Hello people! I came up with a few ideas for the good ol' Boy, I've colected feedbacks from the whole community and directed it to a set of new toys for our texan bud. Some just for fun and others more "usable" . After all the stuff is revealed (in the next 7 days). I will leave with the community choose one of my creations to be submited to Valve's contribute system throught a vote system. Of course, i will collect feedbacks in the winner stuff too to make it as good as i can.
Time to texture this beauty, all credit goes to Sharc for his awesome concept ideas. Will submit this for him once it's done. I'll need to know his steam id and email for that part.
Overheater looks amazing here eedobaba, texture work is pretty good.
@Macgta:
I'm thinking you could switch the soldier emblem with the sniper and make it a hat for him. The sniper really needs some more great hats, and it has rifle cartridges in the strap already!
Hey Guys,
I'm new to polycount, I joined primarily because been watching this thread for quite some time and have enjoyed seeing your ideas develop. I've had various ideas whilst viewing your thread but i've not got the skills to make a model... However I have a few concepts, heres one of them
It's a replacement for Pyro's flamethrower that shoots jets of scalding hot water.
Its a bit ambitious in terms of modeling and custom animations etc. feel free to give it a go if you want.
@Macgta:
I'm thinking you could switch the soldier emblem with the sniper and make it a hat for him. The sniper really needs some more great hats, and it has rifle cartridges in the strap already!
Hey all. Been lurking here for ages but I've finally made an account to share something I decided to make while watching The Life Aquatic.
I'm calling it the Teuthida Tuque.
644 tris. Texture is currently 1024x1024, but I haven't checked what it should actually be yet.
Not the most original idea since a few others have already made slimy creatures for the Pyro to have stuck on his head, but I'm happy with it as a first attempt at hatcraft.
That soldier hat looks like a different style for the soldiers stash, though I don't get the solly emblem on it, it looks out of place to be honest
The sniper hat doesn't suit him at all in my opinion, the extras are great but the hat its self looks like you just googled "hat" and went with a random pic
I like the hat and the melee. I feel the metal on the horseshoes could use a bit more detail in spots though. Too much of it looks like completely flat grey. I'm not sure about the pistol right now but I'll wait to see it textured to judge it. It seems a bit too much like a novelty item for a Rancher compared to the other two items.
@Macgta so do you think they should be more shallow, overall smaller or just increase the bevel that leads to them.
right now i just want to get any crits possible on the shape so i can refine things a bit before i optmize it a bit, than i got to start working on the eagle for the front sight.
@Mad Mike: IMO, both are quite fitting. The helmet just stood out to me because it fits the style. Not only do the rifle cartridges fit, but the beaded-ring around the helmet just seems fitting with a mostly unexplored style for the sniper.
@Cooljay that pistol is actually Nzdijh design, it just has the front sight in common, and i also think were all going free for all on Sharc's concepts, which is the best way to get some of them in since there are varying amounts of skill will all the modelers here.
@Sharc thanks, i refined the mesh a bit and brought the poly count down below 3k tris, so it is in the same range as the default shotty, not i just need to work on the eagle sight.
Looking pretty slick here svdl, and it's still seems pretty good idea of this being a free for all. It's been nice to learn how to stick to a concept good.
@Flat Face: Yeh i do agree the vietnam helmet is very similar to the soldier's stash; The reason i did it was because i did a vietnam styled helmet quite a while ago and felt i could improve on it a lot.
@Nzdjh: Love the pistol with the horns as sights, The other items are just as cool as well obviously
Cooljay your rushing things, it could have been refined a bit more in the model, prolly could have been optimized since your according to your last screen from maya your into 6k tris which is way too high for a game asset unless you make lod's, and the texture could use work too. since there really isnt any material definition, and the edges could use some work to pull them out a bit.
Yeah I need to slow down with certain aspects, but between this and the scattergun. It's still a step up. The more I work on these though, the more time I've been taking to improve. It's been quite noticeable.
ya what im saying, is that you got no deadline for theses anyways, so why not learn as much as possible during the process and see what you can actually accomplish and learn as you go.
always try to go for quality first, once you learn how to consistently make things to good quality than you can work on how to speed things up and what kinda corners you can cut to make deadlines.
it's like that in any field, my real job is doing post production audio for film and i also work live gigs when i can and when i started off i just started working in hte film co-op where we had almost no time restrictions and that is where i learned to do things to the best quality possible, and not for paying gigs i am able to work with the quality that is wanted and know where i can shave time off when I'm being crunched and need to work quick.
I read wiki and I still don't understand what is the difference between ridgit and flexible jiggle bone. Can some one show me some example?
is_flexible is a lot like a car antenna, where as is_rigid more like a ball socket. Also how the mesh is rigged can play a big role in how a jiggle bone works too.
is_flexible is a lot like a car antenna, where as is_rigid more like a ball socket. Also how the mesh is rigged can play a big role in how a jiggle bone works too.
So flexibe bone can bend? @Doughnut Bear I read it.
So flexibe bone can bend? @Doughnut Bear I read it.
ok then, rigid is pretty much like a rigid rod attached to a socket, it can rotate around and has no spring to it. a flexible one is similar but replace that metal rod with a slinky with varying levels of springy-ness(sorry for the bad explanation) and if that wasn't very helpful than i would suggest just playing around with both rigid and flexible in the qc commands and see which ones you like best.
Hello everyone, I'm not exactly new here or anything, just don't post, make most of my posts of models on FP in the TF2 Emporium. I've been working on Sharc's Shotgun, the "Quick Draw"
@roninsmastermix: that mech arm makes the engie looks awfully badass; good work
K, I was thinking of submitting the vietnam helmet but before i do i wondering if you guys could help me out with a few things with it; Regarding texture size do they HAVE to be 256x256? The reason why is if i resize my texture from 512x512 to 256x256 it'll be standard practice to resize the bumpmap as well but at that size it looks very blurred. The other thing is poly limits; As with the texture size i checked on the contribute site and it said 800 polys is the limit for hats but there are quite a few hats ingame that are over 1500, (A few are nearly 3500!) So is this standard enforced anymore?
they're more guides than anything. Just get it as low poly as possible and as for the bump map, think about the size the hat will be in game, will it be noticeable?
Level 1 - 3
No textures yet. Comments and critique pls.
I'm not sure about the level 2...
The difference between level 1 and 2 seems a bit too big, might not look as big when there's an animation between them though...
Replies
Thanks!
Overheater looks amazing here eedobaba, texture work is pretty good.
I'm thinking you could switch the soldier emblem with the sniper and make it a hat for him. The sniper really needs some more great hats, and it has rifle cartridges in the strap already!
Just added jigglebones to the paper and clips, As well as getting paints to work:
I also tried an alternate "Camo" style. Don't think it looks too good but was worth a shot
I'm new to polycount, I joined primarily because been watching this thread for quite some time and have enjoyed seeing your ideas develop. I've had various ideas whilst viewing your thread but i've not got the skills to make a model... However I have a few concepts, heres one of them
It's a replacement for Pyro's flamethrower that shoots jets of scalding hot water.
Its a bit ambitious in terms of modeling and custom animations etc. feel free to give it a go if you want.
How about this?
I dare to say it fits the Sniper a bit better.
I'm calling it the Teuthida Tuque.
644 tris. Texture is currently 1024x1024, but I haven't checked what it should actually be yet.
Not the most original idea since a few others have already made slimy creatures for the Pyro to have stuck on his head, but I'm happy with it as a first attempt at hatcraft.
The sniper hat doesn't suit him at all in my opinion, the extras are great but the hat its self looks like you just googled "hat" and went with a random pic
It's little bit to much.
Make it less strong.
right now i just want to get any crits possible on the shape so i can refine things a bit before i optmize it a bit, than i got to start working on the eagle for the front sight.
@Mad Mike: IMO, both are quite fitting. The helmet just stood out to me because it fits the style. Not only do the rifle cartridges fit, but the beaded-ring around the helmet just seems fitting with a mostly unexplored style for the sniper.
@Sharc thanks, i refined the mesh a bit and brought the poly count down below 3k tris, so it is in the same range as the default shotty, not i just need to work on the eagle sight.
@Nzdjh: Love the pistol with the horns as sights, The other items are just as cool as well obviously
always try to go for quality first, once you learn how to consistently make things to good quality than you can work on how to speed things up and what kinda corners you can cut to make deadlines.
it's like that in any field, my real job is doing post production audio for film and i also work live gigs when i can and when i started off i just started working in hte film co-op where we had almost no time restrictions and that is where i learned to do things to the best quality possible, and not for paying gigs i am able to work with the quality that is wanted and know where i can shave time off when I'm being crunched and need to work quick.
This is my first "hat" with jiggle bons.
It looks hard to make all those setting to look good.
I read wiki and I still don't understand what is the difference between ridgit and flexible jiggle bone. Can some one show me some example?
is_flexible is a lot like a car antenna, where as is_rigid more like a ball socket. Also how the mesh is rigged can play a big role in how a jiggle bone works too.
So flexibe bone can bend?
@Doughnut Bear I read it.
ok then, rigid is pretty much like a rigid rod attached to a socket, it can rotate around and has no spring to it. a flexible one is similar but replace that metal rod with a slinky with varying levels of springy-ness(sorry for the bad explanation) and if that wasn't very helpful than i would suggest just playing around with both rigid and flexible in the qc commands and see which ones you like best.
Level 1 - 3
No textures yet. Comments and critique pls.
Point out modelling newbie's mistakes
Here is my progress:
K, I was thinking of submitting the vietnam helmet but before i do i wondering if you guys could help me out with a few things with it; Regarding texture size do they HAVE to be 256x256? The reason why is if i resize my texture from 512x512 to 256x256 it'll be standard practice to resize the bumpmap as well but at that size it looks very blurred. The other thing is poly limits; As with the texture size i checked on the contribute site and it said 800 polys is the limit for hats but there are quite a few hats ingame that are over 1500, (A few are nearly 3500!) So is this standard enforced anymore?
Thanks for any advice
I'm not sure about the level 2...
The difference between level 1 and 2 seems a bit too big, might not look as big when there's an animation between them though...
I just needed to change about 5 parts since the fingers are gone and occupy a large space for me to add the other UVs.