ob2komario replied to your post “We're gonna give the pope a copy of Kerbal Space Program, alright?”
tell you what yorsh I got to see the pope in philly last year I'll give him ksp for ya the next time I see him
DO IT OMFG

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ob2komario replied to your post “We're gonna give the pope a copy of Kerbal Space Program, alright?”
tell you what yorsh I got to see the pope in philly last year I'll give him ksp for ya the next time I see him
DO IT OMFG
ob2komario replied to your post:why are there like a million spongebob memes rn
it was a pretty good cartoon tbh, the memes were long overdue
this is true
Hey Max, I don't know how often you get modeling questions or if you've been asked this, but I've been trying to figure out how to do body rigs for TF2 cosmetics (ie. shirts, pants, anything that uses multiple bones), and I can't find any good resources on how to do it properly. My main problem is that some of the faces in my cosmetics clip into the main player model during animation. Do you have any guides or tutorials on how to remedy/avoid this?
If you’re going to do something that covers the underlying mesh closely, you’re going to want to make sure your own topology matches it as best as you can. Your vertices should be over the original vertices, never in the middle of a quad. You’ll also want to pay very close attention to the way your mesh triangulates in some cases; you may have to flip the triangulation.
ob2komario replied to your post “Okay so I figure this Space Question™ might require a knowledge of...”
jokes on you, we have lasers already
laser schmasers, it’s still impractical as hell
New song I wrote about our old buddy.
A little song I wrote about an old pal and his love of nature.
ob2komario replied to your post “I never really liked Crystal Maiden… but then that New Bloom comic……”
She acted like she's a TF2 merc and it's fucking amazing
ACCURATE