I quess I get what you mean :D good idea. But when I dont know how to rig it and make animations, it will be impossible to get workable.
btw. I finally imported my snake into game, but just for a test. Its 1th STEP.
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I quess I get what you mean :D good idea. But when I dont know how to rig it and make animations, it will be impossible to get workable.
btw. I finally imported my snake into game, but just for a test. Its 1th STEP.
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it's a smooth egg with a tumor, what is there to critique?
Thanks a bunch! Also, One item designed by me has actually made it into the game already. Oh, yeah, there's a little bonus if any of you make a model from one of my concepts and it makes it into the game. The wiki page will say this:
The elaborate stuff usually takes several days to draw. While I do want to show respect to the modellers and potential modellers, I think that would be a bit of a waste of time.
I think there's a point in reposting the concepts people have offered to model. The items that are part of set ideas give more context if they remain. If someone saw a previous post and started pondering whether or not they wanted to model a certain item, and someone else then offered to model it, reposting the concept with red text on it could alert the original potential modeler, so they wouldn't make a redundant model. Also, saying hooray for two of the people who offered to model but not for the third would just be unfair.
Yeah, I know that stats aren't the contributors' to decide. Still, if the modellers put the stat suggestions on the workshop pages, possibly linking to each others' pages so viewers can easily see the whole sets, and the stat ideas get positive comments, Valve might consider them. It's a long shot, but not impossible.
If you want to, I'd of course be really happy. I won't nag you about it, though.
Here you go.
You could use the existing Flare Gun model, and just model the other stuff on it, right?
Nope, brotha!
oh my god yes i love you
And no, i will not model it on top of the existing flare gun.
That's for pussies![]()
The aluminum bat sound can work for that.
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I changed the name of the Sandman replacement because I just couldn't model my first idea. So here is the other part of the model and new name:
The Stone Storm. My original idea was The Cact 'N Rock which was going to be a cactus but modelling that was painful. So instead I made a broken sword that the Scout has fixed up with hard desert rocks. The model is still a WIP but I wanted to show you guys how it looked like.
edit:
...Can someone UV map this for me?
This is what I'm working on. Get me a model working, and I will use it to test. I really really wanna learn how to do this.
Holy hell that is high-poly
Looks too empty. And some dangling roots on the bottom would look nice, imo.
started texturing again for like the 5th time....
also does anyone know of a way to look at an items jigglebones? i suck at setting them up so a reference would be nice
Just finished this up, what do ya think?
'THE SOCK NOSE'
Please vote it up and comment if you like it :) And would the guy who first posted this idea please post his steam URL so I can give him credit, thanks.
Changed up the model to remove some of the polys and as promised I gave it a AO mapping... it may look like shit but when It's finished it won't.
It looks idiotic. It looks absolutely wonderful!
dont let the image fool you the rigging is broken as shit
Will it have breathing animations?
all that black space?
fill it up.
Guys, if you do JIGGLE BONES where do you add WEAPON_BONE to skin? to the same skin modifier ? because it doesnt work.
I don't think a sock is airtight enough for that.
Dude...
Not after this...
In max you click add in the side bar of the skin modifier, and add another bone. You then set the envelopes for each bone.
Not necessarily that tight.
anyone? i suck at jigglebones help appreciated
What program are you using? If you're using Blender, here's a great tutorial: http://www.youtube.com/watch?v=JP9ce_ygeSA
I´ll post a screenshot from MAX tommorow, now I go to the bed.. But when I add the jiggle bones and weapon bone together, spy doesnt hold it in hand.
Better?
ya i use blender, what need help on is more in the settings of the jigglebones i cant seem to get them to behave properly. im going for a kind of effect similar to that of the mad milk's jigglebones for the wine in the bottle im using the following settings:
$jigglebone "jiggle_1" {
is_flexible {
yaw_constraint 0 0
pitch_stiffness 0
pitch_constraint -2 2
}
}
it wooks fine in the model viewer but ingame it flips out
Rope looks a little high-poly, but your uv grouping better at least.
I'm actually fairly new to jigglebones myself, so I can't offer much more help other than that video I posted to create your armature setup, sorry.
-snip nevermind-
Made a monocle today.
It's all golden and jiggly and that stuff. It's up on the workshop if you want to vote for it.
I've never seen them all look so happy and friendly before.
the medic with monocle remind me the Colonel Klink from Hogan's Heroes TV Show
But yeah the smudgey texture on the glass is a really nice touch.
Looks really nice. I'm a little bugged about the sawed-off chains, though. Couldn't you extend them to various pockets?
That's not going to look nice rigging-wise tbh.
I never knew Irish people were Jewish, I always thought they were Catholic.
I don't know anything about modeling, I'll take your word for it. How about removing the chain altogether, possibly as an alternative style? Chainless monocles exist in real life.
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See, Scout's from southern Boston and people there are of Irish backround. Facts aside it's a really nice model but not fitting for scout.