Updated my Pathfinder's Panama, changed it to the Hunter's Headwear, and updated model (thanks to sims_doc for poly correction)
[IMG]http://i.imgur.com/iDsgxVU.png[/IMG]
[IMG]http://i.imgur.com/v3wWoOR.png[/IMG]
[IMG]http://i.imgur.com/EeSGvck.png[/IMG]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=676135699"]The item itself[/URL]
Any other suggestions would be appreciated!
[editline]4th May 2016[/editline]
[QUOTE=BonkNickeltoo;50252206]It was mostly for the Slime-like detail.
Plus, it was suggested.
[editline]3rd May 2016[/editline]
Quick question regarding testing Weapon Unusual Effects:
Is there anyway I can test em out besides through the Workshop Item_Test? Tried, and there is no setting for it.[/QUOTE]
You should be able to, but you'll have to replace an existing effect. The new effect goes into the custom folder.
[QUOTE=ambaxtoxin;50251436]The adjective for heavy, yeah. But languages aren't quite that simple, unfortunately.
Or... fortunately. Else I'd be unemployed. :v:[/QUOTE]
[QUOTE=IJCT;50252193]my firts lenguage is spanish, yes "pesado's poncho" works perfect, but it doesnt sounds good.
english and spanish work almost (almost!!!!!) the same way[/QUOTE]
I, too, am fluent in Spanish (a good thing, too, since my significant other doesn't speak English :smile: ). While I agree that it [I]technically[/I] doesn't make grammatical sense to use "pesado" as a noun since it's an adjective, and that it might sound a bit weird for a fluent Spanish speaker to hear "pesado" used like that, isn't that exactly what TF2 [B]already does[/B] with the word "heavy"? The word "heavy" is an adjective, not a noun, but we have cosmetics called "Heavy's Hockey Hair".
I think "Pesado's Poncho" sounds great for non-Spanish speakers, and if you [I]are[/I] a Spanish-speaker, then the Spanish translation for the cosmetic would likely be "el Poncho Pesado" anyhow. Sólo es mi humilde opinión.
I don't know if this or something similar has already been drafted, and I don't have any patience to go and check the previous pages, because my internet is sluggish as all hell. But I had an idea for a reskin(?) for the "Taunt: The Box Trot".
[IMG]http://i.imgur.com/azqewy1.jpg[/IMG]
Instead of a box, the Spy guises himself in a piece of faux shrubbery in order to render him completely undetectable and stay in utmost stealth. The fruit blossoming on the bush will depend on which team the player is currently fighting for. It will produce cranberries if you're currently in the RED team, and will produce blueberries when in the BLU team. When looked at an underneath perspective, it will showcase a frame composed of metal formed like a half-sphere to provide support to the bush. I originally planned for the leaves of the bush to be implanted with the utilization of normal mapping, if that's possible or not too hard. I'm somewhat adept at drawing and digital art, so I can also provide some lambert textures if need be, keep in mind that I have little to no experience in any other form of texturing (normal mapping, specular mapping etc.)
Haven't finalized the name yet. But ideas are:
"Taunt: The Bush Trot"
"Taunt: The Bush Ballet"
"Taunt: The Ballroom Bush"
"Taunt: The Flora Flamenco"
"Taunt: The Berry Dance" (slightly ambiguous pun on "Belly Dance")
And any other names that involve flora and a form of dance, as long as it has any sort of pleasing ring whenever enunciated out loud. Description is still of debate, feel free to recommend one.
If any of you talented 3D artists are willing to utilize your uncanny ability to manipulate, animate, and work with 3d triangles and polygons feel free to reply to this post and/or send me a PM.
edit: this is also my first post here so, yeah, excited to be part of the community
[QUOTE=MAJekyllson;50254015]The word "heavy" is an adjective, not a noun, but we have cosmetics called "Heavy's Hockey Hair".
I think "Pesado's Poncho" sounds great for non-Spanish speakers, and if you [I]are[/I] a Spanish-speaker, then the Spanish translation for the cosmetic would likely be "el Poncho Pesado" anyhow. Sólo es mi humilde opinión.[/QUOTE]
I agree completely, was just being unnecessarily pedantic. Apologies. :smile:
Plus, any German-speaker could tell you how awfully awkward some of the Medic's item names sound. :v:
[QUOTE=drain.;50254707]I don't know if this or something similar has already been drafted, and I don't have any patience to go and check the previous pages, because my internet is sluggish as all hell. But I had an idea for a reskin(?) for the "Taunt: The Box Trot".
[IMG]http://i.imgur.com/azqewy1.jpg[/IMG]
Instead of a box, the Spy guises himself in a piece of faux shrubbery in order to render him completely undetectable and stay in utmost stealth. The fruit blossoming on the bush will depend on which team the player is currently fighting for. It will produce cranberries if you're currently in the RED team, and will produce blueberries when in the BLU team. When looked at an underneath perspective, it will showcase a frame composed of metal formed like a half-sphere to provide support to the bush. I originally planned for the leaves of the bush to be implanted with the utilization of normal mapping, if that's possible or not too hard. I'm somewhat adept at drawing and digital art, so I can also provide some lambert textures if need be, keep in mind that I have little to no experience in any other form of texturing (normal mapping, specular mapping etc.)
Haven't finalized the name yet. But ideas are:
"Taunt: The Bush Trot"
"Taunt: The Bush Ballet"
"Taunt: The Ballroom Bush"
"Taunt: The Flora Flamenco"
"Taunt: The Berry Dance" (slightly ambiguous pun on "Belly Dance")
And any other names that involve flora and a form of dance, as long as it has any sort of pleasing ring whenever enunciated out loud. Description is still of debate, feel free to recommend one.
If any of you talented 3D artists are willing to utilize your uncanny ability to manipulate, animate, and work with 3d triangles and polygons feel free to reply to this post and/or send me a PM.
edit: this is also my first post here so, yeah, excited to be part of the community[/QUOTE]
There was a similar concept made for the sniper.
Just saying but I love how BonkNickeltoo's lil froggo went from this:
[QUOTE=BonkNickeltoo;50120230]
[IMG]https://i.gyazo.com/5003ef39fc21261db7274bfb98dde9db.png[/IMG][/QUOTE]
To this:
[QUOTE=BonkNickeltoo;50252015]
[IMG]http://i.imgur.com/417mv9m.jpg[/IMG][/QUOTE]
I haven't worked on my map for awhile, there were a few things I wasn't liking so I started over AGAIN. It'll happen in time, I'm just busy with real life stuff too.
[QUOTE=TheJukebox;50252199]Something so small shouldn't have a normal map, especially for such small details. It would never be noticeable in game.[/QUOTE]
How big is he making it? I don't remember seeing a size comparison, so I was just assuming it was at least as large as the sniper's hand and sitting as a shoulder pet.
If we're talking Einstein bird-size small, then yeah, drop the normal entirely.
If he's larger, then a normal would be helpful for slimy + bumps, but it still needs work.
The seperate parts of the eyes don't need a special normal at all. Just make the eye all smooth (128 128 255), and make the eye the most shiny part of the specular (very close to white, depends on your phong settings).
The whole normal map looks like it was just a converted diffuse channel. It's better to bake the normal from a sculpt, or fully author it. You don't need to have the orange parts at a different height/depth than the green. Also, some of those bumps should be inverted (sticking out, not sinking in). Just flip either the red or green channel (I forget which -- just pick the red or green channel and invert it in your art program, try it and see which way it changes it).
The nostrils and tympanym (ear) of the frog should be inset, while any other bumps should stick out. Also pay attention to the placement of the bumps. Right now they look a little haphazard. They should be mostly symmetrical, following the flow of the body.
Remember if the frog is large enough to warrant a normal map, your goal is to add some texture it otherwise wouldn't have. You could get away with a solid colour on the normal pretty much everywhere, with your bumps/ear/nostrils spots just focused on the main body.
[QUOTE=EArkham;50255314]How big is he making it? I don't remember seeing a size comparison, so I was just assuming it was at least as large as the sniper's hand and sitting as a shoulder pet.
If we're talking Einstein bird-size small, then yeah, drop the normal entirely.
If he's larger, then a normal would be helpful for slimy + bumps, but it still needs work.
The seperate parts of the eyes don't need a special normal at all. Just make the eye all smooth (128 128 255), and make the eye the most shiny part of the specular (very close to white, depends on your phong settings).
The whole normal map looks like it was just a converted diffuse channel. It's better to bake the normal from a sculpt, or fully author it. You don't need to have the orange parts at a different height/depth than the green. Also, some of those bumps should be inverted (sticking out, not sinking in). Just flip either the red or green channel (I forget which -- just pick the red or green channel and invert it in your art program, try it and see which way it changes it).
The nostrils and tympanym (ear) of the frog should be inset, while any other bumps should stick out. Also pay attention to the placement of the bumps. Right now they look a little haphazard. They should be mostly symmetrical, following the flow of the body.
Remember if the frog is large enough to warrant a normal map, your goal is to add some texture it otherwise wouldn't have. You could get away with a solid colour on the normal pretty much everywhere, with your bumps/ear/nostrils spots just focused on the main body.[/QUOTE]
It's bigger then the Ein.
Also, a few people on the Frog team came up with some names. Feel free to think of some other ones:
-The Tiny tibbiR
-The Amphibious Acquaintance
-The Croaking Hazard
The Croaking Hazard.
[QUOTE=Erfly;50256023]The Croaking Hazard.[/QUOTE]
Love it! Adding that to the list.
Any other suggestions?
I haven't made a TF map before but I've used other game engines and I'm messing around with hammer rn. If i were to make a well-playing alpha map would someone be willing to put some time and help in prettying it up aesthetic wise?
[QUOTE=K_Factor;50257421]I haven't made a TF map before but I've used other game engines and I'm messing around with hammer rn. If i were to make a well-playing alpha map would someone be willing to put some time and help in prettying it up aesthetic wise?[/QUOTE]
Head over to tf2maps.net or join the tf2maps steam group chat, thats where most of the mappers are.
[QUOTE=K_Factor;50257421]I haven't made a TF map before but I've used other game engines and I'm messing around with hammer rn. If i were to make a well-playing alpha map would someone be willing to put some time and help in prettying it up aesthetic wise?[/QUOTE]
Do you have any specifics for the map? Like, any concept art or suggestions?
Added some details to the bag
[t]http://puu.sh/oGost/8a073f2d83.png[/t]
[QUOTE=BonkNickeltoo;50257682]Do you have any specifics for the map? Like, any concept art or suggestions?[/QUOTE]
Yeah i have a concept on paper and im trying it in hammer rn. Just blocks anddev textures to see if it will play well before i commit
[QUOTE=K_Factor;50258724]Yeah i have a concept on paper and im trying it in hammer rn. Just blocks anddev textures to see if it will play well before i commit[/QUOTE]
TF2maps.net will be your best resource. They have daily map test sessions and a good feedback system, plus friendly people who will help.
-snip-
I'd be genuinely surprised if there was still a single person in the tf2 playerbase who wants another bird head
Isn't there an Engineer one that never made it in?
[t]http://images.akamai.steamusercontent.com/ugc/278472405077748662/AF940AF376310F04A0E666E4D66FBCA24386D2C4/[/t]
We've taken in quite a bit on input for mvm_expedition and are now re-sizing the middle building as well as working in a fourth route for the bots. We'll also more than likely be moving the spawn so it no longer has direct sight on the robot spawn, since not only is that poor level design but it'll impact frames greatly. On the bright side, rapid prototyping is nice and easy.
And finally, a playable, albeit unoptimized and probably poor gameplay wise version of the map will be slapped on the workshop soon enough.
[QUOTE=EArkham;50255314]How big is he making it? I don't remember seeing a size comparison, so I was just assuming it was at least as large as the sniper's hand and sitting as a shoulder pet.
If we're talking Einstein bird-size small, then yeah, drop the normal entirely.
If he's larger, then a normal would be helpful for slimy + bumps, but it still needs work.
The seperate parts of the eyes don't need a special normal at all. Just make the eye all smooth (128 128 255), and make the eye the most shiny part of the specular (very close to white, depends on your phong settings).
The whole normal map looks like it was just a converted diffuse channel. It's better to bake the normal from a sculpt, or fully author it. You don't need to have the orange parts at a different height/depth than the green. Also, some of those bumps should be inverted (sticking out, not sinking in). Just flip either the red or green channel (I forget which -- just pick the red or green channel and invert it in your art program, try it and see which way it changes it).
The nostrils and tympanym (ear) of the frog should be inset, while any other bumps should stick out. Also pay attention to the placement of the bumps. Right now they look a little haphazard. They should be mostly symmetrical, following the flow of the body.
Remember if the frog is large enough to warrant a normal map, your goal is to add some texture it otherwise wouldn't have. You could get away with a solid colour on the normal pretty much everywhere, with your bumps/ear/nostrils spots just focused on the main body.[/QUOTE]
Is the specular done on the alpha channel of the diffuse, or is it a separate file?
[QUOTE=The Winglet;50260285]Is the specular done on the alpha channel of the diffuse, or is it a separate file?[/QUOTE]
You can put it in the diffuse if you use $basemapalphaphongmask 1. By default, it's in the alpha of the normal map. This is an option in the importer, look for a checkbox near the top of the material stuff.
If you're using the alpha of the diffuse for paintability and don't have a normal map, you can just put a "blank" normal map (128 128 255) with the alpha for specular/phong.
Read more here: [url]https://developer.valvesoftware.com/wiki/Phong_materials[/url]
[QUOTE=blueNES;50257949]Added some details to the bag
[t]http://puu.sh/oGost/8a073f2d83.png[/t][/QUOTE]
Wow....
That looks great. Seriously.
[QUOTE=Whomobile;50255125]Just saying but I love how BonkNickeltoo's lil froggo went from this:
To this:
I haven't worked on my map for awhile, there were a few things I wasn't liking so I started over AGAIN. It'll happen in time, I'm just busy with real life stuff too.[/QUOTE]
papa frogo is coming to life
[QUOTE=drain.;50259125]I skimmed through the past few pages, and noticed no one has conceptualized any anthropomorphic cosmetics yet.
[IMG]http://i.imgur.com/L2jO3av.png[/IMG]
Inspired by the macaw. Wearing this with Quetzal makes double birds.
I plan for this to have two styles. One where the green patch of feathers are paintable and one where the red (team colored) patch of feathers are paintable. I also plan to make other anthropomorphic cosmetics for the other classes.
Up for grabs, I have no access to steam at the moment, so just PM me if you're interested.[/QUOTE]
Bird heads are basically done. They were the main reason for halloween restrictions iirc, so now that those are gone I really can't see them ever including another one.
[QUOTE=Mort Stroodle;50262741]Bird heads are basically done. They were the main reason for halloween restrictions iirc, so now that those are gone I really can't see them ever including another one.[/QUOTE]
Halloween restrictions were added either in the Mann manor update with the paper masks or the eyeduct update with the class costumes.
Bird heads weren't added until helltower, which was after ghost fort (lakeside).
preparing two variants of the Mosquito effect I posted earlier. Mosquito Mist and Feeding Frenzy. I'm pretty new to making unusual effects so any feedback is appreciated.
[QUOTE]
[video=youtube_share;Wcx6y5gsv08]http://youtu.be/Wcx6y5gsv08[/video] [video=youtube_share;fNw0SPLoC4A]http://youtu.be/fNw0SPLoC4A[/video][/QUOTE]
[QUOTE=RetroMike;50263016]preparing two variants of the Mosquito effect I posted earlier. Mosquito Mist and Feeding Frenzy. I'm pretty new to making unusual effects so any feedback is appreciated.[/QUOTE]
For being new to making unusual effects, those are some really good effects.
Nice job! Can't wait to see the final design!
I've been working on a Boa/Python/Anaconda (Mannaconda??) all-class for the last couple weeks. Does this look like a good start? I think I'm ready to start getting a good texture going. Can anyone help me learn Normal maps and how to clean up the eyes and teeth? I'd like to be able to make portions of it shiny as well. I will take any help available. :) I've never put this much effort into making an item before and hopefully this will be my first submitted item in game with proper help!
[IMG]http://i.imgur.com/jD92V3r.png[/IMG]
[IMG]http://i.imgur.com/qjljPsW.png[/IMG]
[IMG]http://i.imgur.com/nO5Clux.png[/IMG]
[QUOTE=Acksor;50263918][IMG]http://i.imgur.com/nO5Clux.png[/IMG][/QUOTE]
why the mushroom head?
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