I think hat animations are things valve needs to implement, I don't think you can do it yourself without valve having to do some code work for your hat.
Another hat i'm working on while i try and figure out what to do with the grenade launcher replacement i'm trying to fix. Made in about 2 hours or so. Calling it "Trecherous Trojan" thinking since the Soldier got a Spartan Helm, why not a Trojan helm for the demoman. This one is going to be black iron cast and colored hair. (Ironically, in the movie Troy, its the Spartans who had this color scheme and the trojans having the Defiant Spartan's color pallete) I will post the pics of the texture later.
Now trying to add jiggle bones to make this different in-game than the spartan. Many already have commented that it looks too much like the spartan but hey it's worth a try. I'm merely watering down time for more labor intensive renders to do. Hope valve accepts it though, nonetheless.
It shouldn't be a problem, however I would add something extra to make it not look completely like the spartan, such as how the samur-eyes got a different mount. For example, simular to what you've done to the plume.
Another experiment, this time with a syringe gun design, I'm going for some sort of high calibar syringe shotgun or magnum, with large, chunky syringes:
Also my smgs done:
Sorry for the bad resolution, whilst I was doing it I forget to up the resolution, and when I realised it I had already released and contributed it so it was too late.
DL links at TF2mods and Gamebanana if anyones interested (shameless promotion is shameless).
I was playing Scout the other day and I heard him say "I'm the freaking Bat-Man!"... and I was like, "wait, he looks like Robin" (from Batman and Robin, not Robin Walker).
So I went ahead and created this in a day or so and submitted it
Do any hats in game have animations other than the idle animation? You can do an idle/looping animation for sure. What about doing a jiggle bone?
I've tried jigglebones on it, but either I suck or they aren't practical for an application like this because the tails clip through the Scout constantly.
I was thinking maybe something like an angular constraint on the tails of the scarf, but this is being worked on in my spare time, so I haven't gotten too thoroughly involved in it.
I was playing Scout the other day and I heard him say "I'm the freaking Bat-Man!"... and I was like, "wait, he looks like Robin" (from Batman and Robin, not Robin Walker).
So I went ahead and created this in a day or so and submitted it
I cannot express in words how badly I want this. It looks utterly AMAZING with the Trilby or the Bakerboy. really, this looks excellent, here's hoping it gets in.
I was playing Scout the other day and I heard him say "I'm the freaking Bat-Man!"... and I was like, "wait, he looks like Robin" (from Batman and Robin, not Robin Walker).
So I went ahead and created this in a day or so and submitted it
unless that's supposed to be plastic you should really tone down the phong
Also, i'm very pleased to have finally made my hat attach its custom jiggle bone. I'm now fine tuning how it moves. Can anyone point me to the best video capture program that i could use so i can upload a vid of my hat jiggling?
I was playing Scout the other day and I heard him say "I'm the freaking Bat-Man!"... and I was like, "wait, he looks like Robin" (from Batman and Robin, not Robin Walker).
So I went ahead and created this in a day or so and submitted it
Yes i do hope this one gets in as well. I really want to see something really special to complement the other less decent hats for the scout.
Also, i think the phong is just right. It's not really shiny on many of the world lights in tf2.
@blaholtzen - Since the geometry is very simple, I wanted it to be a bit shiny, and it shows in HLMV, however, when seen in-game the phong doesn't look that high.
@Doughnut Bear - looking good, I'd say add the air hose. But the bottom part of the mask needs more work to make it more defined. Perhaps if the air hose was twisted/broken it would add visual interest.
Valve are the ones that handle setting up styles, but it should be easy enough for them to get it to work if you send them a few model variations. Just let them know what you intend.
Thanks for the info. I guess item_test will suffice for trying out the styles. Now that I think about it, user defined styles might be too complex to implement given that a custom model or texture can just be swapped out and replaced at the client side anyway.
Hey guys, here is my final version of the Mecha-Oblongata. Biggest changes from the old version are that i have added water to the bowl and i have removed the front light and replaced it with a heart rate monitor.
I am happy with the final design and am finishing it up now. I got 4 levels of LODs ranging from 2,300 to about 600 triangles and the final texture res for both base and normal texture are at 256x256.
All seems good. Here are some screenshots of the final version!
and a video of the jigglebones/scrolling textures!
@roninsmastermix - looks good with jigglebones, do you plan on adding more detail to the geometry?
I added some paint detailing but on the geometric side, i probably wont since this thing is already around 900 tris. Maybe i could still add a raised seam around the brim of the helm but if you guys have any suggestions i can still take some ideas in.
Anyone here a Maya user? I'm a nub with MEL script and I just want to find the command to "select all by type" (like in the Edit menu). Nurbs, specifically. I'm just fiddling with the rigged player models in the SDK again and it would help for keying all the controllers at the same time if I could make a button to do it.
I added some paint detailing but on the geometric side, i probably wont since this thing is already around 900 tris. Maybe i could still add a raised seam around the brim of the helm but if you guys have any suggestions i can still take some ideas in.
I thought you were going to add some holes where you added the greek pattern,
but it looks good with it.
I thought you were going to add some holes where you added the greek pattern,
but it looks good with it.
That's a splendid idea. I don't know how to make it in less than a hundred tris though. Also, the cut on the left eye is barely visible on it's own and I'm afraid any other holes won't be distinct enough. I do think that a diffuse map could help.
That's a splendid idea. I don't know how to make it in less than a hundred tris though. Also, the cut on the left eye is barely visible on it's own and I'm afraid any other holes won't be distinct enough. I do think that a diffuse map could help.
Well, the pattern looks good to me, but maybe you could submit another 'style' with holes instead of the greek pattern, and if it only takes you around 100 tris to do it, don't worry about tri count.
@Roninmastermix: Very nice, but as Jzeeba said, some holes will make it look even better, Also I would add a patturn to the plume holder with slight edge wear , maybe something like this:
That would make it stand out more in my opinion.
Done some work on my syringe magnum:
Pretty happy with how it turned out, however I'm still not finalised the handgaurd yet, I want to see if it will clip first.
That helmet there makes me think of Zant from TLOZ:TP. It's not a bad thing, but it's not something I'd like to see in TF2. I'm not saying the model is bad, the model is incredible and so is the texture. But it's unfitting, and with all the hats that have gotten in I'm surprised but still. I hope you get my point, maybe make it a bit more cheerful, try playing around with bronze and gold.
Went back at re-texturing this launcher. About 30% done i guess. All these are just blender renders, i'll try out the hlmv renders later today. Kinda darkened this one a bit.
Wow, browsed through about 30 pages (gonna check the rest, of course) and I'm really amazed. Some insanely nice models and ideas here.
I'm pretty new (not even a newbie yet) at the whole modeling scene, picked it up afew days ago and got into it. I had this idea for a hat and have been toying around with it for abit. It's far from done, textures aren't great (sort of screwed up the UVW Unwrapping afew places), and I'm still in the process of learning, well, everything.
I have no idea if this has ever been made before, but any thoughts, ideas for improvement etc? Would appreciate any feedback
Obvious reference :P
Replies
You can also have condition specific animations like the hotrod.
http://youtu.be/e3wsAZdD-f8
Another hat i'm working on while i try and figure out what to do with the grenade launcher replacement i'm trying to fix. Made in about 2 hours or so. Calling it "Trecherous Trojan" thinking since the Soldier got a Spartan Helm, why not a Trojan helm for the demoman. This one is going to be black iron cast and colored hair. (Ironically, in the movie Troy, its the Spartans who had this color scheme and the trojans having the Defiant Spartan's color pallete) I will post the pics of the texture later.
I dont think the Demo cares as long as he gets to blow stuff up
Thanks man, that means a lot coming from you.
here's an update:
Now trying to add jiggle bones to make this different in-game than the spartan. Many already have commented that it looks too much like the spartan but hey it's worth a try. I'm merely watering down time for more labor intensive renders to do. Hope valve accepts it though, nonetheless.
Another experiment, this time with a syringe gun design, I'm going for some sort of high calibar syringe shotgun or magnum, with large, chunky syringes:
Also my smgs done:
Sorry for the bad resolution, whilst I was doing it I forget to up the resolution, and when I realised it I had already released and contributed it so it was too late.
DL links at TF2mods and Gamebanana if anyones interested (shameless promotion is shameless).
So I went ahead and created this in a day or so and submitted it
I've tried jigglebones on it, but either I suck or they aren't practical for an application like this because the tails clip through the Scout constantly.
I was thinking maybe something like an angular constraint on the tails of the scarf, but this is being worked on in my spare time, so I haven't gotten too thoroughly involved in it.
Day 3 I will show you how to compile it.
unless that's supposed to be plastic you should really tone down the phong
Nice! Glad i helped out on that.
Also, i'm very pleased to have finally made my hat attach its custom jiggle bone. I'm now fine tuning how it moves. Can anyone point me to the best video capture program that i could use so i can upload a vid of my hat jiggling?
Yes i do hope this one gets in as well. I really want to see something really special to complement the other less decent hats for the scout.
Also, i think the phong is just right. It's not really shiny on many of the world lights in tf2.
Good job Jzeeba
I started making something very similar a while back - never finished though.
Reference was Top Gun.
I like the direction you're taking with this. A good idea would be to just let the air hose hang and jigglebone it.
looks cool. im still debating whether i should include the air hose on mine.
started blocking out the shapes some more. still not sure if i like the oxygen hose or not.
@blaholtzen - Since the geometry is very simple, I wanted it to be a bit shiny, and it shows in HLMV, however, when seen in-game the phong doesn't look that high.
@Doughnut Bear - looking good, I'd say add the air hose. But the bottom part of the mask needs more work to make it more defined. Perhaps if the air hose was twisted/broken it would add visual interest.
Thanks for the info. I guess item_test will suffice for trying out the styles. Now that I think about it, user defined styles might be too complex to implement given that a custom model or texture can just be swapped out and replaced at the client side anyway.
jiggles here:
http://youtu.be/krebrcEgaz4
I am happy with the final design and am finishing it up now. I got 4 levels of LODs ranging from 2,300 to about 600 triangles and the final texture res for both base and normal texture are at 256x256.
All seems good. Here are some screenshots of the final version!
and a video of the jigglebones/scrolling textures!
[ame]http://www.youtube.com/watch?v=C0wkKPZo8QM[/ame]
Hope everything good enough! I will be shipping it off shortly to Valve, later i will make replacements for hats so you can download it yourself.
Hope you like it!
http://wiki.teamfortress.com/wiki/Defiant_Spartan
Any ideas on improving it would be helpful.
Also I plan on doing a knife, but Valve didn't supply the weapon models in the src folder?
I know man. It's why i made the trojan hat.
Soldier VS Demoman = Spartan VS Trojan
@treythepunkid - animation looks nice, the brain texture looks a bit strange though
Another update. Probably the last one for this hat and off i go to another hat. Submitting this one tonight.
I added some paint detailing but on the geometric side, i probably wont since this thing is already around 900 tris. Maybe i could still add a raised seam around the brim of the helm but if you guys have any suggestions i can still take some ideas in.
i would work on the texture for your grenade launcher. right now it looks likr a solid color
I know. I actually went back and retextured everything just now. I'll be meticulous with this one.
I thought you were going to add some holes where you added the greek pattern,
but it looks good with it.
Well, the pattern looks good to me, but maybe you could submit another 'style' with holes instead of the greek pattern, and if it only takes you around 100 tris to do it, don't worry about tri count.
Decided I should finally register. It's a hunting hat for the Sniper, with a test texture.
Unfortunately I know jack shit about unwrapping so this is my hilariously terrible uvmap:
I need some help with this. Any good tutorials out here?
That would make it stand out more in my opinion.
Done some work on my syringe magnum:
Pretty happy with how it turned out, however I'm still not finalised the handgaurd yet, I want to see if it will clip first.
Went back at re-texturing this launcher. About 30% done i guess. All these are just blender renders, i'll try out the hlmv renders later today. Kinda darkened this one a bit.
I'm pretty new (not even a newbie yet) at the whole modeling scene, picked it up afew days ago and got into it. I had this idea for a hat and have been toying around with it for abit. It's far from done, textures aren't great (sort of screwed up the UVW Unwrapping afew places), and I'm still in the process of learning, well, everything.
I have no idea if this has ever been made before, but any thoughts, ideas for improvement etc? Would appreciate any feedback
Obvious reference :P