UT's design doesn't really translate well to TF2 in many cases. You'd have to redesign most of it for it to play anywhere near decent, probably to a point where it really has nothing much left of facing worlds. could be a good starting point however.
Sorry, might repost but because I edited the item before and nobody noticed:
[IMG]http://images.akamai.steamusercontent.com/ugc/500273419952719894/1C20E7931C75B84EE3BE0E1CE01354343DA6A90B/[/IMG]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=665254354"]The Roads to El Tocado[/URL]
I want to thank Legoformer1000 for the promo pic.
[QUOTE=K_Factor;50231799]I really just wanna say thanks for the votes when I added the miner set to the Mayann Collection!
I published it more than a year ago been on the first page for almost a week now because of a couple new votes i got from facepunch.
Thanks again!
[IMG_thumb]http://puu.sh/oBnOx/d382869efc.png[/IMG_thumb][/QUOTE]
how did you get more votes than visitors?
[QUOTE=heinous;50232318]how did you get more votes than visitors?[/QUOTE]
People also vote on the whole set, which transfers the votes to the items itself. The set has 5k visitors while the item has 2-3k
[QUOTE=BonkNickeltoo;50231748]It's still a work in progress. We are testing it in game right now as a regular model, and we will take your advice about the yellow spots.[/QUOTE]
That texture looks really messy. I think you should take some time to review existing reptile items in game and see how those textures are done.
Earliest reptile item was the crocodile set, which uses splotches of similar colour, not patchy or rough at all, and relies on the normal map to give it a skin-like bumpiness.
[t]https://wiki.teamfortress.com/w/images/3/3b/Backpack_Ol'_Snaggletooth.png?t=20111120043845[/t][t]https://wiki.teamfortress.com/w/images/7/7e/Backpack_Darwin's_Danger_Shield.png?t=20111119191649[/t]
Then there's the Cobber Chameleon which is a very simple colour scheme, mainly just two colours but again it's not patchy or rough. There's only some slight opacity variation near the bottom of the stripes.
[t]https://wiki.teamfortress.com/w/images/c/c9/Backpack_Cobber_Chameleon.png?t=20130710232338[/t]
Backstabber's Boomslang takes this up a notch, makes it more detailed, but again -- not patchy or rough painting. It's smooth, with what appears to be a faint variation in either the diffuse or specular to give the illusion of scales:
[t]https://wiki.teamfortress.com/w/images/6/69/Backpack_Backstabber's_Boomslang.png?t=20140207191844[/t]
Then the Scaly Scrapers, which have both a normal map and painted on colour variation... but again... notice it's not patchy or rough.
[t]https://wiki.teamfortress.com/w/images/thumb/c/c3/Scaly_Scrapers.png/479px-Scaly_Scrapers.png?t=20141030122301[/t]
My advice is to start with a solid colour, then paint your patterns in orange/blue/etc with a solid brush. Lose that olive colour you have splattered on the base green. Make any skin bumps, warts, etc in the normal or specular maps (ala croc set, or scrapers), or as a very faint but solid overlay of darker colour (ala the boomslang)
[QUOTE=EArkham;50232536]That texture looks really messy. I think you should take some time to review existing reptile items in game and see how those textures are done.
Earliest reptile item was the crocodile set, which uses splotches of similar colour, not patchy or rough at all, and relies on the normal map to give it a skin-like bumpiness.
[t]https://wiki.teamfortress.com/w/images/3/3b/Backpack_Ol'_Snaggletooth.png?t=20111120043845[/t][t]https://wiki.teamfortress.com/w/images/7/7e/Backpack_Darwin's_Danger_Shield.png?t=20111119191649[/t]
Then there's the Cobber Chameleon which is a very simple colour scheme, mainly just two colours but again it's not patchy or rough. There's only some slight opacity variation near the bottom of the stripes.
[t]https://wiki.teamfortress.com/w/images/c/c9/Backpack_Cobber_Chameleon.png?t=20130710232338[/t]
Backstabber's Boomslang takes this up a notch, makes it more detailed, but again -- not patchy or rough painting. It's smooth, with what appears to be a faint variation in either the diffuse or specular to give the illusion of scales:
[t]https://wiki.teamfortress.com/w/images/6/69/Backpack_Backstabber's_Boomslang.png?t=20140207191844[/t]
Then the Scaly Scrapers, which have both a normal map and painted on colour variation... but again... notice it's not patchy or rough.
[t]https://wiki.teamfortress.com/w/images/thumb/c/c3/Scaly_Scrapers.png/479px-Scaly_Scrapers.png?t=20141030122301[/t]
My advice is to start with a solid colour, then paint your patterns in orange/blue/etc with a solid brush. Lose that olive colour you have splattered on the base green. Make any skin bumps, warts, etc in the normal or specular maps (ala croc set, or scrapers), or as a very faint but solid overlay of darker colour (ala the boomslang)[/QUOTE]
I shall take your advice into hand.
Frogs are amphibians, mate.
Still, that doesn't explain why the tree frog looks like it's covered in grease.
[QUOTE=chandlerj333;50232697]Frogs are amphibians, mate. [/QUOTE]
I wasn't saying they were reptiles (though rereading, that is pretty poor wording on my part). Since I couldn't remember any actual amphibian items in game (the map prop does not count; that's obviously a toy since it has a radio control antenna), I just went with reptile items, of which they are many. My points about the skin texture are still valid.
If there's an amphibian item that's slipped my mind, I'd also add that to the texture reference list.
The main problem with your comparison is that you talk about scale patterns, which a frog should not have. Skin like the snaggletooth should work, but the skin should generally look moist and soft as opposed to rough and dry like the snaggletooth.
[QUOTE=chandlerj333;50232799]The main problem with your comparison is that you talk about scale patterns, which a frog should not have. Skin like the snaggletooth should work, but the skin should generally look moist and soft as opposed to rough and dry like the snaggletooth.[/QUOTE]
The texturing style should be similar though. Having more solid colors, clear patterns, density of details, etc, instead of having a handful of different colored splotches all set at 50% opacity. He doesn't mean copy the textures, he means look at how they showed it was reptiles skin and how they made it look nice. Learn and apply, not copy.
Took sometime to update the wrappings on the hammer on the advice of a friend, It looks so much better now!
[t]http://i.imgur.com/CnD9zrN.png[/t]
it looks like a chunk of meat on a stick
looks like a wad of gum on a rod
Looks like an irregularly shaped object on an extended cylinder.
looks like a ball of cotton on a pole
[video=youtube;4bPFX2x50SM]https://www.youtube.com/watch?v=4bPFX2x50SM&feature=youtu.be[/video]
Phenomeme and I are now working on a very early version of what we're calling mvm_expedition. It's most likely going to change rapidly over the course of development, as right inow t's little more than proof of concept and some detail tests.
-okthatwasbadsnip-
So this is up for texturing! (canteen)
[t]https://i.imgur.com/vmQ2nNT.jpg[/t]
add me on steam or myspace.
EDIT: Claimed by Neo!
[QUOTE=Agameofscones;50234699][video=youtube;4bPFX2x50SM]https://www.youtube.com/watch?v=4bPFX2x50SM&feature=youtu.be[/video]
Phenomeme and I are now working on a very early version of what we're calling mvm_expedition. It's most likely going to change rapidly over the course of development, as right inow t's little more than proof of concept and some detail tests.[/QUOTE]
it's a little bit straight and flat, and maybe a little short...
maybe put a dead end on the stone route and force the robots to go through the inside route?
[QUOTE=Pagliacci;50234552]looks like a wad of gum on a rod[/QUOTE]
It looks like a chewed up tootsie pop.
[QUOTE=BonkNickeltoo;50235098]It looks like a chewed up tootsie pop.[/QUOTE]
Looks like my plunger when my brother clogged up the toilet.
[QUOTE=Gentleman Cat;50235154]Looks like my plunger when my brother clogged up the toilet.[/QUOTE]
That sounds quite scary.
it looks like a meme on top of a you dip
[QUOTE=chandlerj333;50234583]Looks like an irregularly shaped object on an extended cylinder.[/QUOTE]
Looks like a series of precisely colored pixels whose arrangement is derived from a string of 0s and 1s.
[QUOTE=Agameofscones;50234699][video=youtube;4bPFX2x50SM]https://www.youtube.com/watch?v=4bPFX2x50SM&feature=youtu.be[/video]
Phenomeme and I are now working on a very early version of what we're calling mvm_expedition. It's most likely going to change rapidly over the course of development, as right inow t's little more than proof of concept and some detail tests.[/QUOTE]
As ikes mentioned, it is fairly straight. It also seems quite small, if you stand in either corner at spawn it looks like you can easily pick off robots as they enter. I think you could extend the map back further and have a centre area which blocks visibility. Otherwise I can see a sniper either side at spawning picking off the robots instantly as they drop down. Where will support robot classes spawn such as snipers? Will they come from the same route up front? Perhaps they could use the flanking routes either side to add some diversity. Just my thoughts :) I like the theme.
[QUOTE=Agameofscones;50234699][video=youtube;4bPFX2x50SM]https://www.youtube.com/watch?v=4bPFX2x50SM&feature=youtu.be[/video]
Phenomeme and I are now working on a very early version of what we're calling mvm_expedition. It's most likely going to change rapidly over the course of development, as right inow t's little more than proof of concept and some detail tests.[/QUOTE]
Looks interesting and people have already mentioned everything I could say about it.
Gonna wait for a playable version to come out, definitely
[t]http://puu.sh/oCtxC/b284b3a0da.jpg[/t][t]http://puu.sh/oCtwu/40965a98ca.jpg[/t]
We need names for the poncho, we weren't sure what we're gonna name it.
I was thinking the Machu Poncho or Macho Poncho, but we're open to suggestions
We also need names for the hat too, don't have a pic right now
[QUOTE=Kaymon;50236942][t]http://puu.sh/oCtxC/b284b3a0da.jpg[/t][t]http://puu.sh/oCtwu/40965a98ca.jpg[/t]
We need names for the poncho, we weren't sure what we're gonna name it.
I was thinking the Machu Poncho or Macho Poncho, but we're open to suggestions
We also need names for the hat too, don't have a pic right now[/QUOTE]Maccu Pacha Poncho.
[QUOTE=Kaymon;50236942][t]http://puu.sh/oCtxC/b284b3a0da.jpg[/t][t]http://puu.sh/oCtwu/40965a98ca.jpg[/t]
We need names for the poncho, we weren't sure what we're gonna name it.
I was thinking the Machu Poncho or Macho Poncho, but we're open to suggestions
We also need names for the hat too, don't have a pic right now[/QUOTE]
The description should be
"Good for when bullet hits tiny baby just right"
I think Macho Poncho is perfect. Sounds like Machu Pichu, obviously. Nice ring to it too.
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