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still need someone to lemme know if I should bother trying a sculpting program on my current PC or if I'd need to wait :/
but in the mean time I actually bothered to submit my demo man pipe after a long while
http://steamcommunity.com/sharedfile...ails/?id=17956
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, spline,
179 Posts,
Join Date Nov 2010,
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Sculptris is free. Just unzip and use.
Honestly I don't know if you'll get the best performance but i wouldn't buy a new computer just to sculpt. Especially if it's for TF2, which barely uses normal maps at all. So really it would be a complete waste.
Install sculptris, try it out. You might not even like it. If your computer has a hard time handling it and you like sculpting then consider a new computer.
Great at starting projects...
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, polycounter,
1,100 Posts,
Join Date Jun 2007,
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Quote:
Originally Posted by Flat Face
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what are the specs, i can get some decent performance using zbrush with only 4gb ram and a i5, with a 9800gt, so pretty old gear and was only mid range new, as long as i stay under 5 million active points it works great.
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, card carrying polycounter,
2,239 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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Last edited by Psyke; 03-22-2012 at 03:47 PM..
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, polygon,
526 Posts,
Join Date May 2010,
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I take it no one is interested in modeling some designed Engineer weapons then?
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, null,
18 Posts,
Join Date Jul 2011,
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Model and phong by myself, concept and texture by AP. VOTE!
http://steamcommunity.com/sharedfile...ails/?id=18076
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, spline,
109 Posts,
Join Date Jan 2011,
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I tried sculptris a while back and by memory I couldn't run it at more than 0.001 FPS :/ so I'll try Zbrush just in case and if not, go back to crying whilst begging this computer to get better somehow *that'll work right?*
in the mean time, I updated the files on my pipe because the LOD was a tad extreme :P
Original pic

y'all should def thumbs up <3
http://steamcommunity.com/sharedfile...ails/?id=17956
Last edited by Flat Face; 03-23-2012 at 03:53 AM..
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, spline,
179 Posts,
Join Date Nov 2010,
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Quote:
Originally Posted by patrix1221
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Nice presentation there.
My work seems to heavily influence contributors work given the countless times I've had to confront someone and bring up something about how they've been "inspired" by my work in some way or form. I don't know if I'm meant to be honoured or angry! Maybe both!
I don't know what to do with things like this because TF2 contribution is already a rather derivative field anyway, not to mention cut-throat competitive, but in that respect people care less about lifting elements from fellow contributors. It's just that I'm an illustrator to heart and when people do stuff like this you usually take a defensive stance on it.
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, triangle,
355 Posts,
Join Date Nov 2006,
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Yikes ... Looks like we could use a distraction.
Ladies and Gentlemen, Mr Conway Twitty.
But seriously that is a tad awkward, I do believe Laro is entirely justified here :/
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, spline,
179 Posts,
Join Date Nov 2010,
|
hello there guys good works as always keep it up!!! since i am new to making items for TF2 i have some doubts about the capabilities and limitations of these items.
Does anyone knows if i can add personalized animations to a Misc Item (and its difficulties)? for example simple rotation in one axis, i ask this because the item i have in my mind depends entirely in the fact that it will be rotating, and that rotation will not be continious it will stop sometime and then it will start again.
I have another doubt, since the Normal Maps in TF2 are "rare" (according to my knowledge) why is it that some people make LODS of their items?
answer would be appreciated thx a lot
saludos!!!
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, line,
76 Posts,
Join Date Jul 2011,
Location México
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Quote:
Originally Posted by larolaro
Nice presentation there.
My work seems to heavily influence contributors work given the countless times I've had to confront someone and bring up something about how they've been "inspired" by my work in some way or form. I don't know if I'm meant to be honoured or angry! Maybe both!
I don't know what to do with things like this because TF2 contribution is already a rather derivative field anyway, not to mention cut-throat competitive, but in that respect people care less about lifting elements from fellow contributors. It's just that I'm an illustrator to heart and when people do stuff like this you usually take a defensive stance on it.
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You've had pretty back luck with that recently, laro.
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, spline,
109 Posts,
Join Date Jan 2011,
|
I'm actually quite pleased with this, especially with the wood around the edges. I might model it, might not. Oh, and it's based heavily (aka pretty much 100%) on the Karabin wz.35, a Polish anti-tank rifle from the 30's.
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, null,
24 Posts,
Join Date Jun 2011,
|
Quote:
Originally Posted by larolaro
Nice presentation there.
My work seems to heavily influence contributors work given the countless times I've had to confront someone and bring up something about how they've been "inspired" by my work in some way or form. I don't know if I'm meant to be honoured or angry! Maybe both!
I don't know what to do with things like this because TF2 contribution is already a rather derivative field anyway, not to mention cut-throat competitive, but in that respect people care less about lifting elements from fellow contributors. It's just that I'm an illustrator to heart and when people do stuff like this you usually take a defensive stance on it.
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The only similarity I can see that's consistent with your model but not the default minigun are the yellow cables, and those placed and arranged entirely differently. I think you're getting a bit overly sensitive about this, mate.
Quote:
I have another doubt, since the Normal Maps in TF2 are "rare" (according to my knowledge) why is it that some people make LODS of their items?
answer would be appreciated thx a lot
saludos!!!
|
Level-of-Detail models and normal maps aren't related. LODs are required so that the further away the player is from a model in the world, the less polys need to be rendered. You actually have to make at least one LOD to be allowed to submit to the workshop.
Last edited by Jackablade; 03-24-2012 at 12:41 AM..
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, insane polycounter,
5,645 Posts,
Join Date Oct 2004,
Location Melbourne, Australia
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Quote:
Originally Posted by Jackablade
The only similarity I can see that's consistent with your model but not the default minigun are the yellow cables, and those placed and arranged entirely differently. I think you're getting a bit overly sensitive about this, mate.
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I'm not really sure you read my post, I'm referring to the presentation thumbnail not the 3D model. I'm not attacking anyone or anything, I'm merely saying that I accept that people do this kinda of thing, I'm just letting people know that I am aware of it happening even if the people doing it may think otherwise.
patrix1221 has already sincerely apologised, even though he didn't really need to! 
Last edited by larolaro; 03-24-2012 at 05:48 AM..
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, triangle,
355 Posts,
Join Date Nov 2006,
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Ah, I see what you're getting at. Carry on.
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, insane polycounter,
5,645 Posts,
Join Date Oct 2004,
Location Melbourne, Australia
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Now that the sapper has a backpack slot, I made a replacement for it.
Also made a shotgun a few days ago with a buddy of mine, Hideous. A shotgun made for the Flare Gun animations.

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, spline,
162 Posts,
Join Date May 2010,
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I really like the shaven in look on the stock. That's nice stuff.
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, vertex,
39 Posts,
Join Date Mar 2012,
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Hey guys. New to the site (though I have lurked a long while) after seeing all this great stuff for TF2 I decided to take a shot at making something. I'm a fairly decent 3D artist but I've got tons to learn still so any feedback will be greatly appreciated.
It seems TF2 recently updated to allow PDA and Sapper slots so I sat down yesterday and took a shot at making a sapper. 1,635 tri, Working texture is 1024x1024, I suppose I should drop that to 512x512 but the text gets a bit muddy.
Problem is item test keeps failing when I try to compile weapons models. I've been looking about for help on this but all tutorials seem to focus on hats and don't run into the problems I'm having.
Specifically the error I get is
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'player/items/spy/0x01769a4d/Turncoat/Turncoat.mdl'
I've also started a Medigun where i get a totally different error regarding the bone hierarchy even though I duplicated what the base medigun has down to the weighting.
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, spline,
115 Posts,
Join Date Mar 2012,
|
Quote:
Originally Posted by RetroMike
Hey guys. New to the site (though I have lurked a long while) after seeing all this great stuff for TF2 I decided to take a shot at making something. I'm a fairly decent 3D artist but I've got tons to learn still so any feedback will be greatly appreciated.
It seems TF2 recently updated to allow PDA and Sapper slots so I sat down yesterday and took a shot at making a sapper. 1,635 tri, Working texture is 1024x1024, I suppose I should drop that to 512x512 but the text gets a bit muddy.
Problem is item test keeps failing when I try to compile weapons models. I've been looking about for help on this but all tutorials seem to focus on hats and don't run into the problems I'm having.
Specifically the error I get is
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'player/items/spy/0x01769a4d/Turncoat/Turncoat.mdl'
I've also started a Medigun where i get a totally different error regarding the bone hierarchy even though I duplicated what the base medigun has down to the weighting.
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The texture could use some edge highlighting and some wear/tear on the metal. Can you paste your .qc? I might be able to help with the compiling.
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, spline,
196 Posts,
Join Date Dec 2011,
|
I like the tranceiver but there might be an issue with the blue/red scheme.
Maybe team color and orange instead?
And the toggle switch doesn't look right. It looks bent where it goes in, the lever would be on a little ball, so it doesn't bend it rotates. I know, nitpicky and probably not noticable in game...
Great at starting projects...
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, polycounter,
1,100 Posts,
Join Date Jun 2007,
|
Quote:
Originally Posted by Seba
I'm actually quite pleased with this, especially with the wood around the edges. I might model it, might not. Oh, and it's based heavily (aka pretty much 100%) on the Karabin wz.35, a Polish anti-tank rifle from the 30's.
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I think it looks fantastic, if you could model it and keep the same stylized look, it would be beautiful.
Last edited by Dr_Godzilla; 03-25-2012 at 11:35 AM..
Reason: Quoted wrong post
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, null,
7 Posts,
Join Date May 2011,
|
Quote:
Originally Posted by Jalcober
The texture could use some edge highlighting and some wear/tear on the metal. Can you paste your .qc? I might be able to help with the compiling.
|
I agree, the texture does need some more ware n tear.
Ya know I think I've been going about this wrong. I was lead to believe that all you needed was your exported SMD's and TGA and that ItemTest would do the leg work. Seems that is not the case and I need to do a lot more reading on how to get weapons in game.
If anyone can point me to a detail method of how to get my sapper in that would be great,
Quote:
Originally Posted by Baddcog
I like the tranceiver but there might be an issue with the blue/red scheme.
Maybe team color and orange instead?
And the toggle switch doesn't look right. It looks bent where it goes in, the lever would be on a little ball, so it doesn't bend it rotates. I know, nitpicky and probably not noticable in game...
|
The toggle is a little off. I took it right off the original Sapper view model and didn't bother to alter it. Kind of wanted to keep the same look for the switch. Changing it wouldn't be to hard though.
As for the colors on the readout it might make more sense if I told you what I had in mind for the sapper. I was thinking it would turn enemy equipment over to the opposing team for a short period of time. So the meeter would start out 100% on the opposing color and work it's way to 100% of your team as it takes over. showing the amount of control it has over the system.
Changes equipment loyalty for 20 secs (was thinking 30 but that might be to long), can deploy only 1 at a time. Not sure they would go for a sapper like that. Maybe.
Last edited by RetroMike; 03-25-2012 at 01:37 PM..
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, spline,
115 Posts,
Join Date Mar 2012,
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awsome stuff lately guys, wish i had more time to work on my stuff. hopefully ill get some updates on my bnw posted soon
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, triangle,
400 Posts,
Join Date Nov 2010,
|
Quote:
Originally Posted by peege
What kind of jigglebones are you using, Rigid, or Flexible?
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None currently, though I imagine I'll be using Flexible (it is for a waggling shark tail).
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, vertex,
43 Posts,
Join Date Jan 2011,
Location Cornwall, UK
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Fear my bucket.
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, triangle,
296 Posts,
Join Date Mar 2011,
Location Hertfordshire - England
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