Hi everyone... what with the second Saxxy awards happening, I was wondering if anyone had experience in motion capture vs hand animation in complex physical movement like dance. Is it worth investigating DIY motion capture, or are the bugs and resulting quality just not worth it?
Well, I don't really have any experience with SFM, but I've worked with motion capture before. Yes, there's still plenty of things you'll have to edit, correct, and add in, but it does take a large heft of the workload. You don't have to worry much about making sure everything is moving, and only a little on making sure things move correctly. It also helps if your mocap actor is roughly the same build as the character you're mapping the data to.
I guess what I'm trying to say is, go ahead give it a shot. If I remember correctly, the more complex motion is what mocap was original designed for. Yeah, it can come with its own frustrations, but it can make the bulk of the work less time consuming.
Thanks for your feedback! I may be able to get access to a blue screen studio which would be amazing, and partly why I was wondering what the learning curve'd be like; failing that I was going to tinker with kinect, especially seeing as people have used it with TF2 in the past.
Please rate up, it used to be on the first page and I really want something accepted :(
Question when you modeled it did he use the original spy pistol as a reference by importing into whatever 3d program he used? Can you tell me exactly which model it was? was it the one with the arms already in it?
Hey guys. I posted this character, A.B.A., probably over a year ago here and got some good feedback, so I'm coming back with a bit of a request.
I've decided to continue and finish my crossover project and use the resulting models to make some Source Film Maker movies. A few issues arise:
1: I'm not a very good texture artist so my stuff frequently comes out looking really poor quality, even if the model itself has good topology and form.
2:I can do all the steps, but compiling almost always fails for me.
3:I have a distinct lack of time to work on this project.
So with that, I was wondering if anyone around here might be interested in helping me complete some of these projects. Anything would be helpful, even if you could just help with .qc files and compiling, or texturing, or whatever. Even some good critique would go a long way for me.
Feel free to respond here or email me at the provided email if you're interested in helping out. You would of course get full credit for any and all work.
No you don't understand. She's well done. She just looks ... odd. And not team-fortress-ish.
I guess you're not familiar with the character then? Any tips on making her fit inside the world a bit better, or should I try to just adapt it for the source engine in general and make my own maps and stuff?
I don't think there's anyway in turning her tf2-ish. I mean the model looks like something out of an alice in wonderland horror game. If you want to do a model for tf2 you should read the comics and pay attention to all different models and characters, to get used to the sort of art and style the tf2 staff uses.
This is just my opinion, anyway.
I'm redoing this. Improving the model, new textures, new skinning and faceposing (ugh), and redoing all the hats to fit including the new ones since I first released this.
The main issues I'm addressing is the face/hair details and shape, proportions and silhouette visual interest, balancing the huge hands/arms with a more filled out body shape.
I want to finish this shortly so I can start another model after I get this cast off my arm.
The femme medic's voice is kinda quiet but I really love the gigantically oversized Berliner's Bucket Helm. God that cracks me up.
The new face looks pretty good though. What happened to the touch of grey in her hair though?
I still mourn the loss of this medic. I liked it better.
>gigantically oversized Berliner's Bucket Helm
You wouldn't happen to have a picture of that would you?
Hey guys! Got a favour to ask.
I'm looking to get into contact with server admins who are using skins and models I've made, like the nude models, scout's mom and announcer, as server skins.
I'm hoping those who server hop and/or are active in clans or communities might have spotted them in use, and can point me in the direction to contact those in charge to see what's going on and how the skins are being treated.
If you know of any, and can link to them in this thread, or message me on my tumblr (http://rebbacus.tumblr.com/ask), it'd be very appreciated. :D
Dat Ol' Nick.
It's a damn shame how some peeps abuse your models 'Bacus.
I saw a korean guy made an artistic G mod work with your director model. The model was even holding the camera as he was in the comic. But unfortunnately, he deleted all of his work few months ago. Well, it really is shame as Jasonfex said that some bad nuts abuse your models, but your models have been very useful to some G'mod artists. Ofcourse they have to be grateful to you.
P.S:Can I suggest you making fem sniper model? she will be the austrailian Aphrodite in G'mod world.
I think Australian Artemis is more like it, but I, too, would love to have a FemSnipes model. If you'd be looking for anyone to do a voicepack for her, too, I'd be available. Got a pretty good Ocker accent, I've been told.
My boyfriend and I started working on this a few days ago and have it mostly complete, we're both happy with the overall design but he wanted to see if anyone could find something wrong with it before he starts to UV map it.
I had the intention that it would shoot out napalm instead of an air blast.
I came up with the initial concepts of it and he modeled it.
He also modeled this today while I was at work.
All in all, I think you guys did a good job on its design. Everything seems to be in place and workable (from what I can see/little I know of flamethrower operation. One thing, though: I'm not much of a Pyro player (I generally prefer playing Heavy or Demoman), nor do I really have any qualms against the class, but I don't really see much incentive for "napalm" over compression blast. Explosions, possibly jump with or increased damage? I'd like it if you could elaborate on that intended mechanic, but the design itself looks good.
We were thinking that it would do more damage but consume more ammo, something along the lines of 50, as opposed to the air-blast 20, and to use the napalm it would be the same Mouse 2.
The smaller, narrower tank would be where the napalm would be stored, and it would still have the regular propane flamethrower with the larger tank. I don't know much about flamethrowers either, I think he does though, so he could probably elaborate a little more than I can. I'll have to ask him when he gets home.
i said i was gonna make a civilian model
it is (mostly) done
he doesn't have his bobblehead face, I wanted him to fit alongside the other classes. hopefully it works okay like this.
Just want to work out the physics model a bit then I'll get a download up.
Something tells me your engy eyes model has been stolen. Get on this!
please finish that mask-less spy, its looks so good, whatever you do, do not change anything about his face model do your texture fixes and stuff but please for the love of tf2 and the fans do not change that face model, i'm friggin serious.
Gorgeous work. All of it Rebb.
However, i'm getting 404'd all over that concept scoot, both with player model and gmod links. Anyone want to share in the meantime??
Learning/trying/let's see what happens
Looks a teeny bit too buff to me, but otherwise, SO CUTE!
yeah, they suposed to be buffed heh
This board seems to be dead all the time but this is worth a shot if anyone can throw in advice.
I'm making a map. It's for my college FMP. Probably a bigger load than I should be trying to handle by myself in a ten week span but as long as I have something that will impress some old dude who doesn't know shit about video-games by then, I'm cool.
Game type is CTF, the image to your left is one side of a symmetrical map. Obviously I didn't measure and draw it very precisely. Certain bits I need to fix in the final plan. (Example, making the top landing of the staircase come under the actual door.)
I have two more diagrams to post after but, basically, I want to know if you see any flaws or if it seems to complicated or too easy or if a certain class would struggle with it... fooooor example, I made the upper spawn's exits go down so Engies can't turtle near the Intel. (I plan to make sure the hole is low enough to avoid fall damage, and make it a one-way exit so jumping classes can't return up there.) I think Engies have it too easy on CTF maps, particularly 2fort and Turbine.
If you're curious, the visual theme I'm going for is an abandoned prison. One of the other two images is of a tunnel dug out under it from past attempting escapees. The other has some random squares where I plan to put aesthetic locked cells. The plans I have are more for the technical side, I'm working on concept art this week.
There's a 'vent' running from the center upper room to the intel room. Unfortunately there is only one way out atm, I think adding a second way in/out would be a good idea... I'll have to think about it but maybe to a midway landing of the staircase or the largest area, along the catwalk maybe. I could also add boxes or another semi-climbable feature to the vent to make it a sort of if-you-have-the-time-to-climb-into-it escape... Hm.
I plan to run bots on it during my exhibit and run it on my own server later for people I know to test-drive her when it's ready to see action. I don't want to throw it out into the public until I'm confident it'll work decently. I also want to see it in the Workshop-- if that's even allowed, I've only seen one map in there, the Skyrim one that will never get anywhere-- so I don't really want to let everyone and their mother download it, if that makes sense. I know map stamps are basically donation-based anyway, but. (Lookit me, aiming for the fucking sky.)
You've been a real help mulling this over, thank you. I'll have to redraw accurate plans with these suggestions asap.
You could try a map community, they might be able to give you super critique.
I think you can post maps to workshop but I think it's less popular, like placing taunts into workshop, just because it's so much more work for something that may not be implemented at all into game.
After all, there are dedicated servers for testing new maps out thre.
Oh, perhaps a little obvious but still important, add directional arrows. That can be so useful for direction especially on a new map.
Alright; I'll be honest. I have no clue if I'm even asking the right board for this. I'm rather new (<2 months, to be exact) to TF2, and I have noticed some awesome mods, such as Saxton Hale, Vagineer and Christian Brutal Sniper. I'm wondering if, in celebration of the Pyro finally getting a 'meet the team' video, someone won't make a VS mod of something like "Hellfire Pyro" or something. You know, standard Pyro, covered in fire effect, instantly burns anything near him/leaves a trail of fire. Sound cool? No?
I think a vs mode with Frank the pyro from that one fanfic that I don't remember what it was might be cool, but that's just me.
There's a version with Frank the pyro...?
WHERE CAN I FIND THIS! Ohmygawd that sounds amazing!
I suggest you read the thread again.