened up the bridges slightly. - Updated various assets from Camp Redmond to not disappear when the origin was out of view. - Added a truce when Monoculus or Merasmus are active. Thank you Valve for the new inputs to make this possible! - Removed the Horsemann's ability to lock the cap when active. - Added the Underworld! -- Players can passively enter the underworld at any time, entering through the vortex in the cabin. This will be the longest route out of the underworld, however. -- Players will also be teleported to the Underworld through portals left behind by Monoculus and Merasmus. -- While in the Underworld, players will have to make their way to the exit before it kills them. There are health kits throughout to survive. -- Along with slaying the Skeleton King, through the Underworld is the only way to gain a rare spell. -- Upon exiting the Underworld, the server will be notified, and the player will be granted a 3 second speed and health boost. - Fixed resupply cabinets clipping through some of the surrounding props. - Restored small health kits overlooking mid. - Added rocks in place of trees in the lower half of mid to work as better cover and more optimized assets. [t]https://dl.dropboxusercontent.com/u/586461/Models/2016/Halloween/Slasher/20161016171220_1.jpg[/t][t]https://dl.dropboxusercontent.com/u/586461/Models/2016/Halloween/Slasher/20161016171241_1.jpg[/t] [t]https://dl.dropboxusercontent.com/u/586461/Models/2016/Halloween/Slasher/20161016171255_1.jpg[/t][t]https://dl.dropboxusercontent.com/u/586461/Models/2016/Halloween/Slasher/20161016171522_1.jpg[/t] [t]https://dl.dropboxusercontent.com/u/586461/Models/2016/Halloween/Slasher/20161016171545_1.jpg[/t][t]https://dl.dropboxusercontent.com/u/586461/Models/2016/Halloween/Slasher/20161016171612_1.jpg[/t] [t]https://dl.dropboxusercontent.com/u/586461/Models/2016/Halloween/Slasher/20161016171633_1.jpg[/t][t]https://dl.dropboxusercontent.com/u/586461/Models/2016/Halloween/Slasher/20161016171756_1.jpg[/t] [t]https://dl.dropboxusercontent.com/u/586461/Models/2016/Halloween/Slasher/20161016171805_1.jpg[/t][t]https://dl.dropboxusercontent.com/u/586461/Models/2016/Halloween/Slasher/20161016171824_1.jpg[/t] [url=https://tf2maps.net/downloads/slasher.2690/][b]Download and more here![/b][/url] Steam Workshop submission soon! [b]Edit:[/b] Soon as in now! Get out and vote! [url=http://steamcommunity.com/sharedfiles/filedetails/?id=782407483][img]http://images.akamai.steamusercontent.com/ugc/436113254122686777/F8B4DA26071996CFB15219E7BC72C0A6D4AAFBFF/[/img][/url]
[IMG]http://puu.sh/rLIZJ/8878f0828b.png[/IMG] I am tickling the triangle limit right now
[QUOTE=Dusty-Pixels;50809748][T]https://puu.sh/qlLSR/630f3ea568.png[/T][T]https://puu.sh/qlLHy/a46f10488e.png[/T][/QUOTE] If anyone remembers this, then just letting you guys know I'm doing a do-over of this concept on the Engie [T]https://puu.sh/rLLww/67521d36ba.png[/T][T]https://puu.sh/rLLwi/a1ba33e56d.png[/T]
Hey, is it possible to make a coat/jacket cosmetic for the Engineer that has more length that goes passed the belt? The recent addition of the Cute Suite is one I can think of one of the more recent additions, but what about something that goes way path the waist?
[QUOTE=Dusty-Pixels;51215082]Hey, is it possible to make a coat/jacket cosmetic for the Engineer that has more length that goes passed the belt? The recent addition of the Cute Suite is one I can think of one of the more recent additions, but what about something that goes way path the waist?[/QUOTE] You could, but it would probably look quite odd. It would have to go under the belt and it would need to be very flush with his trousers to avoid clipping with his accessories.
[QUOTE=Magypsy;51215103]You could, but it would probably look quite odd. It would have to go under the belt and it would need to be very flush with his trousers to avoid clipping with his accessories.[/QUOTE] And having longer coat-tails can only be done if it's within the polycount too, I'm to assume. I did attempt to do that with the trenchcoat I'd designed, but - as you pointed out - it did look odd with how it was tucked under the belt and was sitting against the legs. The latest take on the coat's much shorter, and feels a lot more tidy than the first attempt. [T]https://puu.sh/rLRkL/a7eb24025c.png[/T]
[QUOTE=Dusty-Pixels;51215082]Hey, is it possible to make a coat/jacket cosmetic for the Engineer that has more length that goes passed the belt? The recent addition of the Cute Suite is one I can think of one of the more recent additions, but what about something that goes way path the waist?[/QUOTE] Here is one example; however, it is unknown what happened to this set and its creator. [QUOTE=MilesPyrower;42468943] [IMG]http://puu.sh/4LSTQ.jpg[/IMG][IMG]http://puu.sh/4LT2i.jpg[/IMG][IMG]http://puu.sh/4LTFn.jpg[/IMG][/QUOTE]
[QUOTE=someone101001;51211784]So in TFML and Blender the model appears as it should [T]http://i.imgur.com/Zqjm0Hs.png[/T] But ingame it looks completely bland as if the texture were complete flat colors, Does anyone know why? I run into this issue every time I make a model. [T]http://images.akamai.steamusercontent.com/ugc/252591719337531880/58960589D0232EC478D8C9C1985BC44320FB3632/[/T][/QUOTE] Seems like you need your strokes and other texture details to be more significant and powerful. So, you won't be losing them during texture converting process. Analysis of some similar ingame items and their textures might be of great help.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=782387578&searchtext="][img]http://images.akamai.steamusercontent.com/ugc/264976469341451390/56955102F6B24608D73FCC1AEF09B65936FE53D5/[/img] [img]http://i.imgur.com/NgT9NyH.png[/img][/URL] [B]The Male Enhancement[/B] [I]"Listen, bozo, if you want to be a chick magnet like me, you got to wear these babies! Ladies love a tall fella."[/I] Another item by JZeeba. I helped with the promos. [B][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=782387578&searchtext="]pls vote[/URL][/B]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=781234301] [b] [i] Manneater's Muzzle [/i] [/b] [/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=781234301][img]http://i.imgur.com/QNILczC.jpg[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=781234301][img]http://images.akamai.steamusercontent.com/ugc/477771552681046920/3A39671F89E4FDDAAB97689B3A8434B44CB26F1B/[/img][/url] [QUOTE=Heavy Weapons Guy] 'Om Nom Nom Nom.' [/QUOTE] [B][I]FAMEB!TCH-CROSSPOST[/I][/B]
crosspost-of-horrors [url=http://steamcommunity.com/sharedfiles/filedetails/?id=782607229][img]http://images.akamai.steamusercontent.com/ugc/251465670549704679/069CDC37DF58082E7A6A107ED2387E0B96388E88/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1212:675[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=782603775][img]http://images.akamai.steamusercontent.com/ugc/251465670549690367/5293DC5634C9F7D9B6F1F35B0079FBCE6C367785/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|600:600[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=782602695][img]http://images.akamai.steamusercontent.com/ugc/251465670549681235/B0C524758BE09AA731DA2EE21AA2577A04BF8194/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|600:600[/img][/url] [url=http://steamcommunity.com/workshop/filedetails/?id=782607229][B]Ze Mad Doktor[/B][/url] New Halloween set for Medic! Please vote for it if you want to see it ingame (click the images)! mods.tf download links are available on the item's respective workshop pages [url]http://steamcommunity.com/workshop/filedetails/?id=782607229[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=782603775[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=782602695[/url]
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