Those sandals are starting to look pretty good, D-d-d-demon. I wonder whether for the wing you might be better to go for a more stylised metal representation of a wing than an actual birds wing.
Those sandals are starting to look pretty good, D-d-d-demon. I wonder whether for the wing you might be better to go for a more stylised metal representation of a wing than an actual birds wing.
I think so too. It'll probably be similar to the ones on the Hermes hat that was posted a page back. Though I don't want to just outright copy them. >_>
What sort of detail should I add to it? More shadows/highlights, or something else? That render is actually old (long story, I ended up having to redo the placement for the wings because I wanted to see it in game, but forgot to save in Blender before I exported :P) Here's a new one, but I think the shadows are too strong on this one:
Not really, it's just 'different' for taking a more hotkey-oriented approach. I have no trouble working with Blender's mesh tools. You should spend more time with it before giving up like there's no hope.
I model in 2.49 instead though, 2.57 I only used for SMD exporting. I know jigglebones and flex exporting works for me with it.
i have used blender for over a year, and it's modeling tools are really lacking compared to maya, silo and max.
and all apps take a hotkey approach if you want them too things like silo take it farther than blender.
and im not say the app is all bad like i said it's animation tools are good and i like how there is no need to use a transformation widget, and i like how numerical input works for operation. Just the lack of ngon support, and simple tools like "Inset Scale", and a proper bevel, and cut tools makes most things take way longer to accomplish in blender than in silo or maya.
Really liking the feathers now more than ever. Probably ready for submission by now but i'm posting to see if you guys have anything to say. Made some adjustments on the skull (slightly bigger), feathers (added some nicks and cuts to make them unique from each other), added some patterns on the rim of the plate and all the red parts are paintable (currently displaying Team Spirit RED). Current name is "Mayan Manhunter". Suggestions are still welcome.
Thanks to all that commented helped us on this hat. You all get a blood soaked cookie.
Many are saying that the skull is still too small for the headdress. Many feel that it should be at the same size as the spine chilling skull. I feel that having the skull higher makes the face profile more imposing and reasonable since it's a the demoman's skull after all. But what about you guys? What do you guys think?
I'm wondering how he can see out of it, but he seems to have no problem while wearing his normal helmet, so no complaints from me haha.
The running gag on the soldiers hats are the he always has his eyes covered with his hat. (with a few exceptions) even though i already made the hat a bit bigger, I'm leaning on making it bigger by a bit to show how it would look like.
Hey everyone, i've been working on a sniper misc lately. I've pretty much done all the modeling, now only texturing remains (that a friend will do) and animating the wipers (which i have no idea how to do). I really need some help in animating the wipers (getting the animation to work ingame actually) because when i export the misc as a model with separate objects in it, it completely screws up the position ingame.
I've been wanting to make both some 3D and something for TF2, so here goes. I have only reached page 93 of this thread, so I don't hope this has been made a ton of times already!
Without further ado, the Horns'n'Tails:
552 faces, only the tape has been triangulated. Not sure if this could be seen as offensive, but it's been fun to make so far! Still working on compiling it to test it out, it seems that every program in every step has some error to be bumped out! :poly124: Also need to lay down UVs and some texture when I have it tested out with jiggle-jigglebones. When I'm all done with it I'm thinking of making a fitting trident for him Comments and critique are much welcomed!
It's awesome to flip through all the ideas, submissions and awesome ingame stuff in this thread! Keep it up everyone!
Really liking the feathers now more than ever. Probably ready for submission by now but i'm posting to see if you guys have anything to say. Made some adjustments on the skull (slightly bigger), feathers (added some nicks and cuts to make them unique from each other), added some patterns on the rim of the plate and all the red parts are paintable (currently displaying Team Spirit RED). Current name is "Mayan Manhunter". Suggestions are still welcome.
Thanks to all that commented helped us on this hat. You all get a blood soaked cookie.
Looking good!, I do think the skull would look better if it was bigger.
If you put a little rivet on the sandals to make a more obvious attachment point. Beyond that, it's probably just a matter of sharpening up the texture detail on the feathers
Question, how do I replace my weapon projectiles (bullets) to for example an arrow? Not asking for a complete tutorial here, but a small nudge in to the right direction would be greatly appreciated
Nice model GoLDeN, but as d-d- oh fuck it, demon (sorry) pointed out, that weapon would look way better if you glow up the wire. It will add a bit of colour to it, and with it break up the steel.
edit: possible gameplay idea - It could glow up once you got a bit of fire damage yourself, allowing you to get revenge with a souped up melee weapon.
Model looks nice, texture is to detailed I think? You have little lines to show the pattern of the fabric, which doesn't match the TF2 "broad strokes" style.
@hughchilles:
Interesting modeling approach. So far I'd say it's to blobby, but maybe that'll get better after you've optimized.
I would feel like a massive douche if i didnt chime in and help you here.
I dont know what you are used to , but try making a very low poly "stand in" model first. could just be out of lots of cubes , scaled and translated into place etc.. then test it in the medic's hands ...or failing that get a hold of a medigun and match the handles up with your model and the scale.
once you have your low poly base sorted out go ahead and create the panels, the gun handle ...basically all components to the same poly density
and then uwrap and combine .merging edges and keeping the geometry CLEAN.
finaly get your edges hard where it needs it ans soften those you wanr to be smooth. you are now ready for your occlusion bake, and texturing.
good luck dude.
Hey everyone, i've been working on a sniper misc lately. I've pretty much done all the modeling, now only texturing remains (that a friend will do) and animating the wipers (which i have no idea how to do). I really need some help in animating the wipers (getting the animation to work ingame actually) because when i export the misc as a model with separate objects in it, it completely screws up the position ingame.
Quoteing this from 3 pages behind because it took a while for the post to be accepted.
New hat in the works from me and 8-bit Lincoln. Let us know what you guys think. Current color is Team Spirit Red. French Kepi right now is the working title.
Replies
I think so too. It'll probably be similar to the ones on the Hermes hat that was posted a page back. Though I don't want to just outright copy them. >_>
So what do you guys think? I think it looks a whole lot better than the complex wings I had, since it fits TF2's style more.
Yep better already. I suggest making it tad bigger and as implied already, more detail.
Also, I made the wings a little bigger:
I'll try and get an in-game shot of them up soon, I think they look really cool, haha.
i have used blender for over a year, and it's modeling tools are really lacking compared to maya, silo and max.
and all apps take a hotkey approach if you want them too things like silo take it farther than blender.
and im not say the app is all bad like i said it's animation tools are good and i like how there is no need to use a transformation widget, and i like how numerical input works for operation. Just the lack of ngon support, and simple tools like "Inset Scale", and a proper bevel, and cut tools makes most things take way longer to accomplish in blender than in silo or maya.
Jigglebone Video:
[ame]http://www.youtube.com/watch?v=vRx_092nFdw[/ame]
Really liking the feathers now more than ever. Probably ready for submission by now but i'm posting to see if you guys have anything to say. Made some adjustments on the skull (slightly bigger), feathers (added some nicks and cuts to make them unique from each other), added some patterns on the rim of the plate and all the red parts are paintable (currently displaying Team Spirit RED). Current name is "Mayan Manhunter". Suggestions are still welcome.
Thanks to all that commented helped us on this hat. You all get a blood soaked cookie.
The running gag on the soldiers hats are the he always has his eyes covered with his hat. (with a few exceptions) even though i already made the hat a bit bigger, I'm leaning on making it bigger by a bit to show how it would look like.
Just something I threw together in like 20 minutes. It clips with practically every animation on the Soldier, but BISON SOLDIER!
I've been wanting to make both some 3D and something for TF2, so here goes. I have only reached page 93 of this thread, so I don't hope this has been made a ton of times already!
Without further ado, the Horns'n'Tails:
552 faces, only the tape has been triangulated. Not sure if this could be seen as offensive, but it's been fun to make so far! Still working on compiling it to test it out, it seems that every program in every step has some error to be bumped out! :poly124: Also need to lay down UVs and some texture when I have it tested out with jiggle-jigglebones. When I'm all done with it I'm thinking of making a fitting trident for him Comments and critique are much welcomed!
It's awesome to flip through all the ideas, submissions and awesome ingame stuff in this thread! Keep it up everyone!
Crazy eagle soldier
The Pyro bee or the fire bee
Sugestions?"
Looking good!, I do think the skull would look better if it was bigger.
While I decide what else I want to do with the Hermes sandals, I started this:
Sniper's own little kangaroo buddy. Although he looks more like dingo now that I'm looking at it. >_>
Also, paintable.
I submitted 2 versions. One with that skull and the other with a bigger and lowered skull position. Hope it gets in.
Just thought I'd share
I made a misc item for the pyro. An angel doll and a devil doll on each of his shoulders.
[ame]http://www.youtube.com/watch?v=uThZGq4TR-U[/ame]
Jesuscrist, poor spy is going to have nightmares now.
[ame]http://www.youtube.com/watch?v=SiJNJwkmF9k[/ame]
Maybe do the coil so that it looks like it's glowing?
I'm really jealous of most of the texture jobs on here, everyone's looks so great, and mine look uh...not so great. :P
I guess it's something that comes from practice and experience right?
Anyone like?
edit: possible gameplay idea - It could glow up once you got a bit of fire damage yourself, allowing you to get revenge with a souped up melee weapon.
but thats all up to valve.
I really like this - as someone mentioned I think it'd look awsome with the coil glowing red hot IE:
Slow progress on my medic gun, pretty new to this, just trying to get the base white shape before I chop it up
Model looks nice, texture is to detailed I think? You have little lines to show the pattern of the fabric, which doesn't match the TF2 "broad strokes" style.
@hughchilles:
Interesting modeling approach. So far I'd say it's to blobby, but maybe that'll get better after you've optimized.
strange way to make a hard surface model
your doing it wrong.
I would feel like a massive douche if i didnt chime in and help you here.
I dont know what you are used to , but try making a very low poly "stand in" model first. could just be out of lots of cubes , scaled and translated into place etc.. then test it in the medic's hands ...or failing that get a hold of a medigun and match the handles up with your model and the scale.
once you have your low poly base sorted out go ahead and create the panels, the gun handle ...basically all components to the same poly density
and then uwrap and combine .merging edges and keeping the geometry CLEAN.
finaly get your edges hard where it needs it ans soften those you wanr to be smooth. you are now ready for your occlusion bake, and texturing.
good luck dude.
New hat in the works from me and 8-bit Lincoln. Let us know what you guys think. Current color is Team Spirit Red. French Kepi right now is the working title.