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  • Kimmo Alm aka "Sysop" from AnT has been spamming us for YEARS now, and has recently stepped it up. This shit has got to fucking stop.
    As promised, here are all of the e-mails he has sent me over the years (and my responses).
    ↑ UPDATED March 16th! ↑
    One of Kimmo's ex-moderators posted hundreds of PMs. They are absolutely hilarious/terrifying.

    File : 1268978409.jpg-(565 KB, 861x1924, TF2Contribute.jpg)
    565 KB TF2 Contribute Challenge 3d, bro !CG1EIjtgDw 03/19/10(Fri)02:00 No.61296  
    Okay /3/, I'm excited for this one.

    For those of you that don't know, for a while now Valve have been accepting submissions for user made content to be implemented into the game. That's what this challenge is about.

    TF2 Modeling Challenge. Create a Hat or Weapon that fits into the TF2 universe and style. Not only that, but you get to submit it to Valve to have a chance at being implemented into the game!

    More information in the image. Here is a link to the actual site which contains the submission page.

    Link to the tf2 models and textures (in.max, .tga files) so you can use to build and scale the hats on:

    Link to OBJ format characters (no rigs, UVs may be off by around 0.01 in U)

    GO! I'm going to get a start on mine now. More information about style in the next post
    >> 3d, bro !CG1EIjtgDw 03/19/10(Fri)02:01 No.61297
         File1268978480.jpg-(752 KB, 945x2170, StyleGuide.jpg)
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    The image to the left is the Style guide.

    Link to a Max viewport shader which matches the in game shader style of TF2:

    For those of you that don't like to texture or are not confident about their skills, luckily it's not necessary for TF2, just flat colours fit the style and look good!

    >Character textures are less noisy/detailed than everything else in the game. Character items/hats should match that style.

    Tech Specs:
    > Keep the polycount similar to what's already in the game. Try to keep hats under 800 polygons, and weapons under 8,000.

    > Texture sizes should not be larger than 512x512. For hats, 256x256 is usually large enough.
    >> Anoon !9pI4h3/VLg 03/19/10(Fri)02:02 No.61298
    >tf2 models and textures (in.max, .tga files) so you can use to build and scale the hats on
    Argh, I just finished downloading the obj versions from the other thread. :<

    That said, some of these are actually ingame now, which is pretty cool.
    >> 3d, bro !CG1EIjtgDw 03/19/10(Fri)02:03 No.61299
    Deleted last thread due to not having OBJs ready.

    Links to character OBJs now in OP beneath the Max links.

    You will need to download BOTH. As only the first link has the textures.

    Now to really get a start!
    >> Anoon !9pI4h3/VLg 03/19/10(Fri)02:04 No.61300
    Yeah, it's cool. I was about to crack open Max to do some 3D modelling of weapons for TF2 anyway, so this will help regardless. Just need to think of some cool ideas now.
    >> 3d, bro !CG1EIjtgDw 03/19/10(Fri)04:24 No.61337
         File1268987066.jpg-(120 KB, 1233x762, Book.jpg)
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    Okay here's a start on the first object I'm doing. It's clearly a book. Not going to reveal my idea because it's my "OC, DO NOT STEAL!!"

    It's still looking pretty bland. I need to do some tweaks and stuff to bring it to life. Also I need to make it all one piece and rig it. Only had a bit of time to work on it tonight.
    >> Anonymous 03/19/10(Fri)05:57 No.61351
    Get cracking, Anon. If today's update is any guideline, the bar is set pretty decently.
    At this point, weapons and other items have higher priority than hats.
    Working on an Engi weapon atm.
    >> Anonymous 03/19/10(Fri)06:59 No.61357
         File1268996369.jpg-(22 KB, 640x480, RETRO.jpg)
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    I made this but it wont fucking export the god damn bip_head so my compile fucks up every time
    >> Anonymous 03/19/10(Fri)07:07 No.61359
    Compiling it isn't necessary to enter, it's optional.

    Aside from that, I don't know how good of an idea it is to make hats that cover the whole head. It kind of impedes head shots and seeing where the head is to aim at.
    >> 3d, bro !CG1EIjtgDw 03/20/10(Sat)04:32 No.61813
         File1269073960.jpg-(339 KB, 1440x1000, SpyStiletto.jpg)
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    Another one for tonight, Spy knife replacement. I need to finish off the Book tomorrow and then UV/texture them both. I also have an interesting idea for a sapper replacement but I might just do a hat instead.

    Planning on adding a nice engraved design to the blade or handle like on the ambassador.

    I guess this thread will just be my personal WIP thread since no one else seems interested...

    Just keep arranging cubes /3/, you'll be professionals one day...
    >> Anonymous 03/20/10(Sat)16:19 No.61991
    Change the handle color, do something more elegant rather than curved everywhere
    >> Anonymous 03/20/10(Sat)16:35 No.61993
    Hey 3D bro, do you have site or an email? Also looking good.
    >> Anonymous 03/20/10(Sat)18:20 No.62092
         File1269123654.png-(68 KB, 478x391, Troll.png)
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    You should also point out that they're trying to keep the TF2 style with user made content. Hats = hats, not so much heads.

    I was working on a troll head model but then I figured they most likely wouldn't accept it.
    >> Anonymous 03/20/10(Sat)18:25 No.62094
    then do it as a troll-head mask. with obvious cutout eye sockets, and a headstrap holding it on.
    >> Anonymous 03/20/10(Sat)18:33 No.62100
    Yeah, that'd be easy as I've already made a vector version, but I was looking forward to spies using it, with spy masks on top of it.

    I can't imagine a cardboard mask on top of a cardboard mask not looking stupid.
    >> Anonymous 03/20/10(Sat)19:10 No.62115
    if you guys need any help i used to make hats for the TF2 Mod Emporium so just ask
    >> Anonymous. 03/20/10(Sat)19:30 No.62136
    >> Anonymous 03/20/10(Sat)19:41 No.62145
    I already contributed models to TF2 but it wasn't one of the hats ;)
    >> Anonymous 03/20/10(Sat)22:26 No.62253
    >Valve too lazy to even create their own updates.
    Don't try to kid yourself that they'll have "official updates" which force people to download a half dozen or so of these each time Valve try to make themselves look like they're doing something.
    Fuck, they've already done it with the community maps.
    >> UTF !qjX8en2eHk 03/21/10(Sun)00:52 No.62389
         File1269147175.jpg-(35 KB, 800x600, TF2 Drill.jpg)
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    I thought this would work, now that the Soldier has a shovel and a pick axe.
    >> Anonymous 03/21/10(Sun)00:55 No.62391
    Next TF2 Update will bring total DMM.
    Beware Demos and Soldiers and Pyros.
    >> Anonymous 03/21/10(Sun)01:12 No.62410
    I, for one, enjoy the new community items.
    >> Anonymous 03/21/10(Sun)02:14 No.62464
    Habeeb in the me that habeebs in you!
    >> 3d, bro !CG1EIjtgDw 03/21/10(Sun)05:15 No.62589
         File1269162904.jpg-(132 KB, 1581x393, KnifeBake.jpg)
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    Got the knife UVs and bake done today as well as a lot of little changes to the model.

    I also finished rigging the book.
    >> 3d, bro !CG1EIjtgDw 03/21/10(Sun)05:15 No.62590
         File1269162947.jpg-(243 KB, 1136x770, BookRigged.jpg)
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    Book rigged, Just have to uv and texture this tomorrow, hopefully I can get both things done.
    >> Anonymous 03/21/10(Sun)07:26 No.62621
    that cut in the blade doesn't work. i understand what you were trying to do but it doesn't work - you would be better off using smaller, longer chips along the sharp edge of the blade.
    >> Anonymous 03/21/10(Sun)09:56 No.62689
         File1269179780.jpg-(93 KB, 900x960, 80842a.jpg)
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    well i textured this and partly modelled it and it got me a free copy of l4d2. its for the payload, Heavy is original size so it is massive. it used to get stuck at the entrance of tunnels due to the size.
    >> Anonymous 03/21/10(Sun)09:59 No.62690
    i also helped a shit load of people with texture issues, and importing and fixing textures. also i made a stop sign bent over heavies head.
    >> Anonymous 03/21/10(Sun)10:10 No.62694

    Wait, you get stuff for your work? I thought it was just for "charity".
    >> 3d, bro !CG1EIjtgDw 03/21/10(Sun)17:19 No.63000
    I know, but for now I'm going to keep style over substance. Otherwise I will just get rid of it. Just thought it would give the knife more character.

    Cool, then if I have questions about importing and stuff I might be able to ask some here.
    >> UTF !qjX8en2eHk 03/21/10(Sun)17:43 No.63025
    Anyone have an texture map of one of the official game weapons? I need a reference because I almost never do texturing
    >> Anonymous 03/21/10(Sun)18:44 No.63085
         File1269211473.jpg-(38 KB, 718x651, gentlemen.jpg)
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    I made this for my regular server's hatmod but could never get it to change skins for the other team. I reused the spy textures to save downloads, so maybe that's why.

    I might delete the eye covers and improve the mouth, if it's something that Valve would realisticlly pick.
    >> Anonymous 03/21/10(Sun)18:54 No.63093
    BLU team's cigarettes should burn blue
    >> Anonymous 03/21/10(Sun)19:03 No.63103
         File1269212599.jpg-(94 KB, 256x256, prevmask.jpg)
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    My contributation :3
    >> Anonymous 03/21/10(Sun)19:50 No.63159
    >> UTF !qjX8en2eHk 03/21/10(Sun)20:19 No.63176
         File1269217176.jpg-(106 KB, 800x600, TF2 Drill 01.jpg)
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    Done modeling, but I can't do textures worth a crap. Unfortunately, textures are required for submissions.
    >> chinfag 03/21/10(Sun)20:24 No.63185

    this NEEDS to be put ingame
    >> Anonymous 03/21/10(Sun)20:25 No.63186
         File1269217537.jpg-(6 KB, 145x145, 1266374275550.jpg)
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    >> Anonymous 03/21/10(Sun)20:43 No.63201

    TF2 Texures are somewhat supposed to be crap. The art style focuses on simple textures without much grain and a ton of render layers to make them pop out.
    >> UTF !qjX8en2eHk 03/21/10(Sun)20:54 No.63209

    In that case, is what I've made here passable? It is textured, albeit with mostly flat colors.
    >> Anonymous 03/21/10(Sun)20:55 No.63210
         File1269219323.jpg-(297 KB, 1188x761, prev.jpg)
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    Pics on model.. (before cartoon colours)
    >> 3d, bro !CG1EIjtgDw 03/21/10(Sun)21:26 No.63221
    Add random brush strokes and an occlusion bake layer on multiply.

    Are the FPS banana tutorials broken for anyone else? They all link to blank white pages. This is really frustrating considering I need to view them.
    >> UTF !qjX8en2eHk 03/21/10(Sun)22:31 No.63256
    Not sure how to do what you're suggesting. Unwrapping and texturing was never my strong suit. I get the feeling trying to explain it to me won't get far either.
    >> Anonymous 03/21/10(Sun)22:36 No.63261
    nah it was a comp on FPSB the guy brought me L4D2 cause i won it.
    >> Anonymous 03/21/10(Sun)23:24 No.63284
         File1269228260.jpg-(17 KB, 640x480, supfaggots.jpg)
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    so, have the tools for extracting and recompiling improved?

    last time i tried was probably more than a year ago so it might be a silly question...but getting stuff out to anything other than softimage was a complete assfuck.
    >> Anonymous 03/22/10(Mon)00:22 No.63310
         File1269231744.gif-(265 KB, 150x150, donotwant.gif)
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    so by constructing a model and going through the pain of unwrapping it and texturing it, what do you get in return?? it seems like the only thing they promise you is "you get credit for it"

    this is bullshit.. it makes rage to think they're so lazy to get their fucking modelers cracking and instead ask "the community" to do the work for them..

    review this for more info:
    >> 3d, bro !CG1EIjtgDw 03/22/10(Mon)01:10 No.63328
    You are looking at it totally the wrong way.

    It's an honor to get recognized by Valve as being awesome enough to get into the game. Not only that, something you created is actually integrated into the game!

    It could also potentially be a job opportunity if you do enough stuff that they like, because that's how Valve is.

    Valve didn't do this to be lazy, they have added more than enough content to the game. They are doing this to give the community a chance to directly affect the game that they love.

    >>so by constructing a model and going through the pain of unwrapping it and texturing it, what do you get in return??

    Is it really that much of a hardship for you? I love doing that stuff, it's my hobby and profession. If it really pains you that much then why do you do it at all?

    tl;dr cool cynicism, bro

    btw, I found a workaround to the fps banana tutorials being broken. Type "cache:" before the url in Chrome to view google's cached version of the page.
    >> Code-Zombie !WUTpENis16 03/22/10(Mon)02:35 No.63350
    you get bragging rights to say "yeah, you see that new hat?, YEAH I MADE THAT, MOTHERFUCKER."
    >> Tripfag Truong !QMVileOECA 03/22/10(Mon)03:54 No.63368
    >going through the pain of unwrapping it and texturing it, what do you get in return??

    Have you ever model something just for fun, for your portfolio, or just to improve? There doesn't have to always be an end goal to something.
    The ability to brag and show off that your stuff got in game would be awesome. Hell, it could even help you get a job. And even if it doesn't get chosen, you still can mod it into the game yourself for demonstration purposes of how you can make assets, or just use the model for something else.

    P.S. Unwrapping takes less than an hour for a full blown character model depending on the tool you're using.
    >> 3d, bro !CG1EIjtgDw 03/22/10(Mon)04:36 No.63369
         File1269246969.jpg-(145 KB, 1434x423, Stiletta.jpg)
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    The engraving design and normal map were just drafts to test out how it looks. Not final in any way. I have to make a more clever and less curvy design.

    I ripped the ambassador texture to get a sense for how it's painted in and took screenshots of it in the model viewer for reference. It really helped a lot in mimicking the look.
    >> AngryBrazilian !8qGXwuJ2eE 03/22/10(Mon)05:06 No.63373
    it looks a lot like a classic tf2 model
    >> Anonymous 03/22/10(Mon)05:23 No.63382
         File1269249832.jpg-(173 KB, 1440x900, whatisthisidonteven.jpg)
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    I'm wondering if you could help me /3dcg/

    I'm a /v/irgin with basically no modelling experience, as a matter of fact I downloaded 3ds max only last week
    I modelled my hat in a sensible fashion, with the top as the top, the sides as the sides and the front as the front etc

    to scale my hat, I imported the pyro model, but found out it was stuck on the wrong axis (the top was the front and the front was the top)

    is there any command that'll let me flip it to be upright? (through a 90 degree turn)

    pic related, its the pyro facefucking the floor
    >> Anonymous 03/22/10(Mon)05:32 No.63385
    I has that exact knife. Very impressive.
    >> Anonymous 03/22/10(Mon)05:33 No.63386
    >modeled a hat
    >doesn't know about the rotate tool
    >> Anonymous 03/22/10(Mon)05:34 No.63387
    >implying rotate works outside of the x axis
    >> Anonymous 03/22/10(Mon)05:35 No.63388
    >> Casey 03/22/10(Mon)06:31 No.63395
         File1269253894.jpg-(487 KB, 1440x900, inscu.jpg)
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    Hope this helps.
    >> AngryBrazilian !8qGXwuJ2eE 03/22/10(Mon)07:05 No.63402
    you are pathetic.
    >> Anonymous 03/22/10(Mon)07:17 No.63406
    >It's an honor to get recognized by Valve as being awesome
    this my friend is approaching it the wrong way.. you're not honored to have Valve recognize you, Valve is honored to have your model in their game..

    yes, i did stuff for fun, lots of it. But mostly for a non-for-profit projects.. if a company creates 3d art for money and asks you to do modeling for their commercial game for free, that's called being lazy.. that's called using basement-dwelling neckbeard's time for their advantage. and what do they give in return? false promises..

    you guys are the cancer killing the industry with this "i am honored to have my model in your game" attitude bullshit..
    >> Anonymous 03/22/10(Mon)07:18 No.63407

    You're an idiot.
    >> Anonymous 03/22/10(Mon)07:26 No.63408
         File1269257171.jpg-(97 KB, 421x512, 1267623453534.jpg)
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    >> Anonymous 03/22/10(Mon)07:41 No.63415

    Wow, how jaded are you? Valve is giving fans an opportunity to be a part of the game they love so much. No one has to do anything they don't want to; it's not slave labor.
    I don't think it's ever approaching something the right way to expect other people to be "honored" by whatever you're doing. People can smell that kind of attitude a mile away and it really turns them off to you.
    >> 3d, bro !CG1EIjtgDw 03/22/10(Mon)07:49 No.63417
    When you import and export models, check on "Flip y/z axis" because Max's up axis is Z. As far as I know it is the only 3d related software oriented that way... The same way it's the only one that uses an inverted green channel in normal maps...
    >> Anonymous 03/22/10(Mon)08:23 No.63427
         File1269260628.jpg-(97 KB, 640x480, engi.jpg)
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    Yes, that's a bottle opener.

    Any comments/crits?
    >> Anonymous 03/22/10(Mon)08:32 No.63428
    Needs color, man.
    >> Anonymous 03/22/10(Mon)09:08 No.63433

    looks good
    >> Anonymous 03/22/10(Mon)09:43 No.63439

    Fixed that, but my polygon count is over the roof, how would I bring it down a bit?

    Is there a tool that turns multiple polygons into one?
    >> Anonymous 03/22/10(Mon)10:34 No.63452
    looks pretty good bro
    >> Anonymous 03/22/10(Mon)12:40 No.63508
         File1269276042.jpg-(56 KB, 290x600, 1257926682406.jpg)
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    if you are using max 2010

    near the end they use the graphite modeling tools to remove every other spline while conserving the model effectively reducing the poly count more or less by half.

    >> 3d, bro !CG1EIjtgDw 03/22/10(Mon)18:01 No.63620
    Really? The polycount is >8000?
    Post a wireframe and we can point out areas that you should optimize.

    You should do it mostly by hand, deleting loops and collapsing rings.
    >> Anonymous 03/22/10(Mon)18:43 No.63636
         File1269297812.jpg-(151 KB, 1440x900, lots to do.jpg)
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    its 8000 for weapons, you only get 800 for hats

    I need to smooth out and join up the surfaces, as well as texture the damn thing, but here you go, its meant to be a sugarloaf helm

    I downloaded that polycruncher program, but I can't figure out where it actually is to use it
    >> Anonymous 03/22/10(Mon)18:59 No.63639
    thats not the frame I know, I just wanted to give you guys an idea of how well I'm getting along
    >> 3d, bro !CG1EIjtgDw 03/22/10(Mon)19:13 No.63645
    My bad I thought that reply was from the wrench guy.

    I would suggest you add more to make the silhouette nice and smooth on the top. People break the polycount on the hats, it's not a big deal.

    It looks like you could really save tris getting rid of those holes in the mask. You can do it later with alphas if it's really necessary. Or you could just have two or three larger holes instead of a bunch of small ones.
    >> Anonymous 03/22/10(Mon)19:23 No.63648
    fair enough, I can't really figure out how to replace already deleted polygons though, and I'd hate to have to redo the entire mesh
    >> UTF !qjX8en2eHk 03/22/10(Mon)21:18 No.63686
    Thought I might ask again. Does anyone have a texture map for an official TF2 weapon?
    >> Anonymous 03/22/10(Mon)22:00 No.63703
         File1269309649.gif-(18 KB, 216x271, h1076.gif)
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    Gonna model a new headset for the Scout.
    Gonna try something like this. Gonna be a bitch to try to keep it under 800 polys.
    >> 3d, bro !CG1EIjtgDw 03/22/10(Mon)22:04 No.63705
         File1269309877.jpg-(504 KB, 1024x1024, c_ambassador_opt.jpg)
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    Yes, they are easy to rip and view in photoshop.

    They are just basically random blotches of colour placed with hard edge square brushes. There's also an occlusion bake and some very subtle noise over the whole thing.
    >> UTF !qjX8en2eHk 03/22/10(Mon)22:07 No.63707
    Does this mean the whole gun was one object? Trigger and Cylinder included? In which case, how does that work for animation?
    >> Anonymous 03/22/10(Mon)22:16 No.63710
    It means the whole gun shared a single UV set, not that the whole gun was one object.
    >> Tripfag Truong !QMVileOECA 03/23/10(Tue)00:01 No.63770
    You can have multiple 'objects' in one UV set Just as long as they exist in different areas on the texture/material map. You'll probably have less space to work with but it saves the computer the hassle of referencing multiple files. In some instances, I've seen entire low poly buildings modeled with everything on one large 2048 by 2048 map. It just took awhile to go back and forth finding which faces belonged to what part of the building.

    You can also technically go the 'other way' by breaking up one mesh into multiple parts for separate UV maps.
    I do this to high detail heads, bodies, and the clothing as separate textures/materials. The only thing to worry about in this regard is the seams that can occur.
    >> Anonymous 03/23/10(Tue)00:24 No.63784

    >armpit more detailed than the rest of the body

    Ooh yeah baby.
    >> Anonymous 03/23/10(Tue)01:03 No.63789
    First of all, no fucking way you can make it in that many polygons.
    Secondly, not TF2 style.
    >> Anonymous 03/23/10(Tue)01:10 No.63790
    Sure you could. Tempted to do it, just to prove you wrong, but....homework :(
    >> Casey 03/23/10(Tue)06:51 No.63860
         File1269341507.jpg-(68 KB, 692x513, wrenchs.jpg)
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    >> Anonymous 03/23/10(Tue)07:31 No.63865
    Looks.. Orky. Cool beans.
    Are you gaiz sending these in yet or what?
    >> Anonymous 03/23/10(Tue)08:20 No.63873
    its a bit soon after the last one

    that said, leave it too long and someone else will come up with the same ideas

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