• The People's TF2 Emporium
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Any news to report on Blaholtzen's and Nassimo's texture improvement pack? Or Is that on hold until Nassimo finnishes his new map loading screens? [editline]17th April 2011[/editline] Woop! 100 posts
crit glow is probably something in .vmt cap and tassel is a good idea - shame it'll become the new gibus though :/
[QUOTE=Contrails;29232777]crit glow is probably something in .vmt cap and tassel is a good idea - shame it'll become the new gibus though :/[/QUOTE] Well of course it wouldn't be the next max head :v:
[QUOTE=Takeout;29232598]Seeing as how valve are adding more and more training missions, someone should get to work on one of these and submit it, just in case they add a hat for finishing all the class training. [img_thumb]http://www.faqs.org/photo-dict/photofiles/list/416/785graduation_cap.jpg[/img_thumb][/QUOTE] And scout gets a diploma for a bat. :v:
some things i'd like t point out about the model [img]http://img856.imageshack.us/img856/1806/inneedofimprovement.png[/img] A: tiny left over polys B: needs optimizing, crazy polycount there, also huge on the AO C: More polys in view area D: no team colors E: if possible, add LOD's also you might want to resize the parts on the AO thing so the parts in the view get a little more space and the bottom black part is a little squashed together, makes it hard to get good looking paint strokes on and make sure you give the galss a separate vmt file, however i that idea might make it to advanced? maybe if you optimize the front and handle you be good in poly count but still don't make it to complicated and mugen, please do tell what vmt command you use and wich alpha map to sacrifice for the glow in the dark :3 [editline]17th April 2011[/editline] [QUOTE=theharribokid;29232750]Any news to report on Blaholtzen's and Nassimo's texture improvement pack? Or Is that on hold until Nassimo finnishes his new map loading screens? [editline]17th April 2011[/editline] Woop! 100 posts[/QUOTE] weeell haven't done much lately, except the soldier paintsrokes stuff i posted about a while ago gonna do that on all classes btw
[QUOTE=Eeshton;29232555] (Mom is in bed, no more distractions)[/QUOTE] I know :smug:
That Portal launcher look like it has it's poly count in all the wrong places. The white parts look a bit low poly.
[QUOTE=Altimor31;29233157]That Portal launcher look like it has it's poly count in all the wrong places. The white parts look a bit low poly.[/QUOTE] Was about to comment about that. Looks too low on the actual parts that stand out. Pretty sure you can add more sides to the tube, as well.
[QUOTE=Takeout;29232598]Seeing as how valve are adding more and more training missions, someone should get to work on one of these and submit it, just in case they add a hat for finishing all the class training. [img_thumb]http://www.faqs.org/photo-dict/photofiles/list/416/785graduation_cap.jpg[/img_thumb][/QUOTE] I know that someone did it for the Engineer.
[QUOTE=Tylizzle;29233178]Was about to comment about that. Looks too low on the actual parts that stand out. Pretty sure you can add more sides to the tube, as well.[/QUOTE] Rick went offline, so he probably won't see this until tomorrow.
[img]http://gyazo.com/df29ada4c2cd69f14a8b07763601840e.png[/img] The holes were just a big pain in the ass.
Looks too blocky.
[QUOTE=Altimor31;29234310]Looks too blocky.[/QUOTE] Specific parts? I already ranted about that a few days ago.
[QUOTE=Eeshton;29234324]Specific parts? I already ranted about that a few days ago.[/QUOTE] Get off facebook damnit :D [QUOTE=Contrails;29232777]crit glow is probably something in .vmt[/QUOTE] Yeah, I'll use my FaN as a example: [code] "$glowcolor" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } } }[/code]Covers cloaking and crit glow it seems.
[QUOTE=Eeshton;29234324]Specific parts? I already ranted about that a few days ago.[/QUOTE] mostly the handle and pilot light but the whole damn thing is a square really, you should round it off a bit more
[QUOTE=Altimor31;29234382]mostly the handle and pilot light but the whole damn thing is a square really, you should round it off a bit more[/QUOTE] I like the blocky design though, it shouldn't always be seen as a bad thing.
Wouldn't mind rounding out (like left/right) the front part, with the holes, just for some variety.
The reason for the polygon differences is mainly because its a decompiled w_portalgun [url]http://dl.dropbox.com/u/25867270/portal.zip[/url] Use whats there for now, I can change polycounts to be higher or lower at any time. As for teamcolors just make them as normal, and once the texture is done I'll compile it for teamcolors. (6 textures is a bit much to do at the moment) In the zip are two variant models and matching textures for each Also I guess anyone can texture it now [img]http://dl.dropbox.com/u/25867270/portal_new.png[/img]
Ooh, ooh, do the second one. The first one always seemed to me like he was firing it backwards.
[QUOTE=mutated;29234540]Ooh, ooh, do the second one. The first one always seemed to me like he was firing it backwards.[/QUOTE] I disagree. I think the first one looks more like a rocket launcher while the second one looks fragile and flimsy (such as the wire). I believe the first one is superior.
[QUOTE=bigbadrick;29234505]The reason for the polygon differences is mainly because its a decompiled w_portalgun [url]http://dl.dropbox.com/u/25867270/portal.zip[/url] Use whats there for now, I can change polycounts to be higher or lower at any time. As for teamcolors just make them as normal, and once the texture is done I'll compile it for teamcolors. (6 textures is a bit much to do at the moment) In the zip are two variant models and matching textures for each Also I guess anyone can texture it now [img_thumb]http://dl.dropbox.com/u/25867270/portal_new.png[/img_thumb][/QUOTE] If it is just a w_portalgun, I think it would be better off starting from scratch with a new model.
[img]http://gyazo.com/10788b5b5d26016942443c0c4ede0d2d.png[/img] [img]http://gyazo.com/9be6f1d8123eb86e4c276dff144ba1f5.png[/img] 3ds max didnt want to cooperate with making an auto unwrap, so i had to test compile it with no textures.
[img]http://gyazo.com/b98dfb63286e45549f4b445e784b532e.png[/img] Is the smoothing any better?
[QUOTE=bigbadrick;29234505]The reason for the polygon differences is mainly because its a decompiled w_portalgun [url]http://dl.dropbox.com/u/25867270/portal.zip[/url] Use whats there for now, I can change polycounts to be higher or lower at any time. As for teamcolors just make them as normal, and once the texture is done I'll compile it for teamcolors. (6 textures is a bit much to do at the moment) In the zip are two variant models and matching textures for each Also I guess anyone can texture it now [img_thumb]http://dl.dropbox.com/u/25867270/portal_new.png[/img_thumb][/QUOTE] good :D wait, no team colors D: add a second skin to the model also potato [img]http://img13.imageshack.us/img13/1313/potatog.png[/img]
[QUOTE=Vonwilbur;29234625]If it is just a w_portalgun, I think it would be better off starting from scratch with a new model.[/QUOTE] NIET!!!
[URL=http://dl.dropbox.com/u/19211711/TF2/MeshHUD%20V.1.0.1.rar][img]http://dl.dropbox.com/u/19211711/promo_meshHUD.png[/img][/URL] [img_thumb]http://dl.dropbox.com/u/19211711/TF2/hl2%202011-04-17%2002-31-12-07.bmp[/img_thumb] [img_thumb]http://dl.dropbox.com/u/19211711/TF2/hl2%202011-04-17%2002-36-11-36.bmp[/img_thumb] [img_thumb]http://dl.dropbox.com/u/19211711/TF2/hl2%202011-04-17%2002-36-17-74.bmp[/img_thumb] [img_thumb]http://dl.dropbox.com/u/19211711/TF2/hl2%202011-04-17%2002-36-23-50.bmp[/img_thumb] [img_thumb]http://dl.dropbox.com/u/19211711/TF2/hl2%202011-04-17%2002-36-46-97.bmp[/img_thumb] [img_thumb]http://dl.dropbox.com/u/19211711/TF2/hl2%202011-04-17%2002-37-02-34.bmp[/img_thumb]
[QUOTE=blaholtzen;29234690]good :D wait, no team colors D: add a second skin to the model also potato [img_thumb]http://img13.imageshack.us/img13/1313/potatog.png[/img_thumb][/QUOTE] You sir are WIN...oh and you win this [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/potato.jpg[/IMG][/URL] [editline]16th April 2011[/editline] [QUOTE=bigbadrick;29234505]The reason for the polygon differences is mainly because its a decompiled w_portalgun [url]http://dl.dropbox.com/u/25867270/portal.zip[/url] Use whats there for now, I can change polycounts to be higher or lower at any time. As for teamcolors just make them as normal, and once the texture is done I'll compile it for teamcolors. (6 textures is a bit much to do at the moment) In the zip are two variant models and matching textures for each Also I guess anyone can texture it now [img_thumb]http://dl.dropbox.com/u/25867270/portal_new.png[/img_thumb][/QUOTE] 1st one much much better! [editline]16th April 2011[/editline] [QUOTE=Eeshton;29234230][img_thumb]http://gyazo.com/df29ada4c2cd69f14a8b07763601840e.png[/img_thumb] The holes were just a big pain in the ass.[/QUOTE] Here's what I have to say to this, blocky can be good but not all the time, the hose on the back should be smaller since it's a tank of gas attached, and the upper pipe looks like it doesn't fit in the center area.
[QUOTE=blaholtzen;29234690]good :D wait, no team colors D: add a second skin to the model also potato [img_thumb]http://img13.imageshack.us/img13/1313/potatog.png[/img_thumb][/QUOTE] oh you, blaholtzen. what do the barcodes say, I wonder?
[QUOTE=MugenOverlord;29235345]oh you, blaholtzen. what do the barcodes say, I wonder?[/QUOTE] It says "blaholtzen is win and gets infinite internet"...nah I don't really know.
I don't suppose that the Portal-esque rocket launcher will ever have 2 tubes, 1 that glows and 1 that is the glass second layer? Like what bigbadrick made, but slightly more straight.
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