Got time to kill so i made a garrison cap for the solly and sniper. May become all class but we'll see how it goes, demoman may become a problem for it to be an all class. (lack of hair in the character model and i have now idea how to make his fro work. Will have badges in gold no less. Let me know of your thoughts. I'm mostly concerned of how the shape is suppose to be.
Is it advisable to do highpoly bakes for TF2? It's just I don't know how Source works with normal maps and I haven't seen many HP models in this thread.
Is it advisable to do highpoly bakes for TF2? It's just I don't know how Source works with normal maps and I haven't seen many HP models in this thread.
The "hat of undeniable wealth and respect", the "spine-chilling skull" and "dreadnaut" are some examples of normal mapped hats already in game.
Tracking this tread for some time and I saw people try to do raccoon hat in several occasions, so I decided to try something less conventional... it is Skunk hat
still have some problems with clipping and need bit more texturing. will post some close-up soon.
Tell me what do you think...
Pefect ye olde warre room. 1354 tris ATM. The large plane at the back should be covered by world brushes. I'm also having the frame and door as seperate models so mappers can have the door at whatever position they want.
Nifty. So Valve will accept normal tangent-space normal maps?
yes valve will take but make sure it is tangent space since i have never seen a object space normal in any source game.
also make sure it fits the tf2 style, the sqid just uses it to get pretty looking curves and shading, and the dreads mainly use it for getting some nice looking rim lighting to affect the dreads, and the skull pretty much only uses it for the cracks, so just be sure not to but a huge amount of fine detail in the normal since that wouldn't fit the tf2 style.
@Phaser Rave - Love the piercings, this would make a great addition to the heavy hair collection
@Napy - That gun is really coming together, was a bit skeptical about a revolver for the Engy since the Spy seems to have cornered the revolver market, but it's got a distinct look to it. I envision it having sort of a 'Charge Shot' mechanic like the demoman's sticky launcher, where you can charge up a mini railgun shot.
@Sparkwire - Digging the cap and the shades, but the facemask seems out of place. It makes the Heavy's face way too busy and cluttered, and really looks too small for the Heavy's massive face cavity.
Also, found this while stumbling, someone make this happen:
so, uh howdy I'm Bopoe, I'm in high school and modelling is what I want to do when I grow up (what in specific, I haven't decided). Luckily my school has a nice Animation class with a good teacher who has done lots of professional work before. I've decided that for one of my summer projects I wanted to make an item for tf2, so i started with a simple idea I had for the spy "The Beaux Ties" a bow tie & armband for the spy.
crappy render
I was hoping you guys could help me out, I'm using light wave to model and it doesn't facilitate working with Source very well so I'm using blender to. I figure that making a hat would probably be easiar since for the bow tie I would have to delete the spy's existing tie and make a sub model like the Foster's Facade or the Essential Accessories, which i have no idea how to do. this is the first time I've tried to do anything like this and all criticisms would be really helpful.
yes valve will take but make sure it is tangent space since i have never seen a object space normal in any source game.
also make sure it fits the tf2 style, the sqid just uses it to get pretty looking curves and shading, and the dreads mainly use it for getting some nice looking rim lighting to affect the dreads, and the skull pretty much only uses it for the cracks, so just be sure not to but a huge amount of fine detail in the normal since that wouldn't fit the tf2 style.
Well I'm doing a sniper, so I guess I'll keep going on the highpoly and see if it suits when I'm done anyway. But it seems I might just omit the HP bake if it turns out weird for TF2.
If that is the case, it'll be nice to do some last-gen style modeling/texturing for once. I feel like I've been shoehorned into all the nextgen stuff lately and this will be a nice change of pace.
With the recent influx of aviatory breathing apparatuses i feel like i should post my progress. i think the model is almost done and will move to making the texture if there are n problems. i hope to make 2 styles one with the hose and one without. also if i figure it out i will make the hose jiggle boned
for those of us not familiar with the fallout universe, would you mind explaining what that is?
I can't make it out on the picture
it looks like a gunmetal grey and green blob shaped like a gun but maybe to someone who knows what it is can fill me in and then I could discover what it's supposed to be, I mean I can definitely identify the structure of a gun but beyond that I just don't know what it is
that's just me talking without knowing what it is but my critique is that it's too noisy on the metal texture but that's all I can say without knowing what it is.
Little update, Finished UV's and done base colours + ao, Want to finish rigging before doing textures though because i'm guessing the former will take an age
@Ducksink - simply love it... specially with the eyes @Grimbodan - take a look at few posts up. I am working on something similar, not armadillo, but skunk... I planned to have more styles with different animals (ie fox) anyway, so I can try to do armadillo too (with credit to you )
@Cyxopyk (and, by extension, everyone who isn't familiar with the Fallout Laser Rifle):
I'd say that green is way too saturated. Maybe a desaturated Team Color?
I'd also agree that your metal doesn't feel like TF2 metal, and raise you that because of this noisiness, you're losing some of the cool detail like those insets behind the... discharge plate? I don't know the terminology on laser rifles (or regular guns for that matter). The spots where, I'd expect, you could fit screws into place to hold that front plate where it belongs. Or the extra wear on that cylindrical portion underneath the front grip.
Also, that battery could use some more wear and tear on its paint.
@Ronin, I liked it much better when it wasn't covering his eyes. That one looks kind of ridiculous over his eyes like that. Every single hat doesn't need to be positioned that way on him.
Replies
I want the cowbell's description to be "Just what the doctor ordered".
Got time to kill so i made a garrison cap for the solly and sniper. May become all class but we'll see how it goes, demoman may become a problem for it to be an all class. (lack of hair in the character model and i have now idea how to make his fro work. Will have badges in gold no less. Let me know of your thoughts. I'm mostly concerned of how the shape is suppose to be.
Hybrid!
@ColonelBD - A3 and B2
@Sexy Robot - That would look awesome with particle effects.
A subtle wearable for the heavy i'm working on:
Also team colours:
Very NICE!!!
The "hat of undeniable wealth and respect", the "spine-chilling skull" and "dreadnaut" are some examples of normal mapped hats already in game.
This needs to be for portal 2 as well good sir.
Maybe for Pyro, since they're both emotionless killing machines.
Also, Sonic Screw Diver for Spy and 4th Doctor's scarf for Scout, do it.
Wish granted.
Not started on textures/detail yet, Figured may as well post what i'm up to so far though
Tracking this tread for some time and I saw people try to do raccoon hat in several occasions, so I decided to try something less conventional... it is Skunk hat
still have some problems with clipping and need bit more texturing. will post some close-up soon.
Tell me what do you think...
Pefect ye olde warre room. 1354 tris ATM. The large plane at the back should be covered by world brushes. I'm also having the frame and door as seperate models so mappers can have the door at whatever position they want.
Its a day of the dead mask
yes valve will take but make sure it is tangent space since i have never seen a object space normal in any source game.
also make sure it fits the tf2 style, the sqid just uses it to get pretty looking curves and shading, and the dreads mainly use it for getting some nice looking rim lighting to affect the dreads, and the skull pretty much only uses it for the cracks, so just be sure not to but a huge amount of fine detail in the normal since that wouldn't fit the tf2 style.
haha! I love it!
My full Dalek sentry replacement falls into shape.
And as well as that, it's of course going to be a hat.
basic color texture. Should also be available for the heavy and sniper by the time i'm done with it. May choose the pyro too but we'll see.
I know its not gonna cover his eyes, but it would be awfully silly to do it with this hat. Planning on making custom badges for the other classes.
I think it should cover the eyes to keep on theme with soldier but you are right to not to it if it messes with the hat itself.
@Napy - That gun is really coming together, was a bit skeptical about a revolver for the Engy since the Spy seems to have cornered the revolver market, but it's got a distinct look to it. I envision it having sort of a 'Charge Shot' mechanic like the demoman's sticky launcher, where you can charge up a mini railgun shot.
@Sparkwire - Digging the cap and the shades, but the facemask seems out of place. It makes the Heavy's face way too busy and cluttered, and really looks too small for the Heavy's massive face cavity.
Also, found this while stumbling, someone make this happen:
crappy render
I was hoping you guys could help me out, I'm using light wave to model and it doesn't facilitate working with Source very well so I'm using blender to. I figure that making a hat would probably be easiar since for the bow tie I would have to delete the spy's existing tie and make a sub model like the Foster's Facade or the Essential Accessories, which i have no idea how to do. this is the first time I've tried to do anything like this and all criticisms would be really helpful.
a low-poly Atlas I made for another project
That's a Reggaelator, mate.
Well I'm doing a sniper, so I guess I'll keep going on the highpoly and see if it suits when I'm done anyway. But it seems I might just omit the HP bake if it turns out weird for TF2.
If that is the case, it'll be nice to do some last-gen style modeling/texturing for once. I feel like I've been shoehorned into all the nextgen stuff lately and this will be a nice change of pace.
With the recent influx of aviatory breathing apparatuses i feel like i should post my progress. i think the model is almost done and will move to making the texture if there are n problems. i hope to make 2 styles one with the hose and one without. also if i figure it out i will make the hose jiggle boned
fallout promo)
I can't make it out on the picture
it looks like a gunmetal grey and green blob shaped like a gun but maybe to someone who knows what it is can fill me in and then I could discover what it's supposed to be, I mean I can definitely identify the structure of a gun but beyond that I just don't know what it is
that's just me talking without knowing what it is but my critique is that it's too noisy on the metal texture but that's all I can say without knowing what it is.
http://volpinprops.blogspot.com/2009/09/fallout-3-aer9-laser-rifle.html
in that case maybe switch up the green to something more befitting TF2 and simplify the metal colors
maybe use this as a guide: http://www.polycount.com/forum/showthread.php?t=73559
Link doesn't work
Yeah, whoops lol.
Did you just port the model from Fallout to TF2? Certainly looks like it.
@Grimbodan - take a look at few posts up. I am working on something similar, not armadillo, but skunk... I planned to have more styles with different animals (ie fox) anyway, so I can try to do armadillo too (with credit to you )
skunk hat closeup
I'd say that green is way too saturated. Maybe a desaturated Team Color?
I'd also agree that your metal doesn't feel like TF2 metal, and raise you that because of this noisiness, you're losing some of the cool detail like those insets behind the... discharge plate? I don't know the terminology on laser rifles (or regular guns for that matter). The spots where, I'd expect, you could fit screws into place to hold that front plate where it belongs. Or the extra wear on that cylindrical portion underneath the front grip.
Also, that battery could use some more wear and tear on its paint.
Here's the blog where I found that sexy real-life replica with some other shots at other angles and links to his flickr page for much higher-res images if you need the reference: http://volpinprops.blogspot.com/2009/09/fallout-3-aer9-laser-rifle.html
After:
improvement?
Harrison's getting a lot of love, I linked that on the previous page ;-)
Thanks! the pyro is also my favorite character