Hoo, boy. I'm not looking forward to the texturing part of this, but I guess I'll cross that bridge when I get to it.
I'm going to be doing some Heavy stuff
My theme: Making use of what's around you.
Names and pics will be updated as I go alongFINISHED Primary - Viktoriya: Three massive rivet guns mounted onto a self-charging compressed air system, ensuring increased power at longer ranges and a tighter spread to take out those pesky enemies from afar. However, close range becomes more of a problem due to the system's slower cycling rate, giving enemies a chance to get in and deal some damage before you do the same.
FINISHED Secondary - The Czech Cannon: Reloading so many shells was a waste of Heavy's time, dealing good damage at close range, but with little precision, usually nicking the opponent with a pellet or two before getting nicked himself with a couple dozen more. Wanting to eradicate any "little man" that dared try to exploit his conservative nature of movement. Creating his own cartridges using blasting munitions and various excavated stones and scraps, he created a one-shot, massive spreading shotgun to deal excellent damage at point-blank range and send the enemy back to their capitalist creator. Unfortunately, the first test didn't go so hot for his ill-suited shotgun, blowing the entirety of the chamber to smithereens. Fastening a new barrel made of demolitions-grade steel - though still not quite
Heavy-demolitions-grade - onto the semi-functioning shotgun Heavy created the Czech Cannon.
FINISHED Melee - Repurposed Rebar: Building secret military bases right next to your rival's is tough work, often leaving behind many ruins of previous attempts gone awry. Heavy, being the opportunistic man he is, decided to make use of his employer's previous follies, plucking up some Rebar from the ruins to reinforce his own plans. Pocked and scarred from their previous battles, the Repurposed Rebar's jagged edges and unyielding strength tend to make its blows more critical than using fists alone. However, the slightly painful nature of slamming one's rebar-strapped fists causes the Heavy to lay off his blows a little, lowering normal damage.
Replies
I'm gonna decide what to do with the primary, and move on to the ONTOS shotgun.
Seeing as Heavy's conservative on the expending-energy front, it'd only make sense to use what's around him, saving him the trouble of ordering a weapon and dealing with atrocious capitalist customer service. Seeing as he works for a demolition/excavation company, there are a lot of options at hand.
I personally think the Heavy's downfall with his primary is the close range he has to fight with. Extending that range would make him a more formidable foe to more enemies, but slowing down his firing rate in exchange would also make him more vulnerable, especially to Scouts and Pyros.
I believe his secondary's downfall is that while his shotgun does a pretty good job at taking out faster opponents, they've usually got the exact same or a very similar weapon to his own, making it a game of his accuracy versus their speed. Being the careful man he is, I think he'd decide to remove accuracy from the equation and make his weapon fire in as wide and as powerful spread as he could.
His melee, though, I had a real problem identifying what could be done to make it more useful to him. I'm still working on what effects it might have, but after looking at this, I think it's safe to say my original idea of increasing critical hits/reducing damage wouldn't be the most prudent (though it makes me wonder why the Engie's shotgun has ~15% critical rate). It'd be far easier to model this with the idea that the Heavy is trying to achieve something by creating them, but I think I'll just wing it.
Anyway, hopefully I'll get off my ass and get some models done here the next few days. Stay tuned.
All the day long,
Whether rain or shine
Shes was part of the assembly line.
Shes making history,
Working for victory
Rosie the Riveter
As was my first thought, but you have to remember what she stood for in America. I doubt Heavy would be the happiest of Russians to use a gun named after her.
I always thought Rockwell's image of Rosie the Riveter partly inspired the Heavy.
Perhaps there's some Russian variant of the name Rosie.
Yeah, that one set of bolts are still there, but I like the roughness they give. Still haven't decided if the guns should spin or not. I got the idea to use a drill or a big auger and toss the rivet guns on there, but I'm still not %100 sure of the idea.
I'll have to redo the rivet guns anyway: they waste way too many polys and don't quite look as rivet gunnish as I'd like. It'll give me a chance to flesh out the drill idea, at least. Still have to figure out the firing mechanism, too.
Damn, I wish I could draw. That'd make this SO much easier.
Also, she is eating a sandvich. I just noticed this.
The problem now is going to be getting everything UV'd so that everything gets some detail on the 512 map.
keep up the good work
Really, I've only got the barrels done/close, but I have no clue what I'm doing - hence my fear of doing this stage. I suck at texturing.
I'll probably start over from the bases again; it's just looking pretty shoddy/UnTF2-like, even for this early stage.
EDIT: And yes, I need to fix that clipping in the handle.
I don't know. I'll see if the 1024 can fit into Valve's hidden upload filesize. If not... damn.
Right now, I've got all the edges I want highlighted highlighted and am going to start throwing down some detail/grunge strokes tomorrow.
Submit both textures to Valve.
That way you keep within the rules but allow Valve to consider using the neater version.
My friend who did the texturing on my previous submissions pointed that out to me, too. I promptly frowned, crawled into a fetal position and cried for a few minutes, then fixed it. It only took 2 minutes, but I can't believe I forgot to do that.
Anywho, I'm done with Viktoriya:
Moving on - thankfully - with a clearer idea of what I'm doing.
Really snazzy model here! Might want to consider beefing up the battery wires though.
well...IF your smart enough you could use a shield, fast enough you could dodge the bullet, and far enough so the bullet has reached it's fall off distance and looses momentum...but those are extreme situations.
There's no trigger because Heavy's massive hands would cover it, anyway, plus the fact the Minigun didn't have one.
There's no shell ejector because the system uses compressed air to fire, not gunpowder, therefore, no need for cartridges or shells.
I really need to give a shout out to my texture/design czar, Nidhogg. He's helped me so much fleshing out my idea and teaching me to paint textures and critiquing my texture work. I couldn't have done this one without ya, mate.
It's a really, really great model and I'd love to see how it looks in game with the spinning but the colors don't really seem to do it justice.
Can't want to see what else you come up with.
He keeps it polished and in tune yet there's rust on it? I think it should either be clean like it was before or a bit darker as suggested before.
Either way the model looks great. I'm not quite sure if it fits into the game style wise but aside from that it looks good and the texturing is very well done.
If you do the second skin route i would advise using a red that is a bit more rusty looking but light still, kind of to contrast the spiffy bright blue on the gun at the moment. Maybe go for something between the top-right red and the darkish brown to the right of it on the color pallet.
i think this is great.
Still needs to be darker.
I'm wondering when the Polypack "Make Half-Life 2 Episode 3" contest will begin
The added kill icons were made by the community. I made the Pain Train one, NeoDement made the others.
I'm really wondering why they don't use all the other fixes the community creates for example. The models, the kill icons, etc... they're all already there by the community, why not use that content available to make the game look better?