Wow, awesome thread, how have i never been on this site before? guess I'm late to the party... Amazing stuff here. Anyways, i hate to post without content, so here is something i finished recently. Replaces the Earbuds, recommended for only 5 classes (classes shown in the image below) but all class files are included.
I kind of feel like it would be better if the paint effected the ribbon of the hat instead of the rest of it.
Right now it looks as if the paint is affecting both the ribbon and the cloth sections of the hat. The ribbon is just affected less by the paint. I do agree that it may look better with only the ribbon being colored though.
Although I like the look of the coloured band, the hat's colour is fairly bland. Middle groud prehaps? Whatever the hat is painted, the band is painted in invert.
Update: Minor Clipping issues, but those are being fixed. What do you think?
It would be awesome if that made the enemy lose control of their character, jump on the nearest friendly and start humping their face making it harder for that guy to control. Interfering with two bad guys. Kind of like the goblins jumping on your head in magicka.
OK, got my brass knuckles in game, but a few issues. Hopefully I'll have them working today...
--Re EDIT
OK, I just needed to make a folder for the decompile models to go to..
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hmm, any idea how to best go about adding brass knuckles to heavies hands?
Importing the arms brings everything in at wrong angles into Max. exporting gives me a second set of arms on top of the regular arms.
Exporting the knuckles only seems to over ride the hands for taunt and mess up the weights for first person hands.
Do you have decomiled/properly ariented arms Ben? I just can't seem to figure out what to do.
C-heavy_arms have no visual model, but there is a v_fist model which happens to be the entire hands/arms too. Maybe I just need a break but I'm not having much luck. And don't want to re-rig the arms. Can I just attach the weapon bones to the knuckles and export 2 meshes (arms and knuckles?)
no, see you don't make custom animations, just make a c_model for your knuckles (no arms, just the knuckles) and then in hlmv just load model, go to weapons, c_models, and select c_heavy_arms. Then you go to file>load weapon> and find where you put your knuckles.
OK, I'll try it again, thanks. Wasn't trying to make anims though, just trying to get them to show up with hands visible too. But started skipping between gloves/c_arms/v_fists...kind of lost my place somewhere.
@BenHenry: Sweet bow, though the bow limbs look really weedy where they attach to the handle, given the handle is normally the thickest part of a bow.
When I started texturing my rifle some UV issues I thought I could get away with decided to act up, so I went back and did some edits, then spent ages messing with XNormal until I could get it to produce good results. On the plus side I don't have to do all that messing around again as I should know what I'm doing next time! :poly142:
Anyway picture:
So far only the wood, scope colour, and dark metal have had any work done on them. You can see it in the test map with a quick phongmask here.
The colour scheme is based on #4, I haven't decreased saturation of the scope colour since it's actually really low already (base colour is 3%) though I may tweak it later anyway, since I'm not totally sure about it. I ended up doing the wood rather like that of the grenade launcher, using a technique I've previously used.
@Redsheep: Green could work, but I'd rather differentiate from the other gear by using a different colour. Interesting that you should pick #8 though, that colour was lifted straight off a picture of a scope I came across... Something bugs me about it though, and I can't put my finger on why.
I might desaturate the wood a bit, but I think it would be best to trial it in the full game before doing so to see if it all looks right.
kinda stupid question here but when valve says the polycount should be around 8k polys for weapons does that mean triangles? i ask tis because blender reports that my weapon as having 9k faces but im afraid that will equate to around 18k triangles and if so then im screwed
kinda stupid question here but when valve says the polycount should be around 8k polys for weapons does that mean triangles? i ask tis because blender reports that my weapon as having 9k faces but im afraid that will equate to around 18k triangles and if so then im screwed
I've done more progress on the Horsemanspick, still not decided who I'am going to give it too yet, still going with the Pyro for the moment. Texturwise i've blocked out the colours and done some basic texturing on the hammer end:
The red is simular to the red on the fire axe, like its some kind of medieval "Fyremannes Hammerre". Still some clipping and smoothing errors ATM. I am thinking of perhaps dropping it as it isn't turning out the way I planned.
@Em: Damm that looks nice, I like the wear on the bottom of the van
ColonolBD, I think the horseman's pick would look better in the soldier's hands. Of course, it looks like everyone's making soldier weapons, so I don't know.
Yet another hat from me. This time, it's for the engie. It's a pressman's hat. They're these folded paper hats printers used to make to keep ink and crap out of their hair, but the shape is also associated with carpenters, and craftsman in general. I'm calling it the Makeshift Millinery.
Replies
also finished modeling/UVing. baked in AO and started laying out colors. next comes the detail pass. Also came up with a name. What do you guys think?
Did a weapon already take the name The Amputator?
The Decapitator
Download: http://www.filefront.com/17902054/Headphones.zip/
Also got a Scout hat version going, which i prefer
http://img585.imageshack.us/img585/4138/scoutheadphones.png
But that has not been released yet.
Any feed back would be great, looking forward to posting here alot more.
Thanks
mace is done, started on banner and pack
the flag pole is a broken spear that's mended. i might go with a soft sack backpack instead of the wood one if I can't get it to look plausible
http://wiki.teamfortress.com/wiki/Amputator
I don't think there's really enough to distinguish the silhouette from the huntsman at long range.
Right now it looks as if the paint is affecting both the ribbon and the cloth sections of the hat. The ribbon is just affected less by the paint. I do agree that it may look better with only the ribbon being colored though.
me too.
@ GG,
The de-limb-inator is just SICK! love it. Great name too.
A prehistoric heavy pack I have been working on:
The hat:
The minigun:
The sandvich(WIP):
Please let me know what you think
Although I like the look of the coloured band, the hat's colour is fairly bland.
Middle groud prehaps?
Whatever the hat is painted, the band is painted in invert.
Minor Clipping issues, but those are being fixed. What do you think?
The painted hat, not the band.
Close, the petals should probably curl outward (away from the center) more. Also the center should probably be more dense with petals
It would be awesome if that made the enemy lose control of their character, jump on the nearest friendly and start humping their face making it harder for that guy to control. Interfering with two bad guys. Kind of like the goblins jumping on your head in magicka.
--Re EDIT
OK, I just needed to make a folder for the decompile models to go to..
=============
hmm, any idea how to best go about adding brass knuckles to heavies hands?
Importing the arms brings everything in at wrong angles into Max. exporting gives me a second set of arms on top of the regular arms.
Exporting the knuckles only seems to over ride the hands for taunt and mess up the weights for first person hands.
C-heavy_arms have no visual model, but there is a v_fist model which happens to be the entire hands/arms too. Maybe I just need a break but I'm not having much luck. And don't want to re-rig the arms. Can I just attach the weapon bones to the knuckles and export 2 meshes (arms and knuckles?)
When I started texturing my rifle some UV issues I thought I could get away with decided to act up, so I went back and did some edits, then spent ages messing with XNormal until I could get it to produce good results. On the plus side I don't have to do all that messing around again as I should know what I'm doing next time! :poly142:
Anyway picture:
So far only the wood, scope colour, and dark metal have had any work done on them. You can see it in the test map with a quick phongmask here.
The colour scheme is based on #4, I haven't decreased saturation of the scope colour since it's actually really low already (base colour is 3%) though I may tweak it later anyway, since I'm not totally sure about it. I ended up doing the wood rather like that of the grenade launcher, using a technique I've previously used.
@Redsheep: Green could work, but I'd rather differentiate from the other gear by using a different colour. Interesting that you should pick #8 though, that colour was lifted straight off a picture of a scope I came across... Something bugs me about it though, and I can't put my finger on why.
I might desaturate the wood a bit, but I think it would be best to trial it in the full game before doing so to see if it all looks right.
Nah, they are too busy counting their money.
the arrow needs very pretty lush pink feathers on the ends of the arrows to add to the final touch of Cupid's arrows.
Yep, tris
The red is simular to the red on the fire axe, like its some kind of medieval "Fyremannes Hammerre". Still some clipping and smoothing errors ATM. I am thinking of perhaps dropping it as it isn't turning out the way I planned.
@Em: Damm that looks nice, I like the wear on the bottom of the van
Some hats just shouldn't be paintable.
Here's all the painted versions.