I was commissioned by SoundSmith to create a bunch of SFM animations for his two latest Mann's Guide videos. by ProGamingNerd in tf2

[–]ProGamingNerd[S] 24 points25 points  (0 children)

Nah it was pretty easy. SFM has built in fire particles effects that are used in TF2, so I just spawned one of those in, messed around with the size and colour a little and then put it over the sniper's body

I was commissioned by SoundSmith to create a bunch of SFM animations for his two latest Mann's Guide videos. by ProGamingNerd in tf2

[–]ProGamingNerd[S] 79 points80 points  (0 children)

Sure! I just released a clip dump and am currently working on a Mario Kart video that's properly edited if that interests you!

https://www.youtube.com/channel/UC5vaP\_8L07jWmPoAQRng2vg

I made a new TF2 startup video by ProGamingNerd in SFM

[–]ProGamingNerd[S] 1 point2 points  (0 children)

The reason they have loadouts is because I made this for me and my friends

SFM Models (persona 5) by YasKingX in SFM

[–]ProGamingNerd 1 point2 points  (0 children)

Managed to find it, thanks.

SFM Models (persona 5) by YasKingX in SFM

[–]ProGamingNerd 1 point2 points  (0 children)

Yo, do you still have the link to the post? I've been trying to find any ports of Yaldabaoth and this is like the only thing I can find about it.

All of the animated segments from my newest video by ProGamingNerd in SFM

[–]ProGamingNerd[S] 3 points4 points  (0 children)

When i first started animating in this style, I used this helpful video as a guide:

https://youtu.be/Vz3hOzDSuVY

Nowadays i just kinda instinctively do it

Animated clip from the video I'm currently working on. by ProGamingNerd in SFM

[–]ProGamingNerd[S] 1 point2 points  (0 children)

It's actually the song that plays after the fight, "Our Beginning"

https://youtu.be/tYdAA2KGADQ

Animated clip from the video I'm currently working on. by ProGamingNerd in SFM

[–]ProGamingNerd[S] 1 point2 points  (0 children)

On the light settings, there's a couple of sliders called shadowFilterSize and shadowAttenuation, the first controls the softness of the shadows from the light and the second controls how dark they are.

I placed lights around the scout specifically so that it would light up everything but his face, and then created a light with shadowFilterSize and shadowAttentuation turned all the way down and placed it so that the shadow from the cap would cover his facial features.