Author Topic: The new and improved 3D model topic!  (Read 4662211 times)

Pi, are you making anything with the HUNDRED MOTHER loving THOUSAND tf2 models you are making?

Pi, are you making anything with the HUNDRED MOTHER loving THOUSAND tf2 models you are making?
I bet it's a hat simulator



Smoothshaded or flatshaded? Which looks better?

Pi, are you making anything with the HUNDRED MOTHER loving THOUSAND tf2 models you are making?
Hopefully, yeah. I'm not actually doing anything with them now though.

Edit: Scorch Shot



Edit2: Pain Train.

It's really hard to make it look natural, so I don't really know how good it is.
« Last Edit: June 21, 2013, 02:56:09 AM by TheKhoz »

It's been a while since I posted.



Anyways messing with playermodels.

Gonna try more complex stuff over the summer.

Anyone knows how to apply textures or an image to my character by any chance?
« Last Edit: June 21, 2013, 03:13:02 AM by Frostbyte »



Smoothshaded or flatshaded? Which looks better?

flatshaded

but it's preference, really





That would be all of the Soldier Melee Weapons done.


125 faces.
May someone explain to me why there are no animations in first-person?
« Last Edit: June 21, 2013, 04:42:28 AM by LeetZero »

125 faces.
May someone explain to me why there are no animations in first-person?
Some weapons (Sword, Wrench, Bow) are actually fixed in place in first person and use an animation on the model to move. If you change the weapon's eyeOffset, it'll act like the Gun/Spear and move in first person based off the player swinging animations.

Anyone knows how to apply textures or an image to my character by any chance?
Google UV mapping.

Some weapons (Sword, Wrench, Bow) are actually fixed in place in first person and use an animation on the model to move. If you change the weapon's eyeOffset, it'll act like the Gun/Spear and move in first person based off the player swinging animations.
I am using the exact script as the sword.
I am not particulary sure what do you mean.

I am using the exact script as the sword.
I am not particulary sure what do you mean.
eyeOffset is a variable in the .CS. Either make it 0 0 0 or the value in the comment, I forgot which one broke the animations.

eyeOffset is a variable in the .CS. Either make it 0 0 0 or the value in the comment, I forgot which one broke the animations.
The sword has
Code: [Select]
             eyeOffset = "0.7 1.2 -0.25"; so I assume that 0 0 0 would work

Final model for the laser gauntlet. Click for full size.


Is it possible to create another bone on the laser sight and have Blockland put an emitter on it or do I have to figure out its position myself?


-loveysnip-

That would be all of the Soldier Melee Weapons done.
What about the Half Zatoichi or whatever it's called