And if you haven't made your way over to the Low Poly thread, there are a bunch more awesome low poly renditions of Team Fortress 2 characters from other people.
Dude, could you please pose them like that one TF2 pic with all their characters posed together? Please please please please.
(and can I please release this some places as a spoof. Just tell people I'm 12 years old and that my dad pissed me off so Im going to show everyone the DS game hes been working on.)
Technically and artistically wonderful. Very few people seem to really 'get' efficient low poly work. Would have loved to have had you working with me on Daxter.
Would love to see some original stuff of yours in the same vein!
man I think these are so cool I'm posting twice!
and:
[ QUOTE ]
Dude, could you please pose them like that one TF2 pic with all their characters posed together? Please please please please
Spacey = my hero. Super awesome work there man. They all came out so great. I especially like the pyro. I could totally see Dominance War having a low poly comp now.
Please don't take any of this as bitterness because you're doing a much better job than I did on mine; you deserve all the praise you're getting here.
But...
Maybe it's because mine looked different, but I feel that the proportions on some of them are rather plain. I've taken the liberty of comparing your models to the actual ones and I'd say they lose a bit of character for being off. Judge for yourself, though
ComradeJ made some valid points about the accuracy of the characters proportions to the originals. That did occur to me after the initial "HOLY-SHIT-AWESOME-OMFG!!@!1" effect.
I'm not sure how much leeway you'll have with texture distortion if you try tweaking the meshes of such low-poly characters, but I'd say it's worth playing around with. You might possibly add just a hint more awesome to your already great work. Well done man.
Thanks a bunch for the kind words guys! Hugs and kisses all around.
aesir: Have at it =]
Jon Jones: And I'd of loved to have worked on it with you.
ComradeJ: No worries mate. I went back and shaped them a little more. Spy was definatly one of the harder for me to get his shape right. But your spy picture looks more hunched than the shots I took, odd. Btw, did you have to do anything in your model viewer to get your models looking like that? Mine have horrible shading where whole areas on them have a specular sheen.
zOffTy: Agreed. One of you environment jockeys get on a 2Fort remake!
Group Shot (in true Spacey fashion, no rigging)...
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Btw, did you have to do anything in your model viewer to get your models looking like that? Mine have horrible shading where whole areas on them have a specular sheen.
[/ QUOTE ]
Try ticking the "Normal Mapping" check box in the Render tab. Why it's needed, I don't know, but it always works for me.
you could make some sort of Quake-based game for maximum physics compatibility and such, with a new color palette, etc. And make it play like TF2, just missing ragdoll and cloak effect.
I know there's a very stock DS port that's okay enough to run custom content even
Replies
(and can I please release this some places as a spoof. Just tell people I'm 12 years old and that my dad pissed me off so Im going to show everyone the DS game hes been working on.)
Would love to see some original stuff of yours in the same vein!
and:
[ QUOTE ]
Dude, could you please pose them like that one TF2 pic with all their characters posed together? Please please please please
[/ QUOTE ]
Jon Jones: You worked on Daxter? That's awesome, I love that game!
PLEASE.
100 US DOLLARS I WILL PAY
Now just make a DS game out of this all and you're golden!
But...
Maybe it's because mine looked different, but I feel that the proportions on some of them are rather plain. I've taken the liberty of comparing your models to the actual ones and I'd say they lose a bit of character for being off. Judge for yourself, though
I'm confused, I prefer your Pyro, which is more succeeded than mine
we need maps now, Two fort?
ComradeJ made some valid points about the accuracy of the characters proportions to the originals. That did occur to me after the initial "HOLY-SHIT-AWESOME-OMFG!!@!1" effect.
I'm not sure how much leeway you'll have with texture distortion if you try tweaking the meshes of such low-poly characters, but I'd say it's worth playing around with. You might possibly add just a hint more awesome to your already great work. Well done man.
Great work!
Now send them off to Valve, with the request for a DS based TF2. The world will then know no end to happiness
-caseyjones
But as ComradeJ points out. You are still way off on matching the stylisation in all areas. Although it wouldn't take much to get them into shape.
Sell them to valve quick!! Someone make some low poly maps!!
Awsome work.
aesir: Have at it =]
Jon Jones: And I'd of loved to have worked on it with you.
ComradeJ: No worries mate. I went back and shaped them a little more. Spy was definatly one of the harder for me to get his shape right. But your spy picture looks more hunched than the shots I took, odd. Btw, did you have to do anything in your model viewer to get your models looking like that? Mine have horrible shading where whole areas on them have a specular sheen.
zOffTy: Agreed. One of you environment jockeys get on a 2Fort remake!
Group Shot (in true Spacey fashion, no rigging)...
...in max...
And the coup de gr
great work
now the blue team
Btw, did you have to do anything in your model viewer to get your models looking like that? Mine have horrible shading where whole areas on them have a specular sheen.
[/ QUOTE ]
Try ticking the "Normal Mapping" check box in the Render tab. Why it's needed, I don't know, but it always works for me.
I know there's a very stock DS port that's okay enough to run custom content even
http://quake.drunkencoders.com/
Only problem with using the first Quake is that not all source ports support alpha channels, and there's lack of transparency and model precision
- BoBo
It'd be a shame for them not to end up being used in some in-game form.
-caseyjones