I'm asking because it keeps on happening to me, to see if anyone else has a similar problem. :-\
Removed the duplicate bones from the two models, they now attach to separate bones (i.e. item1 attaches to bone1, item 2 attaches to bone2). still crashes. I checked both the smds before compiling and the qc's and they're both fine.
that leaves the material system and i'll be quite surprised if that is the cause of the crashing.
I think I'm nearly done with the mesh. I added a laser sight on the barrel and finished up on the stock, just wanted to post it here to see if anyone has ideas on what I can add before I unwrap and texture.
I think I'm nearly done with the mesh. I added a laser sight on the barrel and finished up on the stock, just wanted to post it here to see if anyone has ideas on what I can add before I unwrap and texture.
Have you tried using this with a character yet? I can't quite see how they'd hold it. There's no real place for their hand to go that wouldn't be OVER the stock.
looking good so far,love the concept however i was wondering are there going to be bolts and screws holding the stock and binoculars on?(highlighted in red)cus right now it looks like the binocular is balanced there and the stock is defying gravity.
@ToastyFresh: The details look pretty cool but i agree with doughnut bear here, The stock appears to be levitating as there's nothing holding it in place that i can see; Other than that looking good
I decided to do an RPG-7 for the soldier to fit in with the vietnam helmet i did earlier: Here it is so far:
haven't gotten much done due to Canada day weekend but i started on the eagle sight and optimized things a but to bring it under 3k tris. and as im sure everyone will notice i cant do orgianic modeling for shit, so if someone has any tips for the eagle or just wants to make a LP eagle for the front sight that would be pretty dam great.
I think I'm nearly done with the mesh. I added a laser sight on the barrel and finished up on the stock, just wanted to post it here to see if anyone has ideas on what I can add before I unwrap and texture.
What's the other side look like? The Sniper's stock animations need a bolt to be on the right side that he can actuate. Also it might look better to have some sort of magazine or feeding system. I don't see anyway for ammunition to enter the weapon yet. Also there doesn't appear to be a trigger.
Was playing around with the phong and I think I found something that works pretty well.
Someone also told me to give it to engy, so while it's not fitting animation wise (but the same applies to the spy actually), here's a picture anyway.
@Toasty Fresh
The thing's looking good, but I feel the wires underneath the scope and on the stock are a bit on the thin side. If they matched the ones on the front I think it'd make a big difference.
looks nice Svdl, did you mainly just change the exponent of the phong or you made other tweaks too, i would also be interested in see what is going on in you texture sheets both diffuse and specular.
I think I'm nearly done with the mesh. I added a laser sight on the barrel and finished up on the stock, just wanted to post it here to see if anyone has ideas on what I can add before I unwrap and texture.
You could make the barrel a flute of some sort. Maybe add a bit of a bana peel burst to the end of it.
Was playing around with the phong and I think I found something that works pretty well.
Someone also told me to give it to engy, so while it's not fitting animation wise (but the same applies to the spy actually), here's a picture anyway.
@Toasty Fresh
The thing's looking good, but I feel the wires underneath the scope and on the stock are a bit on the thin side. If they matched the ones on the front I think it'd make a big difference.
Zip, I'm sure you are planning to do what I am going to suggest but might as well say it. The points on each end and the ring at the bottom should have seperate colours of a slightly different shade. It's also a bit basic, I'd add some straps to the grip like the scouts bat but that's just what I like
haven't gotten much done due to Canada day weekend but i started on the eagle sight and optimized things a but to bring it under 3k tris. and as im sure everyone will notice i cant do orgianic modeling for shit, so if someone has any tips for the eagle or just wants to make a LP eagle for the front sight that would be pretty dam great.
Hello again, Polycount! I've decided to revisit the steam locomotive pack for the Pyro that I was working on about 6 months ago, and I would very much like some comments / criticisms / suggestions. Here are the last images I posted (I'm going to do some new ones with itemtest once I set up compiling tools on this new computer):
I'm also working on a flamethrower (also based on a steam locomotive) to round out the pack, and possibly a secondary weapon if I can come up with a good concept that fits the theme.
These are my current plans:
Re-UV both the hat and the weapon - the current ones are terrible and cause a lot of stretching and loss of detail in important areas
Add a modeled number plate to the front of the hat instead of just texturing it on
Re-do the ornamental top thingy on the hat to look better, be more visible and TF2-ish
Add more wear to the weapon texture, but tone down the edge wear that's currently on everything
Make all the shiny metal bits look like shiny metal and not yellow plastic
Anything else I should change? These are pretty much the first things I've ever modeled, so there has to be room for improvement :poly124:
I think I responded to most of the criticism... Let me know if I've missed anything. If not, guess it's time to learn to compile and see if it fits into the Sniper's hands before I unwrap it.
Heres a little hat Ive been working on in my spare time. I thought a prehistoric take on the soldier would be appropriate for the character.
Here are the silhouette and orthographic views I drew more than a few things have changed from the concept.
I could definitely use some feedback on the mesh, especially anything I could do to improve the topology. Im currently pushing around 1,700 tris (Valves recommendation is around 800, yikes!)
@Toasty Fresh looking alot better @eedobaba7726 i like the texture on the maraca but the texture on the knives need some work, try taking a more standard tf2 approach to metal.
Texture hopefully done by now. Level 1 - 3. The arm is rigged to the arm bones and the spine 2. Right now it im having difficulty with the additional bones for the belt. Right now it all appears to be following the arm. Is this because belt bones didnt merge to the spine? Comments and crits are welcome.
Also had the time to think about the stats...
Twist'd Texan
Level 1 Mechanical Arm
Can be upgraded
-25% Ammo
Level 2 Sentry Arm
+300% Ammo
-25% Mobility
Cannot build buildings
Level 3 Sentry Arm
+300% Ammo
+50% Damage
-50% Mobility
Cannot build buildings
I like the melee a lot. Not too fond of the helmet though, just looks to heavy/awkward I guess. Looks like the grill definitely needs some turned edges. From the 3/4 view it seems to be concave, would look better convex.
Pretty creative stuff though.
That's tougher. You need to delete that part and weight it to the existing bones. I always get bones that are 90 off in the y plane (guess Valve uses Maya).
It also requires Valve to rerelease the model with those parts dettachable, they've done it for boots, engie hand, pyro head (all heads after decapitation became possible).
So it's a longer shot I think, but if it's good enough they might do it.
Texture hopefully done by now. Level 1 - 3. The arm is rigged to the arm bones and the spine 2. Right now it im having difficulty with the additional bones for the belt. Right now it all appears to be following the arm. Is this because belt bones didnt merge to the spine? Comments and crits are welcome.
Also had the time to think about the stats...
Twist'd Texan
Level 1 Mechanical Arm
Can be upgraded
-25% Ammo
Level 2 Sentry Arm
+300% Ammo
-25% Mobility
Cannot build buildings
Level 3 Sentry Arm
+300% Ammo
+50% Damage
-50% Mobility
Cannot build buildings
i'm getting certain strogg vibes on those last images...
Texture hopefully done by now. Level 1 - 3. The arm is rigged to the arm bones and the spine 2. Right now it im having difficulty with the additional bones for the belt. Right now it all appears to be following the arm. Is this because belt bones didnt merge to the spine? Comments and crits are welcome.
Also had the time to think about the stats...
Twist'd Texan
Level 1 Mechanical Arm
Can be upgraded
-25% Ammo
Level 2 Sentry Arm
+300% Ammo
-25% Mobility
Cannot build buildings
Level 3 Sentry Arm
+300% Ammo
+50% Damage
-50% Mobility
Cannot build buildings
you need to add a shoulder mounted missile launcher on that arm. and itll be perfect.
*edit* scratch that. make the shoulder mounted missile launcher for upgrade 4.
and if you really want to know what i think. the gun barrels on that arm sentry should be longer. they seem too short, imho.
you need to add a shoulder mounted missile launcher on that arm. and itll be perfect.
*edit* scratch that. make the shoulder mounted missile launcher for upgrade 4.
and if you really want to know what i think. the gun barrels on that arm sentry should be longer. they seem too short, imho.
My initial design was for the missile launcher to be mounted on top of the should. The problem with that is the shoulder bone yaw's so much that the launcher would clip all over his chest and back. If i placed it on top of the collar, it would clip the face a lot. Another problem is the fact that you have to point the arm to shoot, this will rotate the shoulder backwards and if the launcher was there, it would point the launcher upward. That's why the launcher was placed on the triceps instead.
The barrel was intentionally made shorter to denote that its has a weaker power than a regular sentry.
My initial design was for the missile launcher to be mounted on top of the should. The problem with that is the shoulder bone yaw's so much that the launcher would clip all over his chest and back. If i placed it on top of the collar, it would clip the face a lot. Another problem is the fact that you have to point the arm to shoot, this will rotate the shoulder backwards and if the launcher was there, it would point the launcher upward. That's why the launcher was placed on the triceps instead.
The barrel was intentionally made shorter to denote that its has a weaker power than a regular sentry.
Sounds good. but about the barrel intentionally being made shorter to indicate its weaker than the original regular sentry. that's a bit of overkill. its all about aesthetics. if a longer gun barrel would make this arm sentry look even more awesome. I say, go for it! To let people know the sentry arm is weaker than the original sentry, all you have to do is type in bold letters in the sentry arm description/stats. ARM SENTRY IS WEAKER THAN A REGULAR SENTRY.
TF2 players aren't retarded. they'll figure it out.
its all about looks in a game. Go for a longer gun barrel. don't worry so much about stats. That just kills the whole project if you're gonna put restrictions on your designs.
I disagree. I say always shoot for the proper functionality. For example, if I want to make a robot drone, I'm going to make it look like a standard robot despite the fact that I could make it look better by bulking it up or adding things onto it.
I think shortening the barrel was a good decision (also I think it would look strange if the barrel were to be too much longer because then it would look much too cumbersome).
Sounds good. but about the barrel intentionally being made shorter to indicate its weaker than the original regular sentry. that's a bit of overkill. its all about aesthetics. if a longer gun barrel would make this arm sentry look even more awesome. I say, go for it! To let people know the sentry arm is weaker than the original sentry, all you have to do is type in bold letters in the sentry arm description/stats. ARM SENTRY IS WEAKER THAN A REGULAR SENTRY.
TF2 players aren't retarded. they'll figure it out.
its all about looks in a game. Go for a longer gun barrel. don't worry so much about stats. That just kills the whole project if you're gonna put restrictions on your designs.
I'll try it later. It doesn't take much to make it longer. If i like it i'll keep it.
And now, the backpack...
This is dispenser/backpack meant to be put on secondary weapons slot. intentionally clipping the bullet belt and working around it so the arm and the backpack can be both used together or apart.
I'll try it later. It doesn't take much to make it longer. If i like it i'll keep it.
And now, the backpack...
This is dispenser/backpack meant to be put on secondary weapons slot. intentionally clipping the bullet belt and working around it so the arm and the backpack can be both used together or apart.
You should make some kind of a wire that would connect the back of engies head and the back pack.
If you're planning to submit this to valve, please be aware of the icky Usage Rights that come with the Student Version of Max. You might not legally be able to release your work to them. This might look like i'm randomly nitpicking/bitching but it's actually quite an important matter.
I disagree. I say always shoot for the proper functionality. For example, if I want to make a robot drone, I'm going to make it look like a standard robot despite the fact that I could make it look better by bulking it up or adding things onto it.
I think shortening the barrel was a good decision (also I think it would look strange if the barrel were to be too much longer because then it would look much too cumbersome).
'always shoot for the proper functionality' ??
you guys amaze me sometimes.
i'll make it short and sweet so you can get my point:
if it doesn't look cool. what's the point???
Games are supposed to look cool. Nobody cares about proper functionality. If an soldier suddenly got a jetpack upgrade, do you think players go, "I wonder if jetpacks are realistic?" No, they don't. They go, "OMFG, that's so effin' COOL!"
seriously. I think you guys take games too seriously, sometimes. 'Proper functionality'? Really? I never actually thought when Mario picked up a mushroom and grew 10 feet tall, that it was really proper functionality. I just thought it was effin' cool when he grew 10 feet tall.
Haha yeah. My flamethrower doesn't exactly make sense either. Powered by a car battery? Propulsion using a modern extinguisher? But it looks cool That's exactly what my pack is all about, "cool".
any crits/comments before i uv and texture my oxygen tank replacer for the pyro. also if someone knows how to remove the pyro tank body group that would be appreciated
Replies
Removed the duplicate bones from the two models, they now attach to separate bones (i.e. item1 attaches to bone1, item 2 attaches to bone2). still crashes. I checked both the smds before compiling and the qc's and they're both fine.
that leaves the material system and i'll be quite surprised if that is the cause of the crashing.
edit: nope, not materials.
I think I'm nearly done with the mesh. I added a laser sight on the barrel and finished up on the stock, just wanted to post it here to see if anyone has ideas on what I can add before I unwrap and texture.
I made a rough model for it now, just to find the best location for it. Which location do you think is best ? IMA i would choose 2
They're held in the power box, and fed in through it.
Have you tried using this with a character yet? I can't quite see how they'd hold it. There's no real place for their hand to go that wouldn't be OVER the stock.
looking good so far,love the concept however i was wondering are there going to be bolts and screws holding the stock and binoculars on?(highlighted in red)cus right now it looks like the binocular is balanced there and the stock is defying gravity.
now to do the uvs properly and work on the texture, and then i'm done with this.
@ToastyFresh: The details look pretty cool but i agree with doughnut bear here, The stock appears to be levitating as there's nothing holding it in place that i can see; Other than that looking good
I decided to do an RPG-7 for the soldier to fit in with the vietnam helmet i did earlier: Here it is so far:
What's the other side look like? The Sniper's stock animations need a bolt to be on the right side that he can actuate. Also it might look better to have some sort of magazine or feeding system. I don't see anyway for ammunition to enter the weapon yet. Also there doesn't appear to be a trigger.
Was playing around with the phong and I think I found something that works pretty well.
Someone also told me to give it to engy, so while it's not fitting animation wise (but the same applies to the spy actually), here's a picture anyway.
@Toasty Fresh
The thing's looking good, but I feel the wires underneath the scope and on the stock are a bit on the thin side. If they matched the ones on the front I think it'd make a big difference.
You could make the barrel a flute of some sort. Maybe add a bit of a bana peel burst to the end of it.
still very much a wip, still need to block in the hammer
That is absolutely sexy!
Sorta like this Eagle ornament
I'm also working on a flamethrower (also based on a steam locomotive) to round out the pack, and possibly a secondary weapon if I can come up with a good concept that fits the theme.
These are my current plans:
Anything else I should change? These are pretty much the first things I've ever modeled, so there has to be room for improvement :poly124:
I think I responded to most of the criticism... Let me know if I've missed anything. If not, guess it's time to learn to compile and see if it fits into the Sniper's hands before I unwrap it.
(particles Credit to Recurracy, though he's working on them)
As a side note, I'm still working on the phong mask, and lods are up next. I'm thinking of doing a backpack for medigun as well.
Here are the silhouette and orthographic views I drew more than a few things have changed from the concept.
I could definitely use some feedback on the mesh, especially anything I could do to improve the topology. Im currently pushing around 1,700 tris (Valves recommendation is around 800, yikes!)
@eedobaba7726 i like the texture on the maraca but the texture on the knives need some work, try taking a more standard tf2 approach to metal.
Texture hopefully done by now. Level 1 - 3. The arm is rigged to the arm bones and the spine 2. Right now it im having difficulty with the additional bones for the belt. Right now it all appears to be following the arm. Is this because belt bones didnt merge to the spine? Comments and crits are welcome.
Also had the time to think about the stats...
Twist'd Texan
Level 1 Mechanical Arm
Can be upgraded
-25% Ammo
Level 2 Sentry Arm
+300% Ammo
-25% Mobility
Cannot build buildings
Level 3 Sentry Arm
+300% Ammo
+50% Damage
-50% Mobility
Cannot build buildings
Thought about how it would get destroyed, if at all?
Would that leave a lot of armless engies or would the engie die?
Was working on the unwrap for my rifle when I noticed a few misaligned vertexes. Nothing that can't be easily fixed. Or so I thought.
Then I found out my X, Y and Z axis are comepletely screwed. Help, please?
Loving that sentry arm thing by the way!
I like the melee a lot. Not too fond of the helmet though, just looks to heavy/awkward I guess. Looks like the grill definitely needs some turned edges. From the 3/4 view it seems to be concave, would look better convex.
Pretty creative stuff though.
@Hooch,
That's tougher. You need to delete that part and weight it to the existing bones. I always get bones that are 90 off in the y plane (guess Valve uses Maya).
It also requires Valve to rerelease the model with those parts dettachable, they've done it for boots, engie hand, pyro head (all heads after decapitation became possible).
So it's a longer shot I think, but if it's good enough they might do it.
i'm getting certain strogg vibes on those last images...
+awesomesauce points for you sir.
you need to add a shoulder mounted missile launcher on that arm. and itll be perfect.
*edit* scratch that. make the shoulder mounted missile launcher for upgrade 4.
and if you really want to know what i think. the gun barrels on that arm sentry should be longer. they seem too short, imho.
My initial design was for the missile launcher to be mounted on top of the should. The problem with that is the shoulder bone yaw's so much that the launcher would clip all over his chest and back. If i placed it on top of the collar, it would clip the face a lot. Another problem is the fact that you have to point the arm to shoot, this will rotate the shoulder backwards and if the launcher was there, it would point the launcher upward. That's why the launcher was placed on the triceps instead.
The barrel was intentionally made shorter to denote that its has a weaker power than a regular sentry.
Sounds good. but about the barrel intentionally being made shorter to indicate its weaker than the original regular sentry. that's a bit of overkill. its all about aesthetics. if a longer gun barrel would make this arm sentry look even more awesome. I say, go for it! To let people know the sentry arm is weaker than the original sentry, all you have to do is type in bold letters in the sentry arm description/stats. ARM SENTRY IS WEAKER THAN A REGULAR SENTRY.
TF2 players aren't retarded. they'll figure it out.
its all about looks in a game. Go for a longer gun barrel. don't worry so much about stats. That just kills the whole project if you're gonna put restrictions on your designs.
I think shortening the barrel was a good decision (also I think it would look strange if the barrel were to be too much longer because then it would look much too cumbersome).
I'll try it later. It doesn't take much to make it longer. If i like it i'll keep it.
And now, the backpack...
This is dispenser/backpack meant to be put on secondary weapons slot. intentionally clipping the bullet belt and working around it so the arm and the backpack can be both used together or apart.
You should make some kind of a wire that would connect the back of engies head and the back pack.
A pair of robotic boots would also go perfectly.
It would be kind of pushing the envelope a little to go that far
decided to swap out the keypad with an alarm clock to give it a more cartoony tf2 feel. crits so far? i still have to add the wires.
If you're planning to submit this to valve, please be aware of the icky Usage Rights that come with the Student Version of Max. You might not legally be able to release your work to them. This might look like i'm randomly nitpicking/bitching but it's actually quite an important matter.
'always shoot for the proper functionality' ??
you guys amaze me sometimes.
i'll make it short and sweet so you can get my point:
if it doesn't look cool. what's the point???
Games are supposed to look cool. Nobody cares about proper functionality. If an soldier suddenly got a jetpack upgrade, do you think players go, "I wonder if jetpacks are realistic?" No, they don't. They go, "OMFG, that's so effin' COOL!"
seriously. I think you guys take games too seriously, sometimes. 'Proper functionality'? Really? I never actually thought when Mario picked up a mushroom and grew 10 feet tall, that it was really proper functionality. I just thought it was effin' cool when he grew 10 feet tall.
'Proper functionality'? Really?
Good point, but I believe he's actually arguing for design aesthetics, not for realism.
any crits/comments before i uv and texture my oxygen tank replacer for the pyro. also if someone knows how to remove the pyro tank body group that would be appreciated