TF2maps presents: The Pacific Pack!

EArkham

Necromancer
aa
Aug 14, 2009
1,626
2,775
Colour variants of the resort table. Red/blue are team obviously, while the other colours are neutral. Might drop all but the drab colouring for the neutral unless someone specifically needs a colour for their map.

gsRGCFS.jpg


And starfish + robotic variants, and a robotic fish. The final fish will be static as well as dynamic with simple swim animations.

gVQbZ8g.jpg


(some smoothing group issues to fix, and still no specular)
 

stegarootbeer

L2: Junior Member
Jan 15, 2012
78
100
Are the table and umbrella separate? I wouldn't mind seeing the tables in a couple colors too.
 

Harribo

aa
Nov 1, 2009
871
851
Colour variants of the resort table. Red/blue are team obviously, while the other colours are neutral. Might drop all but the drab colouring for the neutral unless someone specifically needs a colour for their map.

gsRGCFS.jpg


And starfish + robotic variants, and a robotic fish. The final fish will be static as well as dynamic with simple swim animations.

gVQbZ8g.jpg


(some smoothing group issues to fix, and still no specular)

Shame you can't get the hat painting method to work on props, so you could just paint the umbrella whatever you want then
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I want to try my hand at exotic flowers. In that case, what would not be considering tf2-style (including color palette)? I guess it might be easier just to make something and have it critiqued afterwards. carry on.
 
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EArkham

Necromancer
aa
Aug 14, 2009
1,626
2,775
Phong and simple swim animation done. Also added an underbelly colour 'cause I felt it looked a little monotone.

tGftMIH.jpg
 

Sparkwire

L1: Registered
Jun 6, 2013
1
9
Made a shark for a tf2 item poster, gonna turn it into an animated prop later for you guys

if you want any other animals i can also make them for you, just ask.

637x358.resizedimage
 

henke37

aa
Sep 23, 2011
2,075
515
Some sort of puffer fish perhaps?

Maybe some seashells?

Water polished rocks?
 
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Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
That shark, why is there blood on its nose and teeth but not in between? Anyway, it looks great and will fit in with tf2 perfectly.
 

henke37

aa
Sep 23, 2011
2,075
515
No, but the shark clearly needs a hat.
 

SyntheticSauce

L1: Registered
Jun 23, 2012
19
7
Beetle: I used this by itself http://forums.tf2maps.net/showthread.php?t=838 . The only thing I never managed to get answered on these forums is how to animate. I tried everything and it never worked, and slowly my topic fell to the bottom with no one answering it. Anyway, this is all I used and I got the model in-game successfully.

This was sort of useful, however there are many horribly out of date things about this post, it was last updated 5 years ago. I've spent at least 10 hours trying to update everything so it will work. On the last page of the post UGLYDumpling even said in 2010 that:
UGLYdumpling: This Complete Guide, although the intentions are totally in the right place ... is HOPELESSLY out of date - and/or missing information. It took me countless hours to correct issues presented by this tutorial.
I found this oddly relevant to my problems.
Please! EArkham, Batandy, or Sparkwire, is there a better way to compiling models into source sdk! I have Blender, Maya, and 3dsMax, whichever you prefer.

Izotope: The model looks good, the only problem I can see is that the texture is not in the TF theme, it's completely off. Make it look a bit more cartoon-ish.
I said that render settings inside blender make it look that way, if you actually read my post, i have not got the model into the source engine yet.
Sorry for the bad formatting, i have never used quotes in forums before.
 
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Freyja

aa
Jul 31, 2009
3,020
5,860
I use GUIStudioModel. I simply updated it's "oragebox tools path" setting to the new steamapps/common/team fortress 2/bin (the directory where hammer is), and it compiles like before.

If you like, I can write a quick guide on how I compile my models now.
 

SyntheticSauce

L1: Registered
Jun 23, 2012
19
7
I use GUIStudioModel. I simply updated it's "oragebox tools path" setting to the new steamapps/common/team fortress 2/bin (the directory where hammer is), and it compiles like before.

If you like, I can write a quick guide on how I compile my models now.

That would be great, but you don't have to if you don't want to, it seems there are good amount of tutorials on how to compile using GuiStudioModel. But most tutorials are on different source games, and they may be a bit harder to follow. If you do though, thanks!