@ hellmasterx try to stick to colour values already present in the game and dont photo ref. almost all tf2 art is hand-painted with some baked in AO on the texture to add some depth.
@ hellmasterx try to stick to colour values already present in the game and dont photo ref. almost all tf2 art is hand-painted with some baked in AO on the texture to add some depth.
Update. Some mesh editing so to fit the beak and now trying to work around the medic mask clipping. Speaking of clipping, so far most of the voice commands clip minimally. Very optimistic right now. Tried with and without the red cross but it seems that the cross will stay.
Update. Some mesh editing so to fit the beak and now trying to work around the medic mask clipping. Speaking of clipping, so far most of the voice commands clip minimally. Very optimistic right now. Tried with and without the red cross but it seems that the cross will stay.
That looks really good! Somehow the gas mask and that helmet create a character much more hardcore than most FPS's these days.
That looks really good! Somehow the gas mask and that helmet create a character much more hardcore than most FPS's these days.
Thanks glad you like it.
Style 2:
No more clipping the beak and mask, whether the goggles is pulled down or not. Textures are to be evaluated again. (i saw some shadows here and there.) Also the phong on the goggles needs to be more metalic than shiny plastic. And more going to be adding more brush strokes and painting the hat Svdl style. Also found that the goggles on this style didnt have the sharp edges i did. I'll fix that tomorrow.
Here's the last version of the UberBuster, I think we'll submit this one today unless it has more obvious errors. I'm still not sure about making it paintable but I'll check with Ronin later.
Couldn't resist writing the "who you gonna call?" XD
Any comments/suggestions?
Should it be paintable?
Hi, first time poster here.
Well, I spend most of my time doing maps but more recently I've began to make models too.
I just want to show you my first creation, it's a replacement model for the Demoman's stickylauncher, well basically its essentially this little doll that I put on the barrel, but this model also replaces the stickybombs.
The Engineer has his Teddybear, and I thought that the Demoman wants a companion too, especially considering that in her japanese game, that Suika is a drunkard and she makes throw bombs too.
I don't think this model is acceptable because Suika is a licensed character, but maybe it can be slightly altered to look more like a traditionnal scottish doll. What do you think?
If he calls it a rapier, I reserve the right to give him the same crit someone gave me on my Gladius: Rapiers are stabbing weapons, not slashing weapons. Might do to curve the blade slightly and maybe widen it to make it more of a sabre or a cutlas.
Edit: @passerby: There's some wonkiness in your texture right above where the blade attaches to the crossguard. In like the first inch of the blade, it looks like some serious UV distortion or something you tried to normal map but didn't get a good bake on. Also, there's no defined edge to the blade; it looks like a flat chunk of metal, like the Smith forgot he wasn't making a very narrow club.
@Habboi, your nest hat feels awfully smooth. I think it needs a bunch more twigs sticking out and some sweet normal-mapping (and less spec) to really look like a nest and less like a bowl full of birds. Love the concept, it just doesn't look very organic yet.
The blade looks pretty flat, I would make the outward side sharper and more pointy. Also As tonysladky said, it feels more like a stabbing weapon than a slashing weapon. I would aslo recomend making the blade slightly curved.
ya thank i think over-all the blade may be 2 thin, which makes the difference between the front edge and the rest of the blade too small to be noticeable.
im prolly going to nuke the blade and rework it all to get a better edge and make it more saber like.
here is a quick viewport shot of the current wire frame from the blade.
as you can see the whole thing as narrow.
and currently i don't have anything but a AO bake, but i do intend to do some engraving on the side of the blade and on the guard, which i haven't decidded if im going to do that via a making a high poly with it and baking down or if im just going ot make those details in photoshop with normal map filter like NDO.
also hoping adding a cavity map to the diffuse and specular will help define the front edge.
edit: for the name im not completely sure yet either, it is loosely based on a saber used in the US civil war, which should become more apparent when i get the engravings in the blade, and i also intend to do a shotgun and a hat from the same time period. So im thinking of calling the whole pack "The Un-Civil Gentleman"
@roninsmastermix, looks great, the last one looks like the NCR rangers from Fallout NV
@ColonelBD, flare gun looks great and very unique, cool design. the one thing that stands out to me is the connection of the narrow handle and large barrel. it looks kind of abrupt and you might be able to fill some empty space around it. here's a paintover to show what i mean:
i hope you haven't gone too far to want to go back and experiment with the connection there
---
made some progress on hockey helmet and associated styles for scout/heavy
still need to combine hair and helmet for scout and tweak the hair texture itself. Then do the same for heavy once his hair is finished - I'm probably going to try for the concept mullet with a sweatband for him, maybe a skullet and sweatband combo.
Just curious but does anyone know what Valve's policy is on hats that cover the entire face? Wouldn't that destroy the whole silhouette idea? Cause my company was thinking of doing some game related hats as part of a promo someday and I wanted to make sure I wasn't wasting my time. We're thinking of a robot head that fits over the face.
Just curious but does anyone know what Valve's policy is on hats that cover the entire face? Wouldn't that destroy the whole silhouette idea? Cause my company was thinking of doing some game related hats as part of a promo someday and I wanted to make sure I wasn't wasting my time. We're thinking of a robot head that fits over the face.
There is no clear-cut policy over the submission of items. It was implied that the silhouette of an item is one of the most important things they look for in an entry. There have been silhouette-altering items before and i doubt having the whole head different is any different from that granted it does resemble another class too much. Unless you alter the whole body beyond recognition, i think its safe.
Just curious but does anyone know what Valve's policy is on hats that cover the entire face? Wouldn't that destroy the whole silhouette idea? Cause my company was thinking of doing some game related hats as part of a promo someday and I wanted to make sure I wasn't wasting my time. We're thinking of a robot head that fits over the face.
if your talking about the Plain Sight robot head, then I would be a bit more careful. but in the end its VALVe who decides if your wasting your time. I don't know how it goes business wise when talking with VALVe about adding promotional items to their game.
@Ronin: The heavys ear is going though it... apart from that it looks really nice. Is this going to be all class as well?
Yeah i'm aware that its clipping the ear. Well by the looks of it will be an all-class item again. There are plans for 2 separate helms and gasmask though.
tweaked the blade a little, i think part of it not looking to sharp is the angle he holds it at.
but there it is with some minar tweaks to the model so unless someone has some more criticisms for the mesh i think i will give the shader and textures some love next.
also the blade curve, i didnt want to go overkill on it but i wanted enough curve to make it look like a slashing weapon(like suggested), so does anyone got oppions on if i went too far with that or should it be curved some more.
@Roninsmastermix: Those helmet/goggles combo looks pretty sweet, specially on the Demo. I'm not a fan of the Heavy's mask, I think it breaks the look too much. I'd like to see a helmet/goggles only version, I think it will work best on its own.
@crazy-g:I like your hockey items. Helmets fit the style pretty well, and Scout's hair is just perfect. Recreating the concept mullet would be even more awesome.
Arrgh, I'm too tired to write more constructive words for you people, my apologies. I'm pretty much done with the modeling part of the Pocket Launcher. Just a few bolts and two bits of tape to hold the wires. I might also try to alter the muzzle brake a little, not fully satisfied with how it is now. I made 4 quick gauge designs (ideally they're supposed to work similarly to the
Replies
Textured.
any good vmt settings for cloth?
any sugestions?
Going to try it right now.
Update. Some mesh editing so to fit the beak and now trying to work around the medic mask clipping. Speaking of clipping, so far most of the voice commands clip minimally. Very optimistic right now. Tried with and without the red cross but it seems that the cross will stay.
That looks really good! Somehow the gas mask and that helmet create a character much more hardcore than most FPS's these days.
Thanks glad you like it.
Style 2:
No more clipping the beak and mask, whether the goggles is pulled down or not. Textures are to be evaluated again. (i saw some shadows here and there.) Also the phong on the goggles needs to be more metalic than shiny plastic. And more going to be adding more brush strokes and painting the hat Svdl style. Also found that the goggles on this style didnt have the sharp edges i did. I'll fix that tomorrow.
Couldn't resist writing the "who you gonna call?" XD
Any comments/suggestions?
Should it be paintable?
Well, I spend most of my time doing maps but more recently I've began to make models too.
I just want to show you my first creation, it's a replacement model for the Demoman's stickylauncher, well basically its essentially this little doll that I put on the barrel, but this model also replaces the stickybombs.
The Engineer has his Teddybear, and I thought that the Demoman wants a companion too, especially considering that in her japanese game, that Suika is a drunkard and she makes throw bombs too.
I don't think this model is acceptable because Suika is a licensed character, but maybe it can be slightly altered to look more like a traditionnal scottish doll. What do you think?
Hey Thanks for the comments and I have re style it.
Thanks!
To tell you the truth there about 5 different Bucket hats floating around the web, and I bet Ronins won't be the last either.
Its the one that actually inspired this one. i've been a fan of swizzle for a long while now and this helm needs to be in-game for great justice.
Wow that is the best looking old fashioned wrist watch (in TF2 I mean) I've ever seen.
Need link for its skin now!
Anyway as for my hat, I believe I've followed the advice given to me. I might have to see if I can make some holes here and there using alpha.
Phong tweaks and fixed the edges on the goggles. added more texture and followed Svdl's paint cue on the cross.
goind to work on some additional texture details and fixing the smoothing and phong later on.
some C&C's would be great since i dont want to spend too much time on the texture or making lods till i get some c&c's on it.
What's it called? The Rocketman's Rapier?
Edit: @passerby: There's some wonkiness in your texture right above where the blade attaches to the crossguard. In like the first inch of the blade, it looks like some serious UV distortion or something you tried to normal map but didn't get a good bake on. Also, there's no defined edge to the blade; it looks like a flat chunk of metal, like the Smith forgot he wasn't making a very narrow club.
@Habboi, your nest hat feels awfully smooth. I think it needs a bunch more twigs sticking out and some sweet normal-mapping (and less spec) to really look like a nest and less like a bowl full of birds. Love the concept, it just doesn't look very organic yet.
@Passerby,
The blade looks pretty flat, I would make the outward side sharper and more pointy. Also As tonysladky said, it feels more like a stabbing weapon than a slashing weapon. I would aslo recomend making the blade slightly curved.
im prolly going to nuke the blade and rework it all to get a better edge and make it more saber like.
here is a quick viewport shot of the current wire frame from the blade.
as you can see the whole thing as narrow.
and currently i don't have anything but a AO bake, but i do intend to do some engraving on the side of the blade and on the guard, which i haven't decidded if im going to do that via a making a high poly with it and baking down or if im just going ot make those details in photoshop with normal map filter like NDO.
also hoping adding a cavity map to the diffuse and specular will help define the front edge.
edit: for the name im not completely sure yet either, it is loosely based on a saber used in the US civil war, which should become more apparent when i get the engravings in the blade, and i also intend to do a shotgun and a hat from the same time period. So im thinking of calling the whole pack "The Un-Civil Gentleman"
obviously Rapier Wit
While waiting on Pie-tony's retexture, i worked on the Demo version. Put the strap on top so it fits for this variant. Colors need to be tweaked.
what kinda vert count are you getting for something like that.
For the Oldschool pack, over at Facepunch. Didn't do the model, but the UV map and texture are both mine.
@ColonelBD, flare gun looks great and very unique, cool design. the one thing that stands out to me is the connection of the narrow handle and large barrel. it looks kind of abrupt and you might be able to fill some empty space around it. here's a paintover to show what i mean:
i hope you haven't gone too far to want to go back and experiment with the connection there
---
made some progress on hockey helmet and associated styles for scout/heavy
still need to combine hair and helmet for scout and tweak the hair texture itself. Then do the same for heavy once his hair is finished - I'm probably going to try for the concept mullet with a sweatband for him, maybe a skullet and sweatband combo.
@crazy-g, that hair on scout makes him look sooooo dreamy! you really nailed the retro Olympian look.
JIN ROH!!!!!!! I bet that was your intention from the start, wasn't it?
love it.
edit: this be jin roh.
I dunno why people don't know about the wolf brigade. Jigs one of the most brilliant anime to date. See now why I want it for the heavy?
http://tf2wiki.net/wiki/Halloween_Masks (Mann mask specifically, headless horseman's hat)
http://tf2wiki.net/wiki/Camera_beard
http://tf2wiki.net/wiki/Noh_Mercy
http://tf2wiki.net/wiki/Berliner%27s_Bucket_Helm
http://tf2wiki.net/wiki/Physician%27s_procedure_mask
http://tf2wiki.net/wiki/Blighted_Beak
and i tihnk thats all i can find. some are partical face covering, but some of them cover the full face.
There is no clear-cut policy over the submission of items. It was implied that the silhouette of an item is one of the most important things they look for in an entry. There have been silhouette-altering items before and i doubt having the whole head different is any different from that granted it does resemble another class too much. Unless you alter the whole body beyond recognition, i think its safe.
if your talking about the Plain Sight robot head, then I would be a bit more careful. but in the end its VALVe who decides if your wasting your time. I don't know how it goes business wise when talking with VALVe about adding promotional items to their game.
Thanks!
quick concept there for the stahlhelm on the heavy. This one uses the demoman texture for now.
Model progress on my rifle. Will do the scope later on, taking a break now, can't stop thinking in vertacies.
Yeah i'm aware that its clipping the ear. Well by the looks of it will be an all-class item again. There are plans for 2 separate helms and gasmask though.
Done what Crazy-g said and added an extra extrusion to join the handle to the barrel:
but there it is with some minar tweaks to the model so unless someone has some more criticisms for the mesh i think i will give the shader and textures some love next.
also the blade curve, i didnt want to go overkill on it but i wanted enough curve to make it look like a slashing weapon(like suggested), so does anyone got oppions on if i went too far with that or should it be curved some more.
fix the ear clipping and it will look pretty nice (helmet) not a big fan of the rest (goggles and gasmask)
@crazy-g:I like your hockey items. Helmets fit the style pretty well, and Scout's hair is just perfect. Recreating the concept mullet would be even more awesome.
Arrgh, I'm too tired to write more constructive words for you people, my apologies. I'm pretty much done with the modeling part of the Pocket Launcher. Just a few bolts and two bits of tape to hold the wires. I might also try to alter the muzzle brake a little, not fully satisfied with how it is now. I made 4 quick gauge designs (ideally they're supposed to work similarly to the