That is quite impressive. Makes you wonder when a full terminator engy replacement will come.
its a bit heavy on the triangles though, considering the soldier lod0 is ~7700.
I'm aiming mainly for a weapon's grade model after all so why not go all out, right? But i think there is still room for some optimization if called for.
Damn, that robot arm is looking sweet! Wouldn't mind having one for myself. Although it makes you wonder, did the Engineer amputate his own arm? Or was the robotic replacement because his arm was blown off by an enemy?
Regardless, second test of Mundy's Marksetter, this time with the adjustments along with a slight increase in size. Feels a lot better in first person and looks good in third, still has clipping issues, but what doesn't these days? Don't think I'll do anything more with the model, onto texturing and getting Passerby to hook up some jigglebones for the strap clips, wire and scope cap.
and with the split end it could be considered as rear sights.
Ahhh I get it... Ok that is actually pretty cool... Though maybe make it more obvious by having something at the front centre of the barrel so it could actually be used as sights
also the engy does not strike me as a tying things on with string kind of guy... how about something a bit more serious:
@Ronin - Could you show the arm on the engy model at the same time as the gunslinger... That will be what makes or breaks the concept for me.
I was just wondering for the first person view how this was going to be setup since most of the weapons are seen from the right side of the screen?
edit: oh wait nm holding the shotgun I get it.
The initial idea is to make this arm shoot through the knuckles. But so far, noone wants to animate it for me due to the massive amount of work involved so until i learn how to animate, it will use the shotgun for now.
1st time trying anything for TF2 in a long while, I'm on a crappy old PC that can't run TF2 but I need my TF2 fix so.. making items is what I've been doing XD
Spent a few hours coming up with ideas, got 2 hat ideas for the sniper but I've gotten nowhere with how they should actually look yet
1 misc item, a cigarette that goes between his fingers, not in his mouth because that seems too spy like and in meet the sniper, he's only got a cigarette in an ash tray so, I went with that, this is what I've got so far.
And an SMG/Jarate replacement, Coffee in a canister/thermo *not an actual thermo because that's a company name that started making them in the 80's* /vacuum flask
"On consumption, makes the snipers zoom counter go up faster, lasts for 20-30 seconds
Can throw and put out burning team mates or burn the enemy 5 HP a second for 5 seconds"
I suck at making concepts.. I'm no artist that's actually the best concept I've ever made lol
---
I also have an idea for a demo misc but I'll keep that and my hat ideas secret for now :P
I'm not sure you need a normal map for this hat. Most tf2 hats don't have one, the shader does a pretty nice smoothing effect by itself.
Maybe i'll just blue the problem areas only. I didn't test it in source yet so it makes me wonder if I should trust the GLSL preview in Blender or not.
The actual normal map would be 128x128 because what i'm trying to accomplish with it primarily is to define the trim and smooth the brim, as well as improving the ambient diffuse bakeover.
ya if you have maya or max available to you i find Xoliul or 3pt shader for them with a lot of tweaks can give much more accurate results than the glsl shader in blend.
yeah I've seen it mate, the texture its self is pretty tf2 like *I think* but I added a bump map for the hell of it and it looked like it did in that render XD although I did change the texture a bit between that render and now
EDIT: After thinking about it, I realised, the black would surround the burning orange not how I had it :P
k, heres with a tougher looking band. Also, the crowbar color isn't final. up in the air for what color to use. will do team colored versions, but I need to do a version thats neutral as well.
I think the idea is clever although I preferred the straps when they had colour to them. I like these newer ones but I think they need to stand out whether it's black (greyish) or yellow like before.
Damn, that robot arm is looking sweet! Wouldn't mind having one for myself. Although it makes you wonder, did the Engineer amputate his own arm? Or was the robotic replacement because his arm was blown off by an enemy?
Archimedes probably whispered something into the medic's ear...
As for optimization of that robotic arm, remember that smothing groups + phong can give a good illusion of curved surfaces without using many triangles, even if it looks edgy in your 3d modlling app. you could easily shave of a few thousand triangles there and only loose a negligeable amount of detail that won't be missed 99% of the time ingame.
Edit:
- OVerall colour and style doesn't really match that of the gunslinger's, especially the hands. (should it?)
- too many orange cables
- try using the gunslinger's red instead of the engineer's red, unless that's a material issue.
this isn't to say you should copy the gunslinger, but you'd expect the engy to have a [nearly] identical hand for his new robotic arm.
edit2:
moved the drum to the backpack, too many clipping issues with it on the front.
Now, does it need a bugle replacement and a flag or not and will it be a right-click ability (ala targe) or a manually activated item (ala buff banner)?
Archimedes probably whispered something into the medic's ear...
As for optimization of that robotic arm, remember that smothing groups + phong can give a good illusion of curved surfaces without using many triangles, even if it looks edgy in your 3d modlling app. you could easily shave of a few thousand triangles there and only loose a negligeable amount of detail that won't be missed 99% of the time ingame.
Edit:
- OVerall colour and style doesn't really match that of the gunslinger's, especially the hands. (should it?)
- too many orange cables
- try using the gunslinger's red instead of the engineer's red, unless that's a material issue.
this isn't to say you should copy the gunslinger, but you'd expect the engy to have a [nearly] identical hand for his new robotic arm.
I'll try out these. Thanks. I think right now the black parts are being lightwarped thus making them blacker. I just really wanted to see this in-game. I'll tweak it a bit more. Also, im hoping that the texturing process can make it fit with the gunslinger's scheme.
ok having some trouble getting the normal map to show up,i have the normal map saved as a vtf and i checked the normal map box but it wont show up in game, here is the vmt:
"VertexlitGeneric"
{
"$baseTexture" "models/player/items/pyro/fighter_helmet"
"$bumpmap" "models/player/items/pyro/normals"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
Not sure why your normal isn't showing up, but do you really want "$basemapalphaphongmask" "1" in there? Your paint mask is in your base alpha. You should remove that line and put your phong mask in your normal's alpha.
Hahah I love it :P. Heavy would make a great goalie for a hockey team, especially with Sasha. However I'm certain unnecessary violence is out of the question for him.
@roninsmastermix: How the hell are you able to make so much good models in such short time? Don't you have anything else to do with your time? Sleeping? eating? social life? That arm is nice, but I'd change the red parts to gunslinger red, right now they blend too much with his clothes.
The Pocket Launcher is finished, with team colours and working gauge, based off the
bout ready to punch a baby at this point, i got the normal map working just fine and im trying to put the alpha channel for the phong mask in the the normal map but for some stupid reason when i save the tga for the normal map the alpha channel is renamed from just alpha to alpha 1 so it doesnt get detected >:( gonna try and figure this out but when i do ill post some screenshots(imo the normal map makes the hose look 100x better)
disregard any previous statements regarding the punching of infants, that was Merly a ruse. picture shows off the normal mapping on the tube.dont mind the texture was messing with different color configurations.( i know ive been posting alot with this project and your probally sick of seeing it all the time so ima try not to post anymore regarding it until i get the finished texture and re-rig the jiggle bones )
I've made a hat model. The problem is I don't have 3DSMax and I know nothing of bones. I submitted it to Contribute!, but I'd really like to have the hat as a replacement too. Is there anyone who could help me make the hat usable in-game as a replacement?
@roninsmastermix: How the hell are you able to make so much good models in such short time? Don't you have anything else to do with your time? Sleeping? eating? social life? That arm is nice, but I'd change the red parts to gunslinger red, right now they blend too much with his clothes.
I work as a graphics designer with minimalist approach. Less work, job done means more time for other stuff.
Yes i am considering all these color tweaks. I need to work on the model a bit more. Palm, thumb and elbow clippings and bugs are priority right now.
Replies
I'm aiming mainly for a weapon's grade model after all so why not go all out, right? But i think there is still room for some optimization if called for.
Regardless, second test of Mundy's Marksetter, this time with the adjustments along with a slight increase in size. Feels a lot better in first person and looks good in third, still has clipping issues, but what doesn't these days? Don't think I'll do anything more with the model, onto texturing and getting Passerby to hook up some jigglebones for the strap clips, wire and scope cap.
(larger images here: http://steamcommunity.com/id/Veerdinwraith/screenshots/?tab=&showdate=1&filter=app_440 )
Ahhh I get it... Ok that is actually pretty cool... Though maybe make it more obvious by having something at the front centre of the barrel so it could actually be used as sights
also the engy does not strike me as a tying things on with string kind of guy... how about something a bit more serious:
@Ronin - Could you show the arm on the engy model at the same time as the gunslinger... That will be what makes or breaks the concept for me.
I will when i get home.
This is pretty sweet.
I was just wondering for the first person view how this was going to be setup since most of the weapons are seen from the right side of the screen?
edit: oh wait nm holding the shotgun I get it.
The initial idea is to make this arm shoot through the knuckles. But so far, noone wants to animate it for me due to the massive amount of work involved so until i learn how to animate, it will use the shotgun for now.
Mundy's Marksetter seems is a lot better now. Scale is pretty good and no clipping. Can't wait to see some textures on it now.
The arm replacement for engie sounds like a cool idea. Excited to see some ingame screens of it.
Spent a few hours coming up with ideas, got 2 hat ideas for the sniper but I've gotten nowhere with how they should actually look yet
1 misc item, a cigarette that goes between his fingers, not in his mouth because that seems too spy like and in meet the sniper, he's only got a cigarette in an ash tray so, I went with that, this is what I've got so far.
And an SMG/Jarate replacement, Coffee in a canister/thermo *not an actual thermo because that's a company name that started making them in the 80's* /vacuum flask
"On consumption, makes the snipers zoom counter go up faster, lasts for 20-30 seconds
Can throw and put out burning team mates or burn the enemy 5 HP a second for 5 seconds"
I suck at making concepts.. I'm no artist that's actually the best concept I've ever made lol
---
I also have an idea for a demo misc but I'll keep that and my hat ideas secret for now :P
http://www.polycount.com/forum/showthread.php?t=73559
Maybe i'll just blue the problem areas only. I didn't test it in source yet so it makes me wonder if I should trust the GLSL preview in Blender or not.
The actual normal map would be 128x128 because what i'm trying to accomplish with it primarily is to define the trim and smooth the brim, as well as improving the ambient diffuse bakeover.
EDIT: After thinking about it, I realised, the black would surround the burning orange not how I had it :P
[ame]http://www.youtube.com/watch?v=U3HG-LjmtBY[/ame]
more shots...
As for optimization of that robotic arm, remember that smothing groups + phong can give a good illusion of curved surfaces without using many triangles, even if it looks edgy in your 3d modlling app. you could easily shave of a few thousand triangles there and only loose a negligeable amount of detail that won't be missed 99% of the time ingame.
Edit:
- OVerall colour and style doesn't really match that of the gunslinger's, especially the hands. (should it?)
- too many orange cables
- try using the gunslinger's red instead of the engineer's red, unless that's a material issue.
this isn't to say you should copy the gunslinger, but you'd expect the engy to have a [nearly] identical hand for his new robotic arm.
edit2:
moved the drum to the backpack, too many clipping issues with it on the front.
Now, does it need a bugle replacement and a flag or not and will it be a right-click ability (ala targe) or a manually activated item (ala buff banner)?
I'll try out these. Thanks. I think right now the black parts are being lightwarped thus making them blacker. I just really wanted to see this in-game. I'll tweak it a bit more. Also, im hoping that the texturing process can make it fit with the gunslinger's scheme.
EDIT: LOL! due to the volume?
EDIT2: If you need a drum roll wind, I'm a drummer so lemme know and I'll record you one
though that drum would sound more at home with non snare sound
Well played...
"VertexlitGeneric"
{
"$baseTexture" "models/player/items/pyro/fighter_helmet"
"$bumpmap" "models/player/items/pyro/normals"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$phong" "1"
"$phongexponent" "50"
"$phongboost" "1"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[2 1 5]"
"$basemapalphaphongmask" "1"
"$halflambert" "1"
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "0"
"$colortint_base" "{205 204 189}"
"$colortint_tmp" "[0 0 0]"
// Rim lighting parameters
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" "2"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
help much appreciated
What are you talking about? Normal maps are 100% compatible with phong.
Loving the overall look/shape of it.
Anyway, been working on the "vacuum flask"
The model's basically done, I'll break it up though because it'll need animation
The Pocket Launcher is finished, with team colours and working gauge, based off the
@Mad Mike: that looks very nice, great job!
Is that by scaling bones or by cleverly weighted multiple bones moving outward? I'm not sure if Source supports bone scaling in animations.
Blunderbuss seems good here, if you can manage to get those animations in game I would be impressed :P
I work as a graphics designer with minimalist approach. Less work, job done means more time for other stuff.
Yes i am considering all these color tweaks. I need to work on the model a bit more. Palm, thumb and elbow clippings and bugs are priority right now.
updated from last time: made hair for heavy similar to the concept hair, tweaked headband texture, made a headband-less style
still need to finish heavy hair texture, refine weights to avoid neck clipping, and make it paintable
@hellmasterx HLMV can give you ballpark look of how things are
yeah i use the HLMV but i can only see the hat
http://forums.steampowered.com/forums/showthread.php?t=1109465
Having fun with Trade Secret. I started working on my 3rd weapon for submission. Hand Cracker.
A replacement for scout's scatter gun.
Thanks!