The model looks fantastic but I just wonder, have you thought about how it would work in TF2? Ignoring fitting in visually/with the story, gameplay wise I don't see how the engy could replace his buildings with his arm?
And as I mentioned, storywise? the gunslinger *which I dislike anyway* was covered by a glove where as this arm we know is his entire arm, you see where I'm going with this?
I think it's an awesome idea, would look awesome, be fun and everything but I don't see it working for TF2 to be honest
EDIT: Cooljay, I think you need to work on refining your models, they look like you've used mudbox to make them then used modifiers to lower the polycount, they aren't terrible but considering you've been able to model a face *something I'm yet to do* your non human models really seem to lack.. I don't want to say "quality" but I can't think of a better word right now
I wouldn't call it overly terrible. Topology seems right for the most part, Nothing was out of place or super distracting then it should be. Texture detail could be upped a little more just for the icing on the cake. Some extra touch ups here and would do too.
Will see what I can do for the most part on my modeling ethics
I am a new poster, I am also quite new to 3ds max, but here is a weapon I have been working on as recent:
The model itself is based on a minicrit comic:
minicrit.com/?p=185
Some more angles:
And a friend of mine had the mistake that I was slapping primitive objects together without making them seamless, so here is a wireframe of the backpack for further reference:
I am very new to 3D modeling, I would love to hear how I should improve the quality of the model. a kind gentleman on 4chan suggested that I should make the backpack look more like a dispencer.
You're verison is very detailed, but it seems off model a lot. I would double check your references more often, and make sure every is correctly proportioned.
@Cooljay is the trigger guard clipping with his hand? It's hard to tell. Following a reference is all well and good but sticking to the animations is tricky business
----
Been working on this pistol for my engineer pack - don't mind the world view
Cooljay, I'd have to say I prefer Essence's version at this stage. You need to work some on your low poly modeling, and learn more about how smoothing groups work. Essence's model is very clean and the topology shows that it was hand made, whereas yours looks cobbled from modifiers and reduction scripts. Sorry to be so harsh. I'd suggest following some low poly modeling tuts to improve your technique.
You're verison is very detailed, but it seems off model a lot. I would double check your references more often, and make sure every is correctly proportioned.
It does not matter if it is not completely proportionally accurate to the concept art. What matters is that the proportions will work in game or not. Eyeballing his proportions, Essences model seems as if it would work in game much better than yours because he didn't follow the concept in places. The concept art should have been made so that it would work with the proportions in game unless custom animations were planned.
edit: @eedobaba, It really looks like you can easily cut down the number of polys (as you should), but I'm sure you're aware of that.
I didn't use any modifiers, 3, or sub par conversion tools. I hand molded things myself. I made sure all vertices were being used. Rather than just make a shape then touch only a small amount of them. Only thing I may have done is soften normals for surfaces to certain surfaces to be smooth and harden normals for places to be hard.
Honestly I don't care too much for how clean a model is if it doesn't look what someone asked for. It doesn't show me that someone is able to make what's asked of them.
I mean look just look at TF2 regarding faces, they are still cobbly to an extent.
so here are various screen shots of my fighter head replacer. i feel like im finished but PLEASE if you see any problems or have any crits tell me as i would like to finish of this project in a day or two so i can move on to the next piece of the pack(which hopefully wont take as long). got team colors and now just have to fiddle with the jiggle bones (nothing major). blender screen shot has no normal map on the tubing(and i will fix up the bottom of the hose's scratches). crits very much welcome.
also @Zalakzik i say drop the horns, they seem outa place.
Looks nice, but it might raise questions as to how the trigger functions. Might work better turning on a point like this, but if it can work don't sweat it.
Wierd-looking rifle I'm making. Meant to be made of junk. The foregrip is a beer can (can see it being a Foster's ripoff to make it more Australian), the pistol grip is the end of a cane, and the scope is half a pair of binoculars (will also try a couple other designs of the binocs to see if they suit better). To me, the barrel doesn't look interesting enough, anybody have any ideas as to what I can do to make it look better?
started modeling out my oxygen tank replacer. supposed to be a rocket with a number pad strapped to it for detonation. still wip. also please crit my fighter helmet somebody >_>
Your fighter helmet looks nice. It's well textured and reads clearly. I don't think Valve will put in something that changes the silhouette and appearance of the character that drastically though.
Long answer: As with most engines, when a model is put into Source everything is converted to triangles. You can have n-gons on your model but depending on how it splits up the triangles in that n-gon it could cause bad shading.
Hey everyone first time poster and novice modeller here. I thought I'd get some feedback on an item I've been making for the past few days, a new pair of headphones for the Scout.
When hats came out the original headphones have always been removed so I thought I'd try to go back to that original look with some 'Headphones 2.0'.
Ever since the Planeswalker Goggles came out myself and I'm sure others have noticed the similarity between them and the pair Beat wears from Jet Set Radio, so you can see my inspiration:
They also look great with the Earbuds:
Some paint:
The antenna are jiggleboned, the first time I've done this so let me know what you think!
Really interesting design you've got going there, Toasty. Great silhouette. It doesn't really make much in the way of functional sense, but if you can develop it a bit further without losing that unique feel you should have a great submission.
This is more of a tech question than art, but does anyone know what kind of impact jigglebones have on engine performance? I'm currently working on a hat that has about 20 of them, and I'm wondering if I'm being a little too ambitious.
Honestly i loved it more when it was on the side. Made it looks unique. Otherwise a really good model.
Oh i totally agree, it just had a lot of clipping issues. reload animations clipping intro the drum, taunts, crouching, etc. tweaking the model for one of these problems just exaserbated the clipping with another, untill the drum got smaller and smaller.
can anyone confirm or reject my suspiscion that using the same bones on two items crashes tf2?
i.e. item 1 is connected to soldier via bone spine02, item 2 is also connected to soldier via the same bone. loading the two items simultaneously crashes tf2. :-\
can anyone confirm or reject my suspiscion that using the same bones on two items crashes tf2?
i.e. item 1 is connected to soldier via bone spine02, item 2 is also connected to soldier via the same bone. loading the two items simultaneously crashes tf2. :-\
Replies
And as I mentioned, storywise? the gunslinger *which I dislike anyway* was covered by a glove where as this arm we know is his entire arm, you see where I'm going with this?
I think it's an awesome idea, would look awesome, be fun and everything but I don't see it working for TF2 to be honest
EDIT: Cooljay, I think you need to work on refining your models, they look like you've used mudbox to make them then used modifiers to lower the polycount, they aren't terrible but considering you've been able to model a face *something I'm yet to do* your non human models really seem to lack.. I don't want to say "quality" but I can't think of a better word right now
Will see what I can do for the most part on my modeling ethics
Better/worse?
The model itself is based on a minicrit comic:
minicrit.com/?p=185
Some more angles:
And a friend of mine had the mistake that I was slapping primitive objects together without making them seamless, so here is a wireframe of the backpack for further reference:
I am very new to 3D modeling, I would love to hear how I should improve the quality of the model. a kind gentleman on 4chan suggested that I should make the backpack look more like a dispencer.
----
Been working on this pistol for my engineer pack - don't mind the world view
sort of resembles the Duke3d chaingun
Pistol seems pretty slick so far Pogo. Can't wait to see what else you have in store for your pack
Cooljay, I'd have to say I prefer Essence's version at this stage. You need to work some on your low poly modeling, and learn more about how smoothing groups work. Essence's model is very clean and the topology shows that it was hand made, whereas yours looks cobbled from modifiers and reduction scripts. Sorry to be so harsh. I'd suggest following some low poly modeling tuts to improve your technique.
It does not matter if it is not completely proportionally accurate to the concept art. What matters is that the proportions will work in game or not. Eyeballing his proportions, Essences model seems as if it would work in game much better than yours because he didn't follow the concept in places. The concept art should have been made so that it would work with the proportions in game unless custom animations were planned.
edit:
@eedobaba, It really looks like you can easily cut down the number of polys (as you should), but I'm sure you're aware of that.
Honestly I don't care too much for how clean a model is if it doesn't look what someone asked for. It doesn't show me that someone is able to make what's asked of them.
I mean look just look at TF2 regarding faces, they are still cobbly to an extent.
so here are various screen shots of my fighter head replacer. i feel like im finished but PLEASE if you see any problems or have any crits tell me as i would like to finish of this project in a day or two so i can move on to the next piece of the pack(which hopefully wont take as long). got team colors and now just have to fiddle with the jiggle bones (nothing major). blender screen shot has no normal map on the tubing(and i will fix up the bottom of the hose's scratches). crits very much welcome.
also @Zalakzik i say drop the horns, they seem outa place.
Concept and texture by NassimO, modelled by me.
Ah, I don't have a flare gun, so I didn't know that. How does it break open?
http://youtu.be/7TcSaY0FLDQ
Looks neato, but how do the shells go in? And eject? The straps are in the way.
That makes more sense admittedly. I'll make the changes.
Wierd-looking rifle I'm making. Meant to be made of junk. The foregrip is a beer can (can see it being a Foster's ripoff to make it more Australian), the pistol grip is the end of a cane, and the scope is half a pair of binoculars (will also try a couple other designs of the binocs to see if they suit better). To me, the barrel doesn't look interesting enough, anybody have any ideas as to what I can do to make it look better?
started modeling out my oxygen tank replacer. supposed to be a rocket with a number pad strapped to it for detonation. still wip. also please crit my fighter helmet somebody >_>
Long answer: As with most engines, when a model is put into Source everything is converted to triangles. You can have n-gons on your model but depending on how it splits up the triangles in that n-gon it could cause bad shading.
When hats came out the original headphones have always been removed so I thought I'd try to go back to that original look with some 'Headphones 2.0'.
Ever since the Planeswalker Goggles came out myself and I'm sure others have noticed the similarity between them and the pair Beat wears from Jet Set Radio, so you can see my inspiration:
They also look great with the Earbuds:
Some paint:
The antenna are jiggleboned, the first time I've done this so let me know what you think!
[ame]http://www.youtube.com/watch?v=dAgo0PIWMBI[/ame]
Different set of binocs. Or different half, should I say.
i.e. item 1 is connected to soldier via bone spine02, item 2 is also connected to soldier via the same bone. loading the two items simultaneously crashes tf2. :-\
Just check it.