• TF2 Emporium 65 - End of an era
    5,004 replies, posted
-feck it-
gonna need a texturer and sfm artist, my sfm laptop is dying
[QUOTE=lucarioaaron;51382389]gonna need a texturer and sfm artist, my sfm laptop is dying[/QUOTE] Show us your model and it's UV's.
[IMG]https://puu.sh/sl7QG/3a81d05fa9.JPG[/IMG] CLAIMED who wants to help me make this unusual effect? ill be making the sprites desc: phrases will be relevent per class that its equipted to. if not possible, the phrases will be common things said in the tf2 chat.
snip
[IMG]https://puu.sh/slceq/3b84910354.png[/IMG] CLAIMED comment on my steam profile if you wanna be apart in any of these. [url]http://steamcommunity.com/id/muhaininja/[/url]
Hey Concept for pyro masc Any idea how make it better (add something on back?) [t]http://i.imgur.com/WJHj1uw.png[/t] Claimable
[img]http://i.imgur.com/ZCcNidm.png[/img] [B]The Trucking Texan[/B]
[t]https://i.gyazo.com/6449e9b78f4eb18f4982721721332983.png[/t] i made these as practice, both of these are from concepts i saw but can't really find where they were, also made some changes to them either because i didn't want to do something that was on the concept art, i couldn't figure it out (since i'm kind of new to gun modelling) or just changed it because i wanted to see how it would look that way edit: found em, [url]http://jerichorus.deviantart.com/[/url] and [url]http://badgerpiggames.tumblr.com[/url]
[QUOTE=DareLOL;51387244]Snip-O[/QUOTE] You should turn on private messages. Alright! I'd recommend you compile theses and quickly unwrap them as they are looking great!
[img]http://i.imgur.com/7HcqED0.png[/img] A friend and I are working on an MVM smissmas map, with me doing most of the concepting, and him finding out why his tf2 crashes when bots spawn in his custom MVM maps. Most people I've went to (Two ex-invite level players) gave some balance input, but now I'm not sure what to do and what to add
[QUOTE=Digivee;51389567][img]http://i.imgur.com/7HcqED0.png[/img] A friend and I are working on an MVM smissmas map, with me doing most of the concepting, and him finding out why his tf2 crashes when bots spawn in his custom MVM maps. Most people I've went to (Two ex-invite level players) gave some balance input, but now I'm not sure what to do and what to add[/QUOTE] When in doubt, map it out. You'll get a better feel for your own layout from just mapping it out yourself, and more ideas and improvements can start to emerge from that. Get some testing done on it when you can for more input from an outsider's perspective too. From the layout concept alone, it seems very oddly scaled, with some stairs being very small and throwing off the scale of every other building in the layout - but, like I said, map it out a bit and take it from there to get a real feel for scale and such.
[QUOTE=Digivee;51389567][img]http://i.imgur.com/7HcqED0.png[/img] A friend and I are working on an MVM smissmas map, with me doing most of the concepting, and him finding out why his tf2 crashes when bots spawn in his custom MVM maps. Most people I've went to (Two ex-invite level players) gave some balance input, but now I'm not sure what to do and what to add[/QUOTE] the layout itself seems somewhat ordinary. it's more or less just a straight line from bot spawn to bomb site. it needs a more elaborate, uniquely shaped layout to really stand out against other MvM maps
[QUOTE=ikes;51389936]the layout itself seems somewhat ordinary. it's more or less just a straight line from bot spawn to bomb site. it needs a more elaborate, uniquely shaped layout to really stand out against other MvM maps[/QUOTE] Make some of the tanks spawn in the gift shop, busting the tree into a pile of gibs when it drives through
[QUOTE=Void Skull;51389606]From the layout concept alone, it seems very oddly scaled, with some stairs being very small and throwing off the scale of every other building in the layout[/QUOTE] Yeah, I'm not really a mapper myself, and the stairs are more or less suggestions and weren't put down with scale in mind. [QUOTE=ikes;51389936]the layout itself seems somewhat ordinary. it's more or less just a straight line from bot spawn to bomb site. it needs a more elaborate, uniquely shaped layout to really stand out against other MvM maps[/QUOTE] Alright, I'll look at some of the maps and see how unique a path I can carve. It originally looked basically 1:1 with decoy, which I got feedback on and changed it up. [QUOTE=Mort Stroodle;51390022]Make some of the tanks spawn in the gift shop, busting the tree into a pile of gibs when it drives through[/QUOTE] Thats a real nice idea, and I would love to impliment that. I'm not so sure it would be possible however, unless we modeled tree gibs, or theres some kind of hammer sorcery Ive not heard of that can turn pine tree models into broken versions of itself
ach mate, a gun [IMG]http://puu.sh/smmcH/53dedf76f9.png[/IMG] Also a single barrelled version [IMG]http://puu.sh/smmfU/04779b6489.png[/IMG] [url=https://sketchfab.com/models/a9c3ca165cb242da9f08ce747cc48a08]3D view[/url] [url=https://sketchfab.com/models/e8da9c7ef96544149e3853489ba0bf37]3D view (single barrel)[/url] [url=http://i.imgur.com/8YO6ZCG]Based on this wee concept[/url]
[QUOTE=Digivee;51389567][IMG]http://i.imgur.com/7HcqED0.png[/IMG] A friend and I are working on an MVM smissmas map, with me doing most of the concepting, and him finding out why his tf2 crashes when bots spawn in his custom MVM maps. Most people I've went to (Two ex-invite level players) gave some balance input, but now I'm not sure what to do and what to add[/QUOTE] Don't fall prey to room-corridor-room syndrome. There's a third dimension available to you, so make the most of it. Imagine how players will navigate, defend, and attack areas: what will make these aspects interesting? Here are some prime examples of utilizing that third dimension well. [url]http://imgur.com/a/oIDtD[/url]
[IMG]https://i.gyazo.com/428d14c249f9ca20b25e8e6b9c97ec6a.png[/IMG] sky you absolute madman
I'm sure it will get into the game.
It'd fit with more load outs than most of the beanies I've seen here
[t]https://dl.dropboxusercontent.com/u/586461/Models/2016/Xmas/xms_2016_logo_1280.png[/t] If anyone is interested, Workshop Wonderland 2 is open for submissions! We'd love to see what you guys come up with this year, [URL="https://facepunch.com/showthread.php?t=1542124"]check it out if you want![/URL]
[IMG]https://i.gyazo.com/b9911a2f4788bf27f4f04c9c5d4e1514.png[/IMG] edit: just fucking realized it looks like a salt shaker oh my fucking god lmfao
[B]The High Healer:[/B] [img]http://i.imgur.com/pmoopyz.png[/img] [B]Progress:[/B] RED: [IMG]http://i.imgur.com/T9ndrX3.png[/IMG] BLUE: [IMG]http://i.imgur.com/jzC5J7e.png[/IMG] Paintable: [IMG]http://i.imgur.com/YmjagJC.png[/IMG] [I]Claimed.[/I] [I]Any suggestions?[/I]
I think that is too much different team colours, especially for Medic. I think changing the Red parts to Lab Coat would be less clashing. Really nice concept there though.
[img]http://puu.sh/smE3D/6bfada7132.png[/img] Fiddling with base colors
[IMG]http://puu.sh/smLeA/7090bec8f0.png[/IMG] starting on IJCT's concept
[url]https://puu.sh/smNvt/da3995c25a.jpg[/url] [url]https://puu.sh/smNvW/5e49b2294f.jpg[/url] who wants to redo the texture on this pup pup? something less grunge, and more winter/ holiday, seasonal-esc.
[QUOTE=ikes;51392595][IMG]http://puu.sh/smLeA/7090bec8f0.png[/IMG] starting on IJCT's concept[/QUOTE] Wood parts should be a lot thicker. Also are you using the concept as a texture for that plane in he background? Blender has a background image thing that does just that.
[QUOTE=TheJukebox;51393042]Wood parts should be a lot thicker. [/QUOTE] [IMG]http://puu.sh/smRJE/0a308228a9.png[/IMG] way ahead of u [QUOTE=TheJukebox;51393042] Also are you using the concept as a texture for that plane in he background? Blender has a background image thing that does just that.[/QUOTE] yeah, i didnt know about this before. where do i find it? [sp] 90% of my blender knowledge is from fucking around with the UI, I'm almost totally self-taught so there's probably a lot of things I've missed[/sp]
[QUOTE=ikes;51393086][IMG]http://puu.sh/smRJE/0a308228a9.png[/IMG] way ahead of u yeah, i didnt know about this before. where do i find it? [sp] 90% of my blender knowledge is from fucking around with the UI, I'm almost totally self-taught so there's probably a lot of things I've missed[/sp][/QUOTE] It's the right side view port window, the one that opens when you press n (I think, or p). Then scroll down some. I can get a screenshot of it later if you can't find it. It let's you set opacity and choose what directions it's visible from too. I'm the same way, most of the stuff I know I found on accident, ha.
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