1. Post #3441
    Gold Member
    pogothemunty's Avatar
    February 2007
    2,955 Posts
    Fixed lighting, just need to optimise model and tweak uv.
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  2. Post #3442
    THE GRINCH WHO STOLE COSMETICS
    Dennab
    August 2011
    5,740 Posts
    Fixed lighting, just need to optimise model and tweak uv.
    My only worry is clipping with most of the misc.s and possibly a couple hats. Have you tested that out yet?
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  3. Post #3443
    Gold Member
    Deodorant's Avatar
    November 2011
    2,363 Posts
    Can anyone understand how this obvious paintover has gotten so far in the workshop?
    I made two comments where I questioned its authenticity, and both got deleted.



    Also, pogo, great job! It looks awesome!
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  4. Post #3444
    Gold Member
    Totenkreuz's Avatar
    January 2011
    12,375 Posts
    Fixed lighting, just need to optimise model and tweak uv.
    I can tell how good that model is because it keeps fooling me. For a slight second I think the pictures messed up.
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  5. Post #3445
    LIVE XXX TF2 ITEMS
    TheHeartsman's Avatar
    November 2011
    1,922 Posts
    Fixed lighting, just need to optimise model and tweak uv.
    With your unwraping, I think you should split every face up, make them all flat square faces, disjointed from each other, but exactly the same size. then arrange them so they aren't touching. depending on how many faces there are, you could get a very tiny texture, meaning this would be a very lightweight item! could even mirror the texture, have faces from each side of the face ontop of each other.
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  6. Post #3446
    Gold Member
    Deodorant's Avatar
    November 2011
    2,363 Posts
    Also, pogo, great job! It looks awesome!
    'It' in this case refers to what you posted, not the paintover pic. Just to be clear, I'm talking about the ******. Your ******, that is. The ****** that you are doing looks great is what I'm trying to say.
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  7. Post #3447
    LIVE XXX TF2 ITEMS
    TheHeartsman's Avatar
    November 2011
    1,922 Posts
    Workshop links are up!





    theharribokid, if you could add text links to these two underneath my promo that would be great!
    A first class ticket to page one, mother fucker! :P
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  8. Post #3448
    Gold Member
    Demon!'s Avatar
    November 2011
    4,982 Posts


    Obviously this wont be going on the Workshop, haha. This came about from people in the General Chat asking for Ace Attorney related items.

    And for those who haven't played the games, it's the thing on this guy's lapel:

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  9. Post #3449
    Gold Member
    Jetamo's Avatar
    June 2008
    6,961 Posts


    Obviously this wont be going on the Workshop, haha. This came about from people in the General Chat asking for Ace Attorney related items.

    Ha ha. Good one, pal. You're always good for a laugh with your little badge.
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  10. Post #3450
    SLBros.'s Avatar
    September 2011
    4,270 Posts


    Obviously this wont be going on the Workshop, haha. This came about from people in the General Chat asking for Ace Attorney related items.

    And for those who haven't played the games, it's the thing on this guy's lapel:

    Can we have two models for the same item?
    If yes, maybe the RED Spy should get this.


    That said, I'm now using this and you are the best.
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  11. Post #3451
    Gen. Cornwaffle's Avatar
    May 2011
    567 Posts
    So I actually went out of my way and downloaded Cornwaffle's thingy. Here's the vmt

    Code:
    "VertexlitGeneric"
    {
    	"$baseTexture" "models/player/items/all_class/polycount_badge.vtf"
    	"$bumpmap" "models/player/items/all_class/polycount_badge_normal.vtf" 
    
    
    	"$phong" ".1"
    	"$phongexponent" "8"
    	"$phongboost" "2"
    //	"$lightwarptexture" "models/lightwarps/weapon_lightwarp"	
    	"$phongfresnelranges"	"[.25 1 4]"
    	"$bumpmapalphaphongmask" "1"
    
    	"$envmap" "env_cubemap"
    	"$envmaptint" "[1.2 1.2 1.2]"
    	"$normalmapalphaenvmapmask" 1 
    
    
    	// Rim lighting parameters
    	"$rimlight" "1"												// To enable rim lighting (requires phong)
    	"$rimlightexponent" "4"										// Exponent for phong component of rim lighting	
    	"$rimlightboost" "2"										// Boost for ambient cube component of rim lighting
    
    	// Cloaking
    	"$cloakPassEnabled" "1"
    	"Proxies"
    	{
    		"weapon_invis"
    		{
    		}
    		"AnimatedTexture"
    		{
    			"animatedtexturevar" "$detail"
    			"animatedtextureframenumvar" "$detailframe"
    			"animatedtextureframerate" 30
    		}
    		"BurnLevel"
    		{
    			"resultVar" "$detailblendfactor"
    		}
    		"YellowLevel"
    		{
    			"resultVar" "$yellow"
    		}
    		"Equals"
    		{
    			"srcVar1"  "$yellow"
    			"resultVar" "$color2"
    		}
    
    	}
    }
    As you can see the problem is his $envmaptint which he has turned up to 120%.

    Let's turn it down to, say, jarate level, 30%



    Much better. Still could be less but you get the point.

    Other problems of note, you turned $phong down when it's a boolean, you want $phongboost for that.
    Thanks, it really helped!

    Edit: I updated the download with preferences: shiny or less shiny(using Venezuela's vmt help), normalmap or no normalmap
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  12. Post #3452
    Gold Member
    Demon!'s Avatar
    November 2011
    4,982 Posts
    Can we have two models for the same item?
    If yes, maybe the RED Spy should get this.


    That said, I'm now using this and you are the best.
    As far as I know, having two separate models for each team is possible, but the way you do it is long and complicated. Ducksink did it with his Laughter and Tragedy masks.
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  13. Post #3453
    PYC128's Avatar
    December 2010
    789 Posts


    Obviously this wont be going on the Workshop, haha. This came about from people in the General Chat asking for Ace Attorney related items.

    And for those who haven't played the games, it's the thing on this guy's lapel:

    I love you.
    Also, SPY Y U NO USE OBJECTOR SO I CAN BE PERFECT PHOENIX WRIGHT (wait no make his hair then i can be perfect)
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  14. Post #3454
    Gold Member
    pogothemunty's Avatar
    February 2007
    2,955 Posts
    With your unwraping, I think you should split every face up, make them all flat square faces, disjointed from each other, but exactly the same size. then arrange them so they aren't touching. depending on how many faces there are, you could get a very tiny texture, meaning this would be a very lightweight item! could even mirror the texture, have faces from each side of the face ontop of each other.
    I can probably get away with a 64x texture which looks sensible instead of taking each individual face and placing it on a pixel in a 4x or 8x grid. It really isn't worth the few kb saved.

    I haven't tested with hats/miscs - might grab some pics tomorrow.
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  15. Post #3455
    Human Garbage
    Sparkwire's Avatar
    June 2008
    9,700 Posts
    As far as I know, having two separate models for each team is possible, but the way you do it is long and complicated. Ducksink did it with his Laughter and Tragedy masks.
    team colors, red team has the red texture and an invisible texture on the blue mesh, and vice versa for blue. Just a guess though, ask duck how he did it.
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  16. Post #3456
    Captain Westcliff: Thinks Wales is an Island
    NeoDement's Avatar
    January 2006
    18,084 Posts
    that is how duck did it
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  17. Post #3457
    Gold Member
    Corndog Ninja's Avatar
    May 2010
    8,948 Posts


    originiail consept dont steal pls
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  18. Post #3458
    PYC128's Avatar
    December 2010
    789 Posts


    originiail consept dont steal pls
    Why do you guys want this so bad?
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  19. Post #3459
    Gold Member
    Corndog Ninja's Avatar
    May 2010
    8,948 Posts
    Why do you guys want this so bad?
    vv
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  20. Post #3460
    fuck you inspecter I do what I want
    Inspecter's Avatar
    August 2009
    9,069 Posts
    Why do you guys want this so bad?
    Because Scout is a chicken.
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  21. Post #3461
    LIVE XXX TF2 ITEMS
    TheHeartsman's Avatar
    November 2011
    1,922 Posts
    I'll be the first to admit it needs work.
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  22. Post #3462
    Gold Member
    Totenkreuz's Avatar
    January 2011
    12,375 Posts
    I'll be the first to admit it needs work.
    Fry ?
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  23. Post #3463
    Zebus's Avatar
    September 2009
    2,248 Posts
    I'll be the first to admit it needs work.
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  24. Post #3464
    Gold Member
    -=NARH=-'s Avatar
    March 2011
    2,571 Posts
    I remember seeing a Goddess Sword model for a Scout melee weapon but I can't find it in the previous thread. Does anyone have it?
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  25. Post #3465
    Busjima's Avatar
    September 2011
    90 Posts
    I solve mythical problems...
    Workshop links are up!





    theharribokid, if you could add text links to these two underneath my promo that would be great!
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  26. Post #3466
    Gold Member
    Mr, Jukebox's Avatar
    August 2010
    1,961 Posts
    Can anyone understand how this obvious paintover has gotten so far in the workshop?
    I made two comments where I questioned its authenticity, and both got deleted.



    Also, pogo, great job! It looks awesome!
    Tell him to make a video or post more screenshots in model viewer. If he deletes the comment/doesn't, you could maybe get people to flag it or something?

    I just already flagged it...
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  27. Post #3467
    Gold Member
    Venezuelan's Avatar
    September 2011
    11,916 Posts
    Thanks, it really helped!

    Edit: I updated the download with preferences: shiny or less shiny(using Venezuela's vmt help), normalmap or no normalmap
    You still need to set "$phong" to "1", adjust "$phongboost" to make it less strong.
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  28. Post #3468
    Gold Member
    ColossalSoft's Avatar
    November 2009
    6,205 Posts
    <cupid's bow>
    I swear I said "privaet cosept do not stela!" on that...
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  29. Post #3469
    Human Garbage
    Sparkwire's Avatar
    June 2008
    9,700 Posts
    I swear I said "privaet cosept do not stela!" on that...
    on a cupids bow. lol.
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  30. Post #3470
    Gold Member
    ColossalSoft's Avatar
    November 2009
    6,205 Posts
    on a cupids bow. lol.


    lol c?

    We're redoing it, though. So we have some of that competition stuff.

    EDIT: When we submitted it last year, Valve asked us to change the arrow. Earlier today I did a new arrow concept, too.
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  31. Post #3471
    Gold Member
    theharribokid's Avatar
    October 2010
    1,297 Posts
    Come watch me fail at drawing a dolphin for the Expansion header
    http://www.livestream.com/theharribokid
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  32. Post #3472
    Gold Member
    Demon!'s Avatar
    November 2011
    4,982 Posts


    Another Ace Attorney related item from General Chat, this one glows in the dark!
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  33. Post #3473
    BaronVonFail's Avatar
    July 2009
    1,661 Posts
    I'll be the first to admit it needs work.
    got to admit at 1st I was thinking it was tin tin.
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  34. Post #3474
    Gold Member
    Totenkreuz's Avatar
    January 2011
    12,375 Posts


    Another Ace Attorney related item from General Chat, this one glows in the dark!
    This can also be an amber relic, or a dusk one.
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  35. Post #3475
    PYC128's Avatar
    December 2010
    789 Posts


    Another Ace Attorney related item from General Chat, this one glows in the dark!
    Hurrgh..... Need more Phoenix Wright hair for spy and less thinking of scout as Maya.
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  36. Post #3476
    Gold Member
    theharribokid's Avatar
    October 2010
    1,297 Posts
    ok, Livestream done. Using this photo:

    i got to this, hope you guys like it

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  37. Post #3477
    FISH KILL!'s Avatar
    July 2011
    1,403 Posts
    Progress with normal maps:



    And fiddling with the base colors a bit. That's with a red base color (similar to the Ambassador grip) with a yellow phong/envmap overlay. I think it actually looks pretty good, though I think that if I were to keep the grip metal, I will probably model some tape wrapped around the grip to make it look more like Sniper off'd Cupid and refitted his bow.


    *EDIT*

    Ew nevermind I don't like chocolate bow and arrows.
    I think you shouldn't use the yellow phong on certain parts, namely the arrowtips, "feathers", jewels and the grip. It just looks unnatural and makes the whole thing rather monochromatic. Also, the normals don't show very well with the yellow phong.
    I really like the idea of a full metal bow and arrows. Maybe the grip could be brass, copper or bronze so it stands out from the rest and still seems metallic?
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  38. Post #3478
    Gold Member
    SgtR007's Avatar
    April 2011
    464 Posts
    lol c?

    We're redoing it, though. So we have some of that competition stuff.

    EDIT: When we submitted it last year, Valve asked us to change the arrow. Earlier today I did a new arrow concept, too.
    Yikes I did not see your concept or work on this. Sorry man. I didn't even have an account here a year ago, and I couldn't find a cupid's bow on the Workshop. As this was an original concept from my end, I still plan on submitting.

    *EDIT* But holy shit our concepts are reeeaaally similar.

    I think you shouldn't use the yellow phong on certain parts, namely the arrowtips, "feathers", jewels and the grip. It just looks unnatural and makes the whole thing rather monochromatic. Also, the normals don't show very well with the yellow phong.
    I really like the idea of a full metal bow and arrows. Maybe the grip could be brass, copper or bronze so it stands out from the rest and still seems metallic?
    I haven't even started on my phong stuff yet. I'm still stuck on the normals/model. No time at all for this.
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  39. Post #3479
    Clovernoodle's Avatar
    May 2011
    5,190 Posts


    originiail consept dont steal pls
    Oh GOD you're AMAZING <3
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  40. Post #3480
    Gold Member
    Dennab
    December 2009
    14,782 Posts


    originiail consept dont steal pls
    When people said the scout needed chicken legs I always imagined them to be the cooked ones, not an actual set of chicken legs. vv
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