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Should I Model This?

polycounter lvl 11
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Zeemis polycounter lvl 11
I have a few years of experience modeling and texturing, so I was wondering what you guys thought of this concept art for TF2? Picture it with a TF2 texture. It could fit for the Demoman?
http://digital-art-gallery.com/picture/big/5859


I would be entirely modeling this, as well as unwrapping. I would match the LOD0 and LOD1 to utilize the same unwrap as well, so swapping textures would flow nicely. I'd also texture this utilizing the following texture maps.
~Diffuse
~Specular (Does TF2 even like Spec maps? lol)
~Normal

After all is finished, I'd rig and skin it with bones (jigglebones) and implement it into the game.

Here is some official RIFT concept art that I modeled and textured for fun:

Infernal Dawn Concept Art
http://i.imgur.com/7tmK7.jpg

Infernal Dawn 3D Model / Texture
https://sketchfab.com/show/fp3X5lwTKGCF9LQmC6pemw4Ya2R

Replies

  • Baddcog
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    Baddcog polycounter lvl 9
    Looks pretty cool.

    Though it doesn't seem like something Valve would give the demoman since it looks so much like the mini gun (see silhoette argument)

    Could be very cool for the heavy but maybe not grenades, maybe like burst rounds, like a mini-shotgun
  • MateoD12
    It's.. it's... beautiful.

    However, you should not use the same style, it's a bit steampunk for Team Fortress 2.
  • Rise and Shine
    Sorry if I'm necro-ing a bit, but I should say this.
    NO WAY. If you read the guidelines for item submission, it says that the silouhette of the classes should be kept. That is completely oversized for the Demo. It could fit for the Heavy with a couple of modifications or some odd weapon for Quake or Unreal.
    And TF2 does not use spec.
  • RVN gorronegro
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    RVN gorronegro polycounter lvl 3
    I've looked at the image without reading and i thought it was an item for the heavy, if it only had one barrel and a smaller size... as an artwork it's marveouls, though, i hope you find out how to tone it for TF2.
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