The bug will feature an optional invisible cigarette
and arms as well if you like.
Get some hue and brightness differences in there, sample some colors from other weapons, give parts like the tubes connected to the little tanks their own color and the wiggly thing in the middle there could possibly be a rubber/plastic tube and have a different color completely.
If you/parazit would let me i could try and see if i could give it some neat base colors, the details are fine though
Fits decently on Medic.
On that note final texture sent to Barron.
I think you should have refined the shape of the model a lot more before you started texturing.
Is it possible to mirror selected mesh only in Blender?
I have a specific part of a mesh selected, but adding a mirror modifier gives me a duplicate of the entire mesh.
Bam, I think it's done. (Minus a bug)
I thought you meant the black part, regardless It would require teamcoloring and Im in no mood for that.
Make the flares green slime balls. Like that Opposing Force gun creature.
Remember this? I know a lot of people use and appreciate it, so I figure this was worth the bother to mess with:
About a year ago, I came up with the idea to switch to a VMT-based system that used the characters' default textures and overlaid red/blue onto them in-game, much like what already happens on weapons and hats when Ubered. Murphy released a version of this back when I was working on it, but I wasn't satisfied with his version for a number of reasons. Call me nit-picky, but I prefer perfection (or as close to it as possible).
I canned it because I hit a snag: I couldn't get the Engineer and Pyro's eyes to look glowy; the Uber effect VMT settings already took up all the tricks I would use to achieve the 'glow'. BUT! NeoDement fixed it. And it looks great.
The difference between the existing VTF mod and the VMT version is the VTF mod replaces the tinted "invuln" textures with higher-res versions that match the base characters (because Valve's are really, really bad and once someone points out the problems with them you can't unsee it) while the VMT mod takes the base characters and overlays red/blue onto them. VMT has a few improvements: colors that match Ubered hats/weapons, possible performance boost due to using fewer textures, and compatibility with basically all skins.
I suck at promos, so I asked NeoDement to make one if he gets the chance. For now, though, I've got the mod packed and ready to go: http://www.mediafire.com/?i3smdj8ybvdtrbq
I still need to take pretty promo pics for the GameBanana entry (since this will be replacing the old '2.0'), but i did take some quick screenshots: http://steamcommunity.com/id/shugota...i/screenshots/
GUIStudiomdl keeps telling me this:
[release]ERROR: c:\program files (x86)\steam\steamapps\robotchk12\team fortress 2\tf\models\player\mdldecompiler.qc(42): - can't find eyeball texture "eyeball_r" on model[/release]
I didn't change anything with textures or really any part of the model.
Base game's Uber texture system: at least 34 textures JUST for Ubered players
With this mod: 5 textures
Still working on the label, but I've got a Demo on it now. lolz.
You have to edit the SMDs. Find and replace (ctrl-h) "models/player/engineer" with "".