We just released KOTH Ahau! Go check it out!
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=844556164"][IMG]http://images.akamai.steamusercontent.com/ugc/98351707963049747/01EEB68FFCBCA84E7B07EF44D6FCF8E330E410A1/[/IMG][/URL]
Hello i made prop concept for engineer taunt.
One Mann Transport!
Engie jump into this copter and float!
[t]http://i.imgur.com/CIBFQOb.png[/t]
"3D" View
[t]http://i.imgur.com/vbM4fMG.png[/t]
Claimable!
Posted this idea on Frontline, Mayan and End of era 65.
Concept can be upgraded by model creator/taunt creator
I have been working this jungle themed map for few months now. It's not exactly Mayann, but uses detail props from it. Still some things to do but [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=849120158"]i put this today on the workshop.[/URL] Got any ideas how to further improve or change things, feel free to post here or on the workshop. Thanks.
Does anyone have a guide for an introduction to tf2 cosmetic creation? I have prior modelling experience and know my way around Autodesk Maya.
Would really love to be part of this project.
______
[QUOTE=ics;51719755]I have been working this jungle themed map for few months now. It's not exactly Mayann, but uses detail props from it. Still some things to do but [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=849120158"]i put this today on the workshop.[/URL] Got any ideas how to further improve or change things, feel free to post here or on the workshop. Thanks.[/QUOTE]
Looks awesome, haven't been able to play with others - can I suggest making these stairs collidable (even if you can't stand on them) [url]http://i.imgur.com/pbGAtYY.png[/url]
Other notes: [url]http://imgur.com/a/o6jNE[/url]
[QUOTE=Koya;51720346]Does anyone have a guide for an introduction to tf2 cosmetic creation? I have prior modelling experience and know my way around Autodesk Maya.
Would really love to be part of this project.[/QUOTE]
[URL="https://www.youtube.com/watch?v=zCMt-jfDgC4"]https://www.youtube.com/watch?v=zCMt-jfDgC4[/URL]
You should check this video. It's for blender but I think it will still be super useful.
[QUOTE=Raabbit;51720499][URL="https://www.youtube.com/watch?v=zCMt-jfDgC4"]https://www.youtube.com/watch?v=zCMt-jfDgC4[/URL]
You should check this video. It's for blender but I think it will still be super useful.[/QUOTE]
Thank you, will check it out.
Edit: I'm having issues related with Source SDK with Maya - where would a suitable place be to get help setting up?
Just finished up this concept for a small sniper set that I think might fit the jungle theme.
[t]http://i.imgur.com/htqqT3u.png[/t] [t]http://i.imgur.com/z5b8fjL.png[/t]
[t]http://i.imgur.com/u5WmoU6.png[/t] [t]http://i.imgur.com/qKozTb4.png[/t]
let me know what you guys think (No Longer Claimable XD )
Arise thread, arise.
[QUOTE=FiveEyes;51828518]Took me awhile, but I finally got this done
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=864845314"]Huntsman Requiem[/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=864845314"][IMG]http://images.akamai.steamusercontent.com/ugc/87095428608972528/DAEDF0947D37DC128613E6906996BC1CD02C77CC/[/IMG][/URL]
[t]http://images.akamai.steamusercontent.com/ugc/87095428608976055/E7F238F9CFD60D4B63983A58C51C8843764141D8/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/87095428608976460/47F047BAC9D8A079F4ACE27627F11906251ECD0F/[/t]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=864845314[/url]
Once again a big thanks to Gadget for texturing this weapon. His stuff is A+.
A mod version will follow whenever.[/QUOTE]
so Im actually new so i dont know much about it so here is my model
[B]The Pearl[/B]
[IMG]http://i.imgur.com/k6M3jhg.jpg[/IMG]
[IMG]http://i.imgur.com/eoBpgbG.jpg[/IMG]
[IMG]http://i.imgur.com/NAlAhsN.jpg[/IMG]
oh and i already out in the workshop:
[url]https://steamcommunity.com/sharedfiles/filedetails/?id=866229144[/url]
The overall idea is alright but it seems that you have no hard edges on your model at all and it's really hard to make out any details in your texture since it's so blurry. Try adding more defined brush strokes and some (edge) wear on the wooden parts.
[QUOTE=Gadget | TF2M;51839704]The overall idea is alright but it seems that you have no hard edges on your model at all and it's really hard to make out any details in your texture since it's so blurry. Try adding more defined brush strokes and some (edge) wear on the wooden parts.[/QUOTE]
[IMG]http://i.imgur.com/O8pIEyp.jpg[/IMG]
here is a newer picture with less smoothing but the texture is still the same
X-post from Emporium:
[QUOTE=kibbleknight;51878592]A set by Ertz and I for the [b]Mayann/Jungle[/b] Community Project:
[b]Six-Shooter Serval[/b]
[url=http://steamcommunity.com/workshop/filedetails/?id=873174177] [img]http://images.akamai.steamusercontent.com/ugc/158028182088163478/CECCC994AC92391B693266C6158DDD9B4D444C9D/[/img] [/url]
[url]http://steamcommunity.com/workshop/filedetails/?id=873174177[/url]
[b]Oncilla Overshirt[/b]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=873167204] [img]http://images.akamai.steamusercontent.com/ugc/158028182088130234/57904A9128ECDD93078509CDEAA8B8BCD4616B51/[/img] [/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=873167204[/url]
[b]Bobcat Bandolier[/b]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=873165968] [img]http://images.akamai.steamusercontent.com/ugc/158028182088124611/9044A343DF69B4995822A1A52E01E9229F6535CE/[/img] [/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=873165968[/url]
[b]Margay Special[/b]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=873169494] [img]http://images.akamai.steamusercontent.com/ugc/158028182088139823/1E241169259FFD76BAA646CEC63B10A540330AE6/[/img] [/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=873169494[/url]
Drop a vote if you'd like![/QUOTE]
hi guys, here are some art references for inspiration!!
[url]http://livlily.blogspot.com.co/2017/02/the-emperors-new-groove-2000-backgrounds.html[/url]
[QUOTE=Kaymon;51889022]It's been a whiiiiiiiiiiiiiiiile, but Oizen and I have updated the promos for the Peruvian Peasant set for Heavy... Ya know, the Pacha items!
We updated their templates to a newer uniform look AND we've also tagged the submissions for Jungle, if you'd ever like to see these ingame, Jungle's their best chance, so vote down below!
[B][U]Peruvian Pullover:[/U][/B] [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=780926736[/URL]
[B][U]Macho Poncho Style 1:[/U][/B] [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=780932110[/URL]
[U][B]Macho Poncho Style 2:[/B][/U] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=780936402"]http://steamcommunity.com/sharedfiles/filedetails/?id=780936402
[/URL]
[t]http://images.akamai.steamusercontent.com/ugc/159154018277784547/8F10BB4E886672B93DA2C8277E5D1D7E5A979073/[/t][t]http://images.akamai.steamusercontent.com/ugc/159154018277789835/C92E7ACB0212DEEDA6F743D788D6554BD5ACFEFE/[/t][t]http://images.akamai.steamusercontent.com/ugc/159154018277792124/E52F826585F5EC934AB10A134B775F306B6BAE03/[/t][t]http://cloud-3.steamusercontent.com/ugc/159154018277845746/E6A8683FFDDD081E7706B63C35B74BF66C2DFF83/[/t][t]http://images.akamai.steamusercontent.com/ugc/159154018277789096/87303199A4E28898D68C6DA99B181EB44577AD9D/[/t][/QUOTE]
Cross-post, without Mayann, this set might've never been created, thanks
So does anyone know what's going on with the SFM short they were making about this pack ?
[QUOTE=gnampf;51894885]So does anyone know what's going on with the SFM short they were making about this pack ?[/QUOTE]
Yep this whole MAYANN thing is dead :/
No sfm or any news.
[QUOTE=Saint Lombax;52031971]Yep this whole MAYANN thing is dead :/
No sfm or any news.[/QUOTE]
It's running on Valve time, be patient. Did you see the Saxton Hale model JPRAS posted in the emporium a while back?
Hello everyone, it's been a while!
The Mayann team is glad to (finally) announce that [b]the long-awaited SFM 6 minute short will premiere early next month[/b], on [url=https://www.youtube.com/user/tf2thewinglet]The Winglet's channel[/url], so stay tuned! We appriciate everyone's patience while waiting for the SFM short, and hope you will enjoy watching it as much as we did producing it.
With Valve's Jungle Update just around the corner, the digital magazine SourceSTUFF has launched a jungle themed loadout contest, where participants are able to submit their favourite theme-related loadouts (using items already existing in-game) and have a chance of not only getting a cool SFM poster made by the SourceSTUFF art team, but also be showcased in the next issue of SourceSTUFF that will feature the Mayann theme and released alongside the SFM short! [url=https://facepunch.com/showthread.php?t=1490902&p=52385522&viewfull=1#post52385522]Participate here![/url]
Lastly, if you're a mapper and you're finding yourself short of props for your Jungle/Mayann themed map, we will be updating our content pack with a handful of cool new props, as well as improved and updated versions of older ones. We know time is short, so we will be updating the content pack as soon as the new props are ready for release, by some time next week.
Hello content creators.
I wished to at least attempt to contribute a currently untextured prop model and smd set which I think fits the theme.
While I do know the first round of the prop pack is all said and done, the website for the prop pack said that more props may be or will be added at a later date. I therefore wish to contribute a Mayann themed model of my own making. The SMD MUST be recompiled with the provided Cra0kalo studiomdl 2013 build using CSGO's bin folder as a host, due to the reference model being 122,000+ polygons, which is the limit for this patched compiler. My design can be found online here: [url]https://www.thingiverse.com/thing:879698[/url], while the source version is attached. I have found an acceptable texture for this Mayan tiki guardian idol in the form of the Valve-Made Golden Frying Pan texture, but cannot link it to the model due to limited knowledge of Source. This is why I am providing BOTH the uncompiled and compiled models. It is my hope to see it in some form as part of the prop pack in a community pack. Do note that due to polycount limits in hammer, the model cannot work as a brush, and must be spawned as a map prop or as a model to a map entity in order to work. AFAIK, fakefactory's compiler only supported HALF my polycount as its maximum, making this the MOST detailed GAME-compatible model for source IMHO AFAIK. It is HALF of SFM's MAX polycount, which may be bad, and NO LOD's were manually created. I let the compiler do the work on my Beast of a PC by splitting the model into 11 clamped 27,000 vert models. Cra0kalo's compiler has been tested by me this week, and only supports reference models up to 131,072 polys, or 65,535 vertexes, with physics models at max of 32767 polys as if they were reference models. NO simplification was done, so expect lag. Also, the collision mesh is ~1,024 polygons, with concave, maxconvexpieces and fullcollide all maxed out, so be prepared for physbox shenanigans.
Here are the compiled model files:
[url]https://drive.google.com/open?id=0B3iwOegRlzCXMWJJa3NWOU5qTzA[/url]
And here are the SMD and QC files with the needed compiler and its needed LIBS.
[url]https://drive.google.com/open?id=0B3iwOegRlzCXNzAzcXNqOWxnMUk[/url]
Please do not hate me for not texturing the model, as I saw that someone in the project only modeled, and left textures for others, and do not mock my High-Poly artstyle. I worked hard on the details, and I removed internal geometry just so it could 3d print and be usable in Blender with LESS lag. ;)
Also, here is the model as a screenshot. I think it also fits the gargoyle theme. I made it out of a steampunk fish bookstand and a steampunk ancient-futuristic Tiki bust off of thingiverse with blessings from the authors. The models are also open-source with commercial use allowed. As such, I can show you a gmod screenshot of my model here: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=959364041[/url]
It uses the materials/models/shiny texture applied via the toolgun to replace the checkerboard, which means SOMEONE just needs to compile the model with the bundled compiler to point to the Golden Pan texture, and the model will be ready to ship.
Anyhow, this is stgiga signing off.
Goodbye for now.
[QUOTE=stgiga;52415105]122,000+ polygons[/QUOTE]
Holy shit.
What.
Make a low poly(1-2k tris) and a normal map dude.
[QUOTE=TheJukebox;52415412]Holy shit.
What.
Make a low poly(1-2k tris) and a normal map dude.[/QUOTE]
Firstly, I did not model this from scratch. I used composite modeling to make it, secondly, all decimation/simplification algorithms make it look crappy, thirdly, I do not know how to make normal maps, fourthly, the model did compile correctly, and finally, the game and patched compiler have created LOD's for dx90 and below. Do note that the model has no textures, meaning no normals, and no colors. The model is usable with the gold statue player texture, and has full collision, meaning it will work ingame, as I have tested it in GMOD. GMOD is a similar engine branch to the TF2 branch, since both were derived from the OB HL2EP1+2 branches, which means that the model SHOULD work in TF2, considering that, as well as the fact that I used Cra0kalo's semi-SFM-patched CS:GO/DOTA2Source1 branch model compiler which allows for quadruple the stock limit safely, which is double Fakefactory's compiler's limit. Basically, the GAME branches of Source 1 can at max handle 65,536 verts in one "model" which is the MAXIMUM 16 bit number, and therefore, the highest possible without Source2/SFM.
I doubt you will accept the model or the reasoning due to what you say, but I did wish to try anyways as I am on vacation, and I just want my art known. The reason for some of the polycount is due to being made for 3d printers before any other criteria, which requires manifold geometry, (in addition to usually skipping any normal maps and certain/most materials when affordably printing) and the fact that even the source models that I glued together were made as composite models as well to give the steampunk artstyle a solid theme.
[B]The end is near!
[url=http://mayannproject.com/]The final countdown for the premiere of the 6 minute short has begun![/url]
Stay tuned!
[/B]
I hope reddit doesn't think this means the actual jungle update it about to release...
[QUOTE=chandlerj333;52462173]I hope reddit doesn't think this means the actual jungle update it about to release...[/QUOTE]
Too late
What channel will it release on?
Will this update add weapons skins?
The Lost Idol SFM video is here!
[video=youtube;TNVeSSLzNuc]https://www.youtube.com/watch?v=TNVeSSLzNuc[/video]
We hope you guys enjoy it! Be sure to check out our new webpage, with an update to the prop pack and featuring some Community Cosmetics.
So, it ended up being an advertisement for a map?
It's neat I guess?
[QUOTE=hahagoni_r;52465691]Both the writing and the animation are quality work!
Are there any plans on hosting the map on a server, given that the ending basically encourages people to duke it out in the jungle to decide the outcome? I had to play the previous version against bots, as it wasn't being hosted anywhere[/QUOTE]
Thanks for the kind words! Yes, we'll be launching an US and EU servers hosting the map shortly!
[QUOTE=Frying Dutchman;52465719]So, it ended up being an advertisement for a map?
It's neat I guess?[/QUOTE]
The idea of the whole project from the start was to make something that the players could interact with. Ultimately, we figured the best way to do it was to introduce a plot with a cinematic video, and let the players decide how it ends through actual gameplay.
I was surprised to see the blu heavy with a pistol tbqh.
Also on a curiosity note, about how much of the video was done when you made the trailer for it?
Sorry, you need to Log In to post a reply to this thread.