If it's for a statue, judging from their oversized ego, the statue should be well exaggerated over how strong they are, like on the painting in the "loose cannon" comic.
However, this looks like a good player model. If you release it at such, this could become the 10th "civilian" class and people would start working on a VIP/Escort mode for TF2.
On an unrelated note, my first post was made in this topic but was validated once many pages were passed, so I'm rewriting it here:
I spend most of my time doing maps but more recently I've began to make models too.
I 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, the Heavy has his Pocket Medic, 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 Valve would accept this model 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?
I don't think Valve would accept weeabooisms. The teddy bears were ALMOST out of place as they were.
Though speaking of blatant copyrighted weeabooisms, what's the new bone the conjurorer's cowl using and what bone should it parent to? Because it has a fatal game-breaking problem when combined with my player model replacement.
Valve fixed a hat object bug I reported though, so I can give her the hat by default and there's a new metal targe, and a scimitar which coincidentally also parallels that character even better... WHATS VALVE TRYING TO IMPLY!!!
I'm working on a Redmond/Blutarch statue for a map project. I thought I'd show some WIP screens here. They're based off of the comics from tf2, and I created them to resemble, but not be exactly like the cartoon versions of them. Instead my goal was to create tf2 styled characters for the statue's poses. I hope you see the resemblance to Redmond and Blutarch, but I'm open to suggestions. This is also my first real character work, so please give me feedback for anything...Just looking to see where I can improve.
The only thing I don't like about your statue is the size of its eyes. They seem to be a tad too large compared to TF2's characters.
Did you happen to see the weapon concepts posted on the new TF2 site? A MAC-10 is among the scrapped designs. Looking at this earlier, I remarked that the concepts that did make the cut have proportion changes from the originals: sniper scope, FaN, etc. If you could make some distinction between your MAC-10 and a real one it would match the not-quite realism that the other guns have. Getting a distinctly TF2 feel can be tricky, especially for a boxy and small gun, but the lack of it is likely what doomed the original MAC.
(Also this pic may have been around a while but I don't ever remember seeing it.)
Finally finished the last bits of the rifle: Bolt, wire, laser pointer and strap clips. Changed how the wire was attached slightly after someone mentioned my original design was too similar to the Bazaar Bargain.
Now I just need to unwrap, texture and somehow get this bastard to work in game...
Hey guys, it's me again! I was encouraged by Rexy to post this here.
This is a preview image for the "One Mann Band" pack, which was made by Hideous and I. I'll probably submit/release it when I finalize the meshes and textures. Click on the image for the full preview.
Here are HLMV shots of the models (Polycounts taken from memory, so they may not be accurate!):
The Harmmonic Headset (Misc. Item, name pending)
Model and texture by me. The model is paintable. About 550 polys.
The Hi-Hat (Hat)
Model and texture by me. Model is paintable. About 750 polys. The cymbal is jiggleboned so it moves around a bit.
The Nailed Solo (Melee Weapon)
Model by Hideous, texture by me. About 1343 polys.
The Bugle Burner (Primary weapon)
Model and texture by me. About 3k polys.
This is probably my most ambitious tf2 modeling project yet. I've learned a lot while working on this. I hope you guys like it! I'd also like to thank hideous for the great help on the models and textures. Couldn't have done it without him!
Did you happen to see the weapon concepts posted on the new TF2 site? A MAC-10 is among the scrapped designs. Looking at this earlier, I remarked that the concepts that did make the cut have proportion changes from the originals: sniper scope, FaN, etc. If you could make some distinction between your MAC-10 and a real one it would match the not-quite realism that the other guns have. Getting a distinctly TF2 feel can be tricky, especially for a boxy and small gun, but the lack of it is likely what doomed the original MAC.
You could make it more stylized/cartoony by making the central gun's rectangular block a bit more angular --like a parallelogram, trapezoid, etc.-- and exaggerating the features that it currently has.
such as, the fore and reas airon sights, wrap bandage tape around the shoulder guard stock (name?), enlarge the finger guard slightly, etc. Lots of small things that should improve it.
otherwise i think its a good start, considering the engy pistol is already automatic.
I went back and updated my old polycount-competition set. They were the first models I ever made for TF2, and I was kind of embarrassed about their quality. So just for fun I went back and tried to touch them up with my now slightly increased modeling skills.
I even went and added a new item, a SMG. I submitted all of this on the contribute page earlier today, so now I finally end the chapter of "my first model".. hopefully.
You could make it more stylized/cartoony by making the central gun's rectangular block a bit more angular --like a parallelogram, trapezoid, etc.-- and exaggerating the features that it currently has.
such as, the fore and reas airon sights, wrap bandage tape around the shoulder guard stock (name?), enlarge the finger guard slightly, etc. Lots of small things that should improve it.
otherwise i think its a good start, considering the engy pistol is already automatic.
good pointers, I toyed around a bit with some modifiers (taper, bend and skew) and this is what I got atm.
I went back and updated my old polycount-competition set. They were the first models I ever made for TF2, and I was kind of embarrassed about their quality. So just for fun I went back and tried to touch them up with my now slightly increased modeling skills.
I even went and added a new item, a SMG. I submitted all of this on the contribute page earlier today, so now I finally end the chapter of "my first model".. hopefully.
Not bad mate but the cosmetics look uhh.. familiar?
and above^^ the trigger shroud thing looks muuuch more TF2 but the main body of the gun is still too realistic, try looking at some old cartoony weapons and think about adding funny details because the main body just looks very "real"
I'm also guessing it's your HD version to then bake because it looks freakishly high poly :P the rear forks? *I'm just giving parts names :P* could be changed a bit to a more cartoony shape, the sights too?
I'd siggest not bending the magazine, that still needs to fit in there :P
Not bad mate but the cosmetics look uhh.. familiar?
Yes, I get that a lot. I don't think it's a problem though since the handy cap makes sense for a sniper, the visor blocks out sun, and the ear protection cancels out the rifle noise. It's pretty standard hunting/shooting gear.
The comparison to the scout only came to my attention when someone else pointed it out, It never occurred to me while modeling. I'll be more careful next time.
The rifle (which I'm calling "Mundy's Marksetter" for now, considering it's supposed to be the Sniper's Grandfather's old WWII rifle) being held by the Sniper. Images and rigging courtesy of Passerby, who is once again helping me out with my projects as my compiler is broken.
My commando rifle update. Partially textured and followed Svdl's suggestion to add wooden parts. Turned out to be great. Thanks also to Rob Laro for some tips.
@Gryoss: Wow, I can't believe no one's said anything about this! Well anyway, I absolutely love this, though the valves on the Bugle Burner could probably be more circular.
@EVIL: You could probably make the clip way curvier, and the silencer looks really REALLY big on that gun. Maybe make the part leading into it a bit fatter? I dunno!
Color blockout of my launcher. It's probably gonna be teamcolored, meaning this is the BLU version. Probably should've toned phong down, but noticed it after taking the screens.
Color blockout of my launcher. It's probably gonna be teamcolored, meaning this is the BLU version. Probably should've toned phong down, but noticed it after taking the screens.
Please, I really need some criticism.
It looks far too pristine and smooth for a Soldier weapon. Give it some rust and ruggedness. Also drop the team coloured pipes, they would work for engie or Medic, but not for Soldier. If you want team colours, give dust brown for RED and grey blue for BLU.
Workin' on a wrench, textures and model in this picture are both by me. And I've sent these textures off to be fiddled with by a friend who's good at this stuff.
The rifle (which I'm calling "Mundy's Marksetter" for now, considering it's supposed to be the Sniper's Grandfather's old WWII rifle) being held by the Sniper. Images and rigging courtesy of Passerby, who is once again helping me out with my projects as my compiler is broken.
Ok, I could really use someone's advice who knows what's going on:
These guys are both rigged up and posed (might tweak some more), but what on earth is with the stray vertex? It's all properly weighted, just only shows up after compiling. I've checked that vertex about 10 times to make sure it's working right. Anyone have any clues?
Ok, I could really use someone's advice who knows what's going on:
These guys are both rigged up and posed (might tweak some more), but what on earth is with the stray vertex? It's all properly weighted, just only shows up after compiling. I've checked that vertex about 10 times to make sure it's working right. Anyone have any clues?
(Assuming you're using 3dsmax.)
I had something similar to this a while back when I was rigging a player model for a mod. If I remember correctly the .smd exporter doesn't export meshes with multiple Skin modifiers correctly. I *think* I fixed it by collapsing the Skin modifiers although I'm not sure about that.
If that doesn't fix it I'd be glad to help if you'd send me your .smd!
EDIT: Worked perfectly! Thanks again. I suppose it would be a problem if they actually needed to animate, in this case however, they don't. But I won't fight it this time. I suppose now that the mesh isn't dependent on the skeleton, I can probably reduce the size of the eyes like you mentioned.
My commando rifle update. Partially textured and followed Svdl's suggestion to add wooden parts. Turned out to be great. Thanks also to Rob Laro for some tips.
I think you should make the metal parts of the gun a little lighter, it's kind of hard to make out the details.
Oh, wow, that looks REALLY similar to some sketches I've been doing for a pyro shotgun.
They're were only sketches just for practice, though.
Looking forward to progress on yours.
@EVIL: like what you did with the silencer there. I agree with re.wind about the parts to look at, and depending on the direction you want to take the weapon, here's a paintover for a more pistol-like take on the gun:
a shorter clip, wider and more angular handle, and the bottom-front edge of the clip is angled so it's not all squared. also with a short clip you should be able to get it to match the default pistol anims. but if you are set on giving it a long clip, that's understandable
Trying to figure out how to get the TF2 models to work off of, but I can't figure it out at all. All I can get are MDL, VTX, VDD files.
(My goal is to make a "Witch Doctor" set for the Medic. Tiki mask, voodoo ubercharge, ect)
if you need to get a player model you can import it(from blender or whatever program you use) from Steam\steamapps\your_name\sourcesdk_content\tf\modelsrc\player\class_name\parts\smd\
if you are trying to work of an existing hat/item etc you need to use cannonfodder's mdl decompile tool to decompile the mdl into a smd.
if you need to get a player model you can import it(from blender or whatever program you use) from Steam\steamapps\your_name\sourcesdk_content\tf\modelsrc\player\class_name\parts\smd\
if you are trying to work of an existing hat/item etc you need to use cannonfodder's mdl decompile tool to decompile the mdl into a smd.
heres the video of it ingame: http://www.youtube.com/watch?v=I3iFrQgcp4M
still working on the texture, still deciding on a good color for the helmet,any suggestions are welcome
EDIT: Crits also VERY welcome, i havent gotten really any comments so far so if you have something to say PLEASE say it, i crave your crits :P
Colour wise try using colours already on the pyro model. When I'm making a hat or misc I'm trying to make something that looks part of the model as opposed to an addition.
The shape of your helmet is weird. It is very similar to the shape of the regular pyro head but that's not much like the much more spherical shape that RL helmets like that have:
How thick would the walls of your helmet be?
In terms of general styling it looks very modern. Try working out some ways to make it more vintage.
Bear: I really think that dangling oxygen pipe thing needs to be a lot more jelly like cause it looks a bit stiff at the moment.
Translation: So tweak those jiggle bones.
APesquera: That's awesome. I'm slowly working on a pack for Pyro and need to do a shotgun as well but your design pwns anything I would have come up with I look forward to seeing it in-game.
APesquera: That's awesome. I'm slowly working on a pack for Pyro and need to do a shotgun as well but your design pwns anything I would have come up with I look forward to seeing it in-game.
Thanks. Since my 3D skills are noobish, I don't think so haha. I know it's kind of lame but I have posted this hoping somebody would like to craft it. I was actually planning to do a flamethrower too and some engie weapons because it seems people ignore them a bit.
Replies
However, this looks like a good player model. If you release it at such, this could become the 10th "civilian" class and people would start working on a VIP/Escort mode for TF2.
On an unrelated note, my first post was made in this topic but was validated once many pages were passed, so I'm rewriting it here:
I spend most of my time doing maps but more recently I've began to make models too.
I 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.
[ame="http://www.youtube.com/watch?v=okdft_pZsBU"]Advertisement for the reskin on Youtube.[/ame]
The Engineer has his Teddybear, the Heavy has his Pocket Medic, 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 Valve would accept this model 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?
Though speaking of blatant copyrighted weeabooisms, what's the new bone the conjurorer's cowl using and what bone should it parent to? Because it has a fatal game-breaking problem when combined with my player model replacement.
Valve fixed a hat object bug I reported though, so I can give her the hat by default and there's a new metal targe, and a scimitar which coincidentally also parallels that character even better... WHATS VALVE TRYING TO IMPLY!!!
scottish dolls.Though after seeing Mr.Bison's cap, I can expect anything
now.
Also, according to Model Viewer, the cowl's bones are:
-bip_spine_3
-bip_neck
-bip_head
-bip_jacketcollar_0_R
-bip_jacketcollar_0_L
-jiggle
Save for the jiggle bone, the others should be parented to their corresponding ones I guess.
The only thing I don't like about your statue is the size of its eyes. They seem to be a tad too large compared to TF2's characters.
(Your map is beautiful by the way.)
I know I am not super good at this stuff, but it was still fun
Did you happen to see the weapon concepts posted on the new TF2 site? A MAC-10 is among the scrapped designs. Looking at this earlier, I remarked that the concepts that did make the cut have proportion changes from the originals: sniper scope, FaN, etc. If you could make some distinction between your MAC-10 and a real one it would match the not-quite realism that the other guns have. Getting a distinctly TF2 feel can be tricky, especially for a boxy and small gun, but the lack of it is likely what doomed the original MAC.
(Also this pic may have been around a while but I don't ever remember seeing it.)
Now I just need to unwrap, texture and somehow get this bastard to work in game...
This may take some time...
This is a preview image for the "One Mann Band" pack, which was made by Hideous and I. I'll probably submit/release it when I finalize the meshes and textures. Click on the image for the full preview.
Here are HLMV shots of the models (Polycounts taken from memory, so they may not be accurate!):
The Harmmonic Headset (Misc. Item, name pending)
Model and texture by me. The model is paintable. About 550 polys.
The Hi-Hat (Hat)
Model and texture by me. Model is paintable. About 750 polys. The cymbal is jiggleboned so it moves around a bit.
The Nailed Solo (Melee Weapon)
Model by Hideous, texture by me. About 1343 polys.
The Bugle Burner (Primary weapon)
Model and texture by me. About 3k polys.
This is probably my most ambitious tf2 modeling project yet. I've learned a lot while working on this. I hope you guys like it! I'd also like to thank hideous for the great help on the models and textures. Couldn't have done it without him!
Dies ist meine Taube. Sie ist mein Assistent, mein Freund und mein Zeuge. Dafür das ich dich gerade getötet habe.
I'm 100% aware of the clipping, will fix that later.
New engineer wrench replacement - some sort of pneumatic hammer.
Yeah, a friend pointed me this pic out when I was blocking it out. I'm trying out different things to give it more a tf2 feel..
this is what I got atm
The silencer is nice and cartoony but the gun its self isn't
such as, the fore and reas airon sights, wrap bandage tape around the shoulder guard stock (name?), enlarge the finger guard slightly, etc. Lots of small things that should improve it.
otherwise i think its a good start, considering the engy pistol is already automatic.
I even went and added a new item, a SMG. I submitted all of this on the contribute page earlier today, so now I finally end the chapter of "my first model".. hopefully.
good pointers, I toyed around a bit with some modifiers (taper, bend and skew) and this is what I got atm.
Not bad mate but the cosmetics look uhh.. familiar?
and above^^ the trigger shroud thing looks muuuch more TF2 but the main body of the gun is still too realistic, try looking at some old cartoony weapons and think about adding funny details because the main body just looks very "real"
I'm also guessing it's your HD version to then bake because it looks freakishly high poly :P the rear forks? *I'm just giving parts names :P* could be changed a bit to a more cartoony shape, the sights too?
I'd siggest not bending the magazine, that still needs to fit in there :P
Yes, I get that a lot. I don't think it's a problem though since the handy cap makes sense for a sniper, the visor blocks out sun, and the ear protection cancels out the rifle noise. It's pretty standard hunting/shooting gear.
The comparison to the scout only came to my attention when someone else pointed it out, It never occurred to me while modeling. I'll be more careful next time.
Clip test came alright, I spent no time on the unwrap, I just wanted something quickly other than solid purple:
Will start a proper unwrap later.
New drum, 4152 triangles, unoptimized, reappropriated the old texture, no lods.
Model viewer screenshots. I'm leaning towards a recharge ability like the charging targe, or throwables.
EDIT:
@Evil
apologies for fail overpaint but my tablet decided to stop working.
Also, the name mac-10 might actually be hindering the development of the weapon, as you keep comparing the model to the original [and/or concept art].
My commando rifle update. Partially textured and followed Svdl's suggestion to add wooden parts. Turned out to be great. Thanks also to Rob Laro for some tips.
@EVIL: You could probably make the clip way curvier, and the silencer looks really REALLY big on that gun. Maybe make the part leading into it a bit fatter? I dunno!
Please, I really need some criticism.
It looks far too pristine and smooth for a Soldier weapon. Give it some rust and ruggedness. Also drop the team coloured pipes, they would work for engie or Medic, but not for Soldier. If you want team colours, give dust brown for RED and grey blue for BLU.
Workin' on a wrench, textures and model in this picture are both by me. And I've sent these textures off to be fiddled with by a friend who's good at this stuff.
lookin good so far! cant wait to see it texture.
These guys are both rigged up and posed (might tweak some more), but what on earth is with the stray vertex? It's all properly weighted, just only shows up after compiling. I've checked that vertex about 10 times to make sure it's working right. Anyone have any clues?
(Assuming you're using 3dsmax.)
I had something similar to this a while back when I was rigging a player model for a mod. If I remember correctly the .smd exporter doesn't export meshes with multiple Skin modifiers correctly. I *think* I fixed it by collapsing the Skin modifiers although I'm not sure about that.
If that doesn't fix it I'd be glad to help if you'd send me your .smd!
EDIT: Worked perfectly! Thanks again. I suppose it would be a problem if they actually needed to animate, in this case however, they don't. But I won't fight it this time. I suppose now that the mesh isn't dependent on the skeleton, I can probably reduce the size of the eyes like you mentioned.
http://dl.dropbox.com/u/1293763/blutarch_redmond_poses_01.jpg
@EVIL: I wasn't convinced when I first saw the mac but you've changed it enough to impress me, good stuff.
@Sexy Robot: That wrench looks great. It suits the style and blends in with the default wrench so good job.
@Crazy-g: Thanks for sharing that TF2 weapons picture, I needed some inspiration for my flamethrower handle and it suits it quite well.
Gyross: So awesome, I hope it gets in.
I think you should make the metal parts of the gun a little lighter, it's kind of hard to make out the details.
[ame="http://www.youtube.com/watch?v=I3iFrQgcp4M"]http://www.youtube.com/watch?v=I3iFrQgcp4M[/ame]
still working on the texture, still deciding on a good color for the helmet,any suggestions are welcome
EDIT: Crits also VERY welcome, i havent gotten really any comments so far so if you have something to say PLEASE say it, i crave your crits :P
They're were only sketches just for practice, though.
Looking forward to progress on yours.
edit:
@APesquera
a shorter clip, wider and more angular handle, and the bottom-front edge of the clip is angled so it's not all squared. also with a short clip you should be able to get it to match the default pistol anims. but if you are set on giving it a long clip, that's understandable
(My goal is to make a "Witch Doctor" set for the Medic. Tiki mask, voodoo ubercharge, ect)
if you need to get a player model you can import it(from blender or whatever program you use) from Steam\steamapps\your_name\sourcesdk_content\tf\modelsrc\player\class_name\parts\smd\
if you are trying to work of an existing hat/item etc you need to use cannonfodder's mdl decompile tool to decompile the mdl into a smd.
Ah, thanks. I was looking in the wrong place.
Progress on witch doctor mask:
Fully textured this time and now with 4 variations. I'll only use one of the styles certainly. Your comments are most welcome as always.
Edit:
Made team colored versions:
Colour wise try using colours already on the pyro model. When I'm making a hat or misc I'm trying to make something that looks part of the model as opposed to an addition.
The shape of your helmet is weird. It is very similar to the shape of the regular pyro head but that's not much like the much more spherical shape that RL helmets like that have:
How thick would the walls of your helmet be?
In terms of general styling it looks very modern. Try working out some ways to make it more vintage.
Translation: So tweak those jiggle bones.
APesquera: That's awesome. I'm slowly working on a pack for Pyro and need to do a shotgun as well but your design pwns anything I would have come up with I look forward to seeing it in-game.
Thanks. Since my 3D skills are noobish, I don't think so haha. I know it's kind of lame but I have posted this hoping somebody would like to craft it. I was actually planning to do a flamethrower too and some engie weapons because it seems people ignore them a bit.