So I gave it a shot. Here is a WIP
And don't kill me gun-nuts, yes that is the completely wrong firing mechanism for a blunderbuss but its to fit snipers animations.
[img]http://dl.dropbox.com/u/5710250/Wonderruss.png[/img]
I will need to mess around with that scope as it stands but like I said a very early WIP
Its way to boring as it stands.
[QUOTE=Ducksink;29468608]I think this will show you what I mean
[img_thumb]http://i52.tinypic.com/2v27fjb.png[/img_thumb][/QUOTE]
Too lumpy.
[QUOTE=BaronVonFail;29469765]So I gave it a shot. Here is a WIP
And don't kill me gun-nuts, yes that is the completely wrong firing mechanism for a blunderbuss but its to fit snipers animations.
[img_thumb]http://dl.dropbox.com/u/5710250/Wonderruss.png[/img_thumb]
I will need to mess around with that scope as it stands but like I said a very early WIP[/QUOTE]
I don't think the stock is set up right for the snipers animations, make in down more and less up.
[QUOTE=Sparkwire;29469773]Too lumpy.[/QUOTE]
The model or the texture?
[QUOTE=Ducksink;29469858]The model or the texture?[/QUOTE]
model
Does anyone know why blender doesnt mark edges sharp when importing from tf2?
Wait for it, wait for it...
I think i'm done
[img]http://img4.hostingpics.net/pics/269902loadingscreen.png[/img]
So I was just thinking. Should I try to get this character to VS Saxton Hale mod. What do you think?
Sakuukuli promised that he could possibly make model for me since I don't know anything about modeling.
[media]http://www.youtube.com/watch?v=ACJLzum9OeM[/media]
[QUOTE=NassimO PotatO;29470090]Wait for it, wait for it...
I think i'm done
[img_thumb]http://img4.hostingpics.net/pics/269902loadingscreen.png[/img_thumb][/QUOTE]
those eyes. they are starring into my soul! *shudder*
The wood needs to be separated from the background, one way or another. It looks extremely cutoff right now.
[QUOTE=The Herbalisti;29470119]So I was just thinking. Should I try to get this character to VS Saxton Hale mod. What do you think?
Sakuukuli promised that he could possibly make model for me since I don't know anything about modeling.
[media]http://www.youtube.com/watch?v=ACJLzum9OeM[/media][/QUOTE]
I don't see what the purpose is... It's kind of a dumb thing to do.
[QUOTE=Moupi;29470173]The wood needs to be separated from the background, one way or another. It looks extremely cutoff right now.[/QUOTE]
Yea i make it like that for see the result. but if somebody have some ideas...
[QUOTE=spawn camp3r;29469828]I don't think the stock is set up right for the snipers animations, make in down more and less up.[/QUOTE]
I was worrying about this too.
Here it is against the default sniper.
[img]http://gyazo.com/6db10b57cc70888a72a82e82c2e9246f.png[/img]
[editline]20:41pm[/editline]
Just had a look in model viewer and I think it shall be fine. Sniper clips on the original
[QUOTE=NassimO PotatO;29470090]Wait for it, wait for it...
I think i'm done
[img_thumb]http://img4.hostingpics.net/pics/269902loadingscreen.png[/img_thumb][/QUOTE]
The shading on his face and his left hand bothers me.
Other than that I cant wait till it's finished :saddowns:
[QUOTE=Tylizzle;29470209]I don't see what the purpose is... It's kind of a dumb thing to do.[/QUOTE]
What you actually mean? : D
[QUOTE=BaronVonFail;29470226]I was worrying about this too.
Here it is against the default sniper.
[img_thumb]http://gyazo.com/6db10b57cc70888a72a82e82c2e9246f.png[/img_thumb][/QUOTE]
Butt needs to be lower, trigger guard less retangular.
[QUOTE=Vonwilbur;29469963]Does anyone know why blender doesnt mark edges sharp when importing from tf2?[/QUOTE]
The importer for blender is too basic to import smoothing.
Since blender does smoothing in a completely different way to any other program it would be incredibly hard to make the importer import a models smoothing groups in a program that doesn't support them.
[QUOTE=Tylizzle;29470209]I don't see what the purpose is... It's kind of a dumb thing to do.[/QUOTE]
I mean like.. I have pretty good ideas for it. You know like things that makes it different that makes it different than those others.
[QUOTE=Sexy Robot;29470390]The importer for blender is too basic to import smoothing.
Since blender does smoothing in a completely different way to any other program it would be incredibly hard to make the importer import a models smoothing groups in a program that doesn't support them.[/QUOTE]
Ok thanks.
Also how do you render with a texture in blender?
[QUOTE=ScootMa;29470126]those eyes. they are starring into my soul! *shudder*[/QUOTE]
phrases like that has become such a cliché, it like as soon as someone has open eyes someone is like "oh noes my soul"
[QUOTE=NassimO PotatO;29470090]Wait for it, wait for it...
I think i'm done
[img_thumb]http://img4.hostingpics.net/pics/269902loadingscreen.png[/img_thumb][/QUOTE]
awesome as always just where's his shirt? (the white one) and what happened to the envmap on the glasses?
also i think the wood at the bottom could just be the standard grey border, no need for additional details there...
In fact the wood makes it looks a little cluttered and drags away attention from the nice background
and you might want to plan a different layout so the sidebar with duel info etc can fit in there...
also it would be awesome if the background concept art changed depending on which map you were loading
[QUOTE=Recurracy;29470337]Butt needs to be lower, trigger guard less retangular.[/QUOTE]
The butt I don't think would be much of a problem looking at the original
[img]http://gyazo.com/fb4b88cee4eba60a5dbc8ca60d800690.png[/img]
And I'll tweak the trigger guard.
It would, look at the han-
god DAMNIT VALVE, an original weapon and even that clips
[QUOTE=BaronVonFail;29470547]The butt I don't think would be much of a problem looking at the original
[img_thumb]http://gyazo.com/fb4b88cee4eba60a5dbc8ca60d800690.png[/img_thumb]
And I'll tweak the trigger guard.[/QUOTE]
anyone else notice that the sniper's finger tips look like they are burned?
[QUOTE=ScootMa;29470609]anyone else notice that the sniper's finger tips look like they are burned?[/QUOTE]
Probably a texture messup with ambient occlusion, have you see the sniper's armpits? blacker than night.
[QUOTE=ScootMa;29470609]anyone else notice that the sniper's finger tips look like they are burned?[/QUOTE]
The sniper also has a wound on his thumb if I remember correctly from pinching it while reloading alot or something.(There's a wiki article about these things)
[QUOTE=Zebus;29470685]Probably a texture messup with ambient occlusion, have you see the sniper's armpits? blacker than night.[/QUOTE]
anyone think they can make a fix? if no one wants to i will
[QUOTE=DoctorQ;29469389]As others have already pointed out, some of the colors of the classes don't match up with the others (The Blu Pyro is an especially heinous offender of this).[/QUOTE]
I seriously have no idea how that happened :psyduck:
[QUOTE]Also, on a related tangent: The Spies in the Silhouette pack are a bit dominated by their team color. Perhaps making their pants black would alleviate this? And if possible, could the rims for the glasses of the Sniper and Medic be team-colored? If not, a neutral color like the yellow for the team "icons" could work.[/QUOTE]
Neat idea
[QUOTE=Recurracy;29470577]It would, look at the han-
god DAMNIT VALVE, an original weapon and even that clips[/QUOTE]
you're kidding right?
valve isn't the least bit modest about clipping, theres clipping more or less everywhere...
Take for example a crouching demo with a sword/axe, his head goes straight through his collar
[QUOTE=Pako;29470766]I seriously have no idea how that happened :psyduck:[/QUOTE]
Also the spy arms dont go invisible when he cloak
[QUOTE=ScootMa;29470718]anyone think they can make a fix? if no one wants to i will[/QUOTE]
both the fingers and the armpit (among a ton of other stuff) is/will be fixed in nassimo and mines improvement pack, guess i should get back to work on that
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