@Elbagast
I absolutely love the design and textures, although the wood on the back seems to have a bit too much gleam. But honestly, this SL better get in, or I will shave my head and change my name.
@Elbagast: Looking good, I like the color scheme. Have you thought of making a custom sticky bomb model to go with it? The Scottish Resistance has a unique one, after all.
EDIT: Also, in the in-game screenshot you posted on the last page, it looks like the demo's hand isn't holding the rear handle properly... the alignment seems a bit off.
@Sexy Robot, that's a good idea for a hat and it's coming along nicely. My main suggestion would be to perhaps try out some sort of pattern or detail on the veil. Right now it just looks like it's a flat white texture set to transparency. Also have you tried having the veil a black/greyish color? I just looked up some pictures of bee keeper's veils and black/grey ones seem to be more common although there were some white ones.
Also that's a very nice medigun. Not sure what else to say. Everything on it looks great.
Svdl, I think it would be fantastic if you could share some of your texturing techniques, I would personally love it if you could.
I also would like this as well. Although I would understand that he would be busy and respect that he would keep his techniques. Elbagast too is a monster in texturing. I'm going to try and keep the same level of detail along these 2 top notch artists.
Hey Sexy robot, just pointing out that that is not the final texture I sent you. I'm not too fond of that one.
Also on topic of texturing, I don't know what else to say except what's in this thread, you might've seen it already. If it helps, here's a little picture of the final texture of the above medigun.
In other news, I turned the earlier dress shirt for the soldier into a bunch of sort of commonly themed items. (the common theme is general patton)
I also remade one of my first models ever, Stalin (or any other mustachioed person or character) hair, though I am feeling it's a bit redundant with the slight similarity to the hound dog it has. The moustache might make a nice misc item, it doesn't really clip with the facial animations (but it never moves either so there's that)
Svdl, it's good enough to be unique on it's own. It looks distinct enough from the hound dog. If you feel otherwise, submit both the mustache and hair as a hat.
This is not item related, but it's proof that the Blender SMD and VTA exporter officially no longer sucks
If I went from 'oh woe smd exporter hopelessly broken for 6 years and counting' to get to this point, including working jigglebones, eyes moving (especially since the coords match, its easier to position eyes in Blender now, no need to qc_eyes) and face flexing... then something miraculous has happened. My favorite part is making bones that don't break animations!
Now I should get cracking on something new. I learned Blender 2.57 just for this
@Sexy Robot, that's a good idea for a hat and it's coming along nicely. My main suggestion would be to perhaps try out some sort of pattern or detail on the veil. Right now it just looks like it's a flat white texture set to transparency. Also have you tried having the veil a black/greyish color? I just looked up some pictures of bee keeper's veils and black/grey ones seem to be more common although there were some white ones.
Also that's a very nice medigun. Not sure what else to say. Everything on it looks great.
Yeah.
The veil on the hat currently just has an ambient occlusion texture on it, it's not textured atm like the rest of the hat.
@Elbagast: Wow. This colour scheme is just perfect and those details make it look totally killer. Can't wait to see the final version.
@Sexy Robot: That's a pretty neat medigun there. Don't know whose choice it was, but the bright tones look much fresher compared to the original one.
@Svdl: Cool stuff there, especially the Soldier items. Great job on the epaulettes (or however it's spelled), just a detail, but makes an interesting change to the overall look. Heavy's hair and moustache is sweet too, and that leftmost expression on the first pic is priceless.
Now, about my hat, I think I'm pretty much done with it, gonna prepare it for contribution, unless of course you have any suggestions on what could be improved. Also, pleas ignore the standard glasses. I cba to get rid of them without breaking the whole model (and don't even know how).
That looks pretty cool, However the texture on the top of the bullet makes it look like a crayon, either add more stokes or make the entire bullet one colour throughout.
This is not item related, but it's proof that the Blender SMD and VTA exporter officially no longer sucks
If I went from 'oh woe smd exporter hopelessly broken for 6 years and counting' to get to this point, including working jigglebones, eyes moving (especially since the coords match, its easier to position eyes in Blender now, no need to qc_eyes) and face flexing... then something miraculous has happened. My favorite part is making bones that don't break animations!
Now I should get cracking on something new. I learned Blender 2.57 just for this
That's awesome haha. Love Hsien-ko, she's a cutie.
That looks pretty cool, However the texture on the top of the bullet makes it look like a crayon, either add more stokes or make the entire bullet one colour throughout.
Hi guys, I've been reading this forum for a while and have used some of the modeling tutorials here. I'm working on a hat right now, and I wanted to get some critiques and advice on what I have so far. The concept is a spanish conquistador helmet, or Morion helmet, for soldier.
I'm working in XSI, and I would greatly appreciate any help that anyone with experience in XSI would want to offer. I have one major problem, which is visible in the in-game picture. In-game, the bottom of the texture doesn't appear for reasons I don't understand. Any help would be appreciated.
Hey guys! Long time no see. I haven't touched Source in over half a year after moving to UDK and that paid off with the work I'm doing now.
However I now have free time :O So I played some TF2 and thought "Hang on, all these cool hats but nothing really that cool for the Pyro!?" so I thought I'd spend some time making hats for Pyro and see where it goes. In the end it's just for fun so lets start.
I made this real quick to get a pose but I'm undecided. At first it was going to be a red chilli cause the Pyro uses fire etc etc but I saw someone wearing a half cut red pepper on their head on TV and thought that looked neat too.
So can you help me out? Which is the best one? Remember this is just a quick model for posing. I'll remake it with the proper grooves and textures.
@p3r4app01: Got more of that now, mostly the dirt in the metal recesses.
@Robert E. Lee: The gleam is a product of the phong not being set up, at the moment I've changed it so the wood is totally matt since that's usually what I do to make the different materials stand out. It might get a little bit of shine for the varnish a bit later, but definitely less than in those shots.
@Barlim: Not really thought about it, it seems like if they were to use it the projectile would have more to do with whatever stats it got (beyond my control) and as far as a mod release goes the existing stickies both behave as balls so there's not a great deal you can do.
The alignment thing though, he does that with the other launchers, probably since the game's release. It's one of those things you don't really pick up on when the game is in motion but you do when picking something apart looking for bugs. Fixing it would bugger up the viewmodel placement so it's beyond my powers to fix.
@ComfyCushion: Seems interesting, maybe beef up the sights a little. You may run into clipping problems with the lever details but you're only going to find out if you build it.
@Sexy Robot: Cool hat, though the stretching looks a bit odd on the straw looks a bit weird. Maybe some playing with the UV map would help? The white medigun certainly stands out.
@Svdl: If you're going all out Patton you'll need his jacket... I'm liking old man heavy in the middle there.
@Mad Mike: The colours seem a bit solid right now, maybe add a bit of variation?
@roninsmastermix: Ignoring the scope, you're adding a lot of weight having the drum as a solid chunk of metal. If you're going ahead with a 4 slot design I'd suggest reducing the drum diameter, it'll cut a lot of the apparent weight and make a big shift in width/height compared to the stock launcher.
@Habboi: Seems like the biggest one is the one that looks like it might stay on his head...
---
Got the red layers worked out now, and done a load more detailing, namely metal weathering, though that may get tweaked:
The ammo box mounting pieces ended up getting tweaked to look more like metal since they were a bit odd as bright colours. I ended up rebaking the bolt handle AO too, it was bugging me a little.
This is probably at a stage where it's just cleaning up final niggles now, so I'll be rigging up the mod versions so I can see if anything jumps out at me in general use.
Nobody really knows, yet, as there has been no announcement. Valve hid a couple of hats (a road cone for Pyro and a bucket for Soldier) from PvsZ in a recent update along with items related to SpaceChem (which was announced).
If I had to guess, I'd bet that Popcap games might have some sort of announcement (maybe a new version of the game or some DLC) to make this week (my money's on Tuesday, aka, tomorrow, since that's when most retailers release new products), and Valve added them early so that they don't have to do a separate update for them. I highly doubt you'd have time to make those changes before the release, but I wish you good luck if you try.
And as it turns out, the last ref image i selected was none other than Ruskeydoo! haha nice blog you have man. There is one real talented man with all his real life creations and deserve credit. Here's his blog http://www.willsegerman.com/index.html worthy of visiting.
just something I'm working on. Did someone else do something similar? I sware i remember seeing a tribal weapon before here.
There were at least two wood and tooth typed weapons that cropped up during the competition. Not that that's any reason for you not to have a crack at one. Your design is looking pretty nice, though maybe a simple carved or painted decoration on the wooden part might be nice.
running out of altercations and improvements. anyone got any crits before i finalize?
I would just add a little more color variants. In the viewmodel, you might want to make the edges stand out a little more, maybe change some smoothing groups.
I would just add a little more color variants. In the viewmodel, you might want to make the edges stand out a little more, maybe change some smoothing groups.
thanks for the feedback, though i am not sure exactly how i could vary the colors more in the texture(ive been trying to use similar colors to the ullapool caber). Also an tips on the smoothing groups would be appreciated(i used an edge split modifier in blender)
Hehe that's a neat name. I was originally gonna make this for Pyro but googled to see if anyone had made this and two people suggested a birds nest for sniper as an idea.
thanks for the feedback, though i am not sure exactly how i could vary the colors more in the texture(ive been trying to use similar colors to the ullapool caber). Also an tips on the smoothing groups would be appreciated(i used an edge split modifier in blender)
I am not exactly sure how smoothing groups work in blender, but if you send me the model I'll take a look at it.
Finished it up and submitted. Added a little jiggle to the green part to make it more interesting. I called it "Devil's Spice" cause it looks like devil horns at certain angles. Someone said I should make a fruit / veg selection for each class. I'm not going to but makes you wonder which veg / fruit would suit who.
Replies
I absolutely love the design and textures, although the wood on the back seems to have a bit too much gleam. But honestly, this SL better get in, or I will shave my head and change my name.
EDIT: Also, in the in-game screenshot you posted on the last page, it looks like the demo's hand isn't holding the rear handle properly... the alignment seems a bit off.
Ping. Excuse the place-holder net texture, this hat is called;
"The Bee-Keeper"
Based of a concept by Left_4_Pills.
Edit:
A lil' easier to see.
Major creds to Svdl on the texture.
Also that's a very nice medigun. Not sure what else to say. Everything on it looks great.
I also would like this as well. Although I would understand that he would be busy and respect that he would keep his techniques. Elbagast too is a monster in texturing. I'm going to try and keep the same level of detail along these 2 top notch artists.
Also on topic of texturing, I don't know what else to say except what's in this thread, you might've seen it already. If it helps, here's a little picture of the final texture of the above medigun.
In other news, I turned the earlier dress shirt for the soldier into a bunch of sort of commonly themed items. (the common theme is general patton)
I also remade one of my first models ever, Stalin (or any other mustachioed person or character) hair, though I am feeling it's a bit redundant with the slight similarity to the hound dog it has. The moustache might make a nice misc item, it doesn't really clip with the facial animations (but it never moves either so there's that)
This is very much acceptable.
Also, yeah, I'm intending it submit it both ways.
Not totally sure what to add to this one. Was thinking of flower pot shards or pebbles, but I feel like that isn't what it really needs.
If I went from 'oh woe smd exporter hopelessly broken for 6 years and counting' to get to this point, including working jigglebones, eyes moving (especially since the coords match, its easier to position eyes in Blender now, no need to qc_eyes) and face flexing... then something miraculous has happened. My favorite part is making bones that don't break animations!
Now I should get cracking on something new. I learned Blender 2.57 just for this
Yeah.
The veil on the hat currently just has an ambient occlusion texture on it, it's not textured atm like the rest of the hat.
@Sexy Robot: That's a pretty neat medigun there. Don't know whose choice it was, but the bright tones look much fresher compared to the original one.
@Svdl: Cool stuff there, especially the Soldier items. Great job on the epaulettes (or however it's spelled), just a detail, but makes an interesting change to the overall look. Heavy's hair and moustache is sweet too, and that leftmost expression on the first pic is priceless.
Now, about my hat, I think I'm pretty much done with it, gonna prepare it for contribution, unless of course you have any suggestions on what could be improved. Also, pleas ignore the standard glasses. I cba to get rid of them without breaking the whole model (and don't even know how).
Creds to Blaholtzen on the texture.
The band is white because of paint not working in mdlviewer for some odd reason.
Is the bolt big enough now?
@Mad mike:
That looks pretty cool, However the texture on the top of the bullet makes it look like a crayon, either add more stokes or make the entire bullet one colour throughout.
That's awesome haha. Love Hsien-ko, she's a cutie.
Looks great! Bolt is perfect scale.
A small update to show the different sides if the design. Input is always welcome.
I have two textures in the works as well,
Dark Metal:
http://img101.imageshack.us/i/soldiermorion2.jpg/
Light Metal:
http://img822.imageshack.us/i/soldiermorion3.jpg/
In game:
http://img51.imageshack.us/i/morioningame.jpg/
I'm working in XSI, and I would greatly appreciate any help that anyone with experience in XSI would want to offer. I have one major problem, which is visible in the in-game picture. In-game, the bottom of the texture doesn't appear for reasons I don't understand. Any help would be appreciated.
However I now have free time :O So I played some TF2 and thought "Hang on, all these cool hats but nothing really that cool for the Pyro!?" so I thought I'd spend some time making hats for Pyro and see where it goes. In the end it's just for fun so lets start.
I made this real quick to get a pose but I'm undecided. At first it was going to be a red chilli cause the Pyro uses fire etc etc but I saw someone wearing a half cut red pepper on their head on TV and thought that looked neat too.
So can you help me out? Which is the best one? Remember this is just a quick model for posing. I'll remake it with the proper grooves and textures.
You know, if you put a face on that thing, you might be able to sneak it in to the upcoming Plants vs. Zombies promo...
http://wikicheats.gametrailers.com/Image:PvZ_jalapeno.jpg
Better angle.
http://i53.tinypic.com/2q0r0ci.jpg
@Robert E. Lee: The gleam is a product of the phong not being set up, at the moment I've changed it so the wood is totally matt since that's usually what I do to make the different materials stand out. It might get a little bit of shine for the varnish a bit later, but definitely less than in those shots.
@Barlim: Not really thought about it, it seems like if they were to use it the projectile would have more to do with whatever stats it got (beyond my control) and as far as a mod release goes the existing stickies both behave as balls so there's not a great deal you can do.
The alignment thing though, he does that with the other launchers, probably since the game's release. It's one of those things you don't really pick up on when the game is in motion but you do when picking something apart looking for bugs. Fixing it would bugger up the viewmodel placement so it's beyond my powers to fix.
@ComfyCushion: Seems interesting, maybe beef up the sights a little. You may run into clipping problems with the lever details but you're only going to find out if you build it.
@Sexy Robot: Cool hat, though the stretching looks a bit odd on the straw looks a bit weird. Maybe some playing with the UV map would help? The white medigun certainly stands out.
@Svdl: If you're going all out Patton you'll need his jacket... I'm liking old man heavy in the middle there.
@Mad Mike: The colours seem a bit solid right now, maybe add a bit of variation?
@ColonelBD: Yeah looks about right now.
@roninsmastermix: Ignoring the scope, you're adding a lot of weight having the drum as a solid chunk of metal. If you're going ahead with a 4 slot design I'd suggest reducing the drum diameter, it'll cut a lot of the apparent weight and make a big shift in width/height compared to the stock launcher.
@Habboi: Seems like the biggest one is the one that looks like it might stay on his head...
---
Got the red layers worked out now, and done a load more detailing, namely metal weathering, though that may get tweaked:
Red view model in Sawmill
Blue world model
The ammo box mounting pieces ended up getting tweaked to look more like metal since they were a bit odd as bright colours. I ended up rebaking the bolt handle AO too, it was bugging me a little.
This is probably at a stage where it's just cleaning up final niggles now, so I'll be rigging up the mod versions so I can see if anything jumps out at me in general use.
Nobody really knows, yet, as there has been no announcement. Valve hid a couple of hats (a road cone for Pyro and a bucket for Soldier) from PvsZ in a recent update along with items related to SpaceChem (which was announced).
If I had to guess, I'd bet that Popcap games might have some sort of announcement (maybe a new version of the game or some DLC) to make this week (my money's on Tuesday, aka, tomorrow, since that's when most retailers release new products), and Valve added them early so that they don't have to do a separate update for them. I highly doubt you'd have time to make those changes before the release, but I wish you good luck if you try.
Thanks
running out of altercations and improvements. anyone got any crits before i finalize?
I would just add a little more color variants. In the viewmodel, you might want to make the edges stand out a little more, maybe change some smoothing groups.
thanks for the feedback, though i am not sure exactly how i could vary the colors more in the texture(ive been trying to use similar colors to the ullapool caber). Also an tips on the smoothing groups would be appreciated(i used an edge split modifier in blender)
last update for the day. Dropped the laser pointer idea. Also shown a comparison shot of the regular nade. just need to decide on which scope to use
Contributed this a week or so ago, it's named The Dream Crusher
essentially a wooden paddle with prismatic obsidian blades on the sides
Might attempt it after the pepper.
I don't think I've seen one like that before.
You could call it The Poacher.
I am not exactly sure how smoothing groups work in blender, but if you send me the model I'll take a look at it.
Looks nice!, but looks a bit similar to the one that was submitted to Medieval though...
Exactly
I'll attempt the bird nest next weekend.