ah, forgot about this thread. should probably post my tf2 related stuff here instead of waywo..
decided I'm just going to make a ghostbuster inspired theme since spetch managed to sneak his ecto goggles in... started work on the trap. thinking it could be a misc item and team colored.
Looks awesome. Where would they go on the player if they were a Misc item? I think that it would suit an Engineer weapon more. Maybe he could throw it and when it lands it'd open up and heal any machinery nearby.
i waas just thinking it would be a misc item thats goes on the medics belt. I was planning to do a backpack and a neutrona wand to replace the medigun.
the idea to trap a spy would be very cool as well.
I didn't have time to compete properly in the TF2 contest that was held here but I liked my theme idea so I've decided to try my hand at finishing it here. I chose an adventure theme ala Indiana Jones-esque for the scout and here is my progress so far, an adventurers hat!
The hat feels kind of plain to me right now but I think the character might come out during the texturing phase. Tell me what you think before I unwrap this thing!
I didn't have time to compete properly in the TF2 contest that was held here but I liked my theme idea so I've decided to try my hand at finishing it here. I chose an adventure theme ala Indiana Jones-esque for the scout and here is my progress so far, an adventurers hat!
The hat feels kind of plain to me right now but I think the character might come out during the texturing phase. Tell me what you think before I unwrap this thing!
just seeing as how you can use 800 and sometimes even more i thin it needs more segments on the outside to get rid of that jagged edge.
i might try the teleporter idea as well. I was thinking this could be a saw replacement too. would need custom animations though. But as a teleporter it could be cool that it doesn't need to be built and the engie can just throw it down, maybe at the cost of being weaker or slower to tp? anyways, some peeps from work gave me some ideas so I was in the process of redesigning it anyways. Now I'll just need to model some innards for some doo-hickery to pop out.
As true as that may be, I don't know if Sniper would be nearly as good at running from boulders, jumping over spike pits, and avoiding poison darts.
He'd be better at starting the plane.
Ah... in playstyle he would be more suited than Sniper maybe...
Still I feel that the rugged hunter who mutters a lot fits better personality wise rather than the loud mouthed prick from new england.
Perhaps if you modeled it after young Indy though, rather than the older version.
Hey guys and gals, having looked at the medic's krits medigun in the SDK and the decompiled files, the krits is just a head replacement for the original medigun, which has given me an idea to just make a replacement for it!
Here's what I've got so far
Current Model so far...
Wireframe render
For those crosses, I used Proboolean, (if im doing it wrong please tell me )
Remade the first hat I ever made since I lost the source file. I plan to release it.
Did you submit it? I'd wear that, maybe if they didn't choose it first time round why not add some straps or something so it looks like it'll actually stay on the head? or you could break the pot and just had the soil and flower on their heads, lol thinking that it'd be pretty awesome!
The pot looks great, but the petals look like they've been plucked out?
Maybe throw in an odd number of petals for a start, making it less symmetrical, and make sure the yellow part is covered?
Is a really rough paintover job, you could do a semi-realistic looking poppy, or keep what you've got and make it a little more real, what's it look like round the back?
The pot looks great, but the petals look like they've been plucked out?
Maybe throw in an odd number of petals for a start, making it less symmetrical, and make sure the yellow part is covered?
Is a really rough paintover job, you could do a semi-realistic looking poppy, or keep what you've got and make it a little more real, what's it look like round the back?
and not have the crack so straight? and not so near the bottom, and texture some fineline cracks in too
worked on my trap a bit over vacation. found modeling with a trackball on a laptop isn't as fun as it sounded.
the actual animation is 3 seconds long, i was getting some playback errors, so theres a bunch of blank animation at the end. if it still gives you problems just refresh and play.
i was thinking if anything this could replace the teleporter.
Awesome. I agree that it should replace the tele. As suggested before, it looks like something the Engineer could just toss down really quick in sticky situations to allow teleporting.
ya, having as a drop item *like the sandvich* for a quick tp would be cool. I don't think I'm going to have multiple levels. The original tp doesn't have any visual changed except a faster recharge? I'd hate to try and cram too much detail into this this and make it look too cluttered.
Yeah, it's probably best to keep with only one model for the 3 levels.
The only difference between the 3 levels of the teleporter is the particles it emits.
The higher level it is the more and bigger particles comes out.
Hey guys and gals, having looked at the medic's krits medigun in the SDK and the decompiled files, the krits is just a head replacement for the original medigun, which has given me an idea to just make a replacement for it!
Here's what I've got so far
Current Model so far...
Wireframe render
For those crosses, I used Proboolean, (if im doing it wrong please tell me )
crits (lol get it) welcome
doesnt using boolean casue n-gons, thus making it not work in games, at least that is what i was told, someone else help?
hah, nice plant. not sure if I like the crack though. maybe some large cracks towards the bottom to look like it actually fell on the pyros head.
agree scudz, i'm going to move the door openings back a bit to give the panels time to pop out. also think i'll have the side panels pop out together and the front one seperate as well.
if anyone has any info on how to attach effects *like the teleporter effect* to meshes i'd buy you an imaginary twinkie in gratitude.
doesnt using boolean casue n-gons, thus making it not work in games, at least that is what i was told, someone else help?
If you can get booleans to work cleanly, then there's no reason why you shouldn't use them as part of the modelling process. You'll just need to clean up the geometry to get everything back to 3 or 4 sided polygons afterwards.
Replies
The Vengeful Vuvuzela:
Stuns all enemies within a 10 feet radius.
BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
Make it the TF 2 logo color mixed with one of the team colors. And of course add spit particle effects flowing out of the end when it's blown.
Truly a terrifying weapon
Mix up the colors on it a bit, kind of like this, but if with more TF 2 friendly colors
There's no shading on the model except for it's own diffuse texture.
decided I'm just going to make a ghostbuster inspired theme since spetch managed to sneak his ecto goggles in... started work on the trap. thinking it could be a misc item and team colored.
the idea to trap a spy would be very cool as well.
I didn't have time to compete properly in the TF2 contest that was held here but I liked my theme idea so I've decided to try my hand at finishing it here. I chose an adventure theme ala Indiana Jones-esque for the scout and here is my progress so far, an adventurers hat!
The hat feels kind of plain to me right now but I think the character might come out during the texturing phase. Tell me what you think before I unwrap this thing!
just seeing as how you can use 800 and sometimes even more i thin it needs more segments on the outside to get rid of that jagged edge.
this, x like 8000
I have an easier time imagining Indiana Jones' rugged adventurer look on Sniper.
As true as that may be, I don't know if Sniper would be nearly as good at running from boulders, jumping over spike pits, and avoiding poison darts.
He'd be better at starting the plane.
Still I feel that the rugged hunter who mutters a lot fits better personality wise rather than the loud mouthed prick from new england.
Perhaps if you modeled it after young Indy though, rather than the older version.
I don't know which class im leaning towards. either soldier or demoman.
and for the colors i might try a dull black or a silver/chrome finish.
Here's what I've got so far
Current Model so far...
Wireframe render
For those crosses, I used Proboolean, (if im doing it wrong please tell me )
crits (lol get it) welcome
Remade the first hat I ever made since I lost the source file. I plan to release it.
Did you submit it? I'd wear that, maybe if they didn't choose it first time round why not add some straps or something so it looks like it'll actually stay on the head? or you could break the pot and just had the soil and flower on their heads, lol thinking that it'd be pretty awesome!
But it doesn't look like they wanted it. I lost the original file for it, so I thought I'd remake it, and then release it for everyone to use.
Another petal or two would probably make it prettier.
Also, try rounding the dirt a bit where it's visible from the crack.
It looks too sharp, and dirt isn't supposed to look sharp.
Maybe throw in an odd number of petals for a start, making it less symmetrical, and make sure the yellow part is covered?
Is a really rough paintover job, you could do a semi-realistic looking poppy, or keep what you've got and make it a little more real, what's it look like round the back?
and not have the crack so straight? and not so near the bottom, and texture some fineline cracks in too
5 looks a lot better!
the actual animation is 3 seconds long, i was getting some playback errors, so theres a bunch of blank animation at the end. if it still gives you problems just refresh and play.
i was thinking if anything this could replace the teleporter.
vimeo
animation
crappy youtube version
[ame="http://www.youtube.com/watch?v=nfSZ1RNki9Q"]animation[/ame]
here is repeating version for easier viewing:
http://www.youtuberepeat.com/watch/?v=nfSZ1RNki9Q&feature=player_embedded
The only difference between the 3 levels of the teleporter is the particles it emits.
The higher level it is the more and bigger particles comes out.
doesnt using boolean casue n-gons, thus making it not work in games, at least that is what i was told, someone else help?
- hats
- weapons
I would love to take a crack at making something but have NO idea what kind of limit im looking at so any help would be excellentCheers - adam
ao baked and laying down the base colors. Hopefully I can have this thing finished during lunch.
[ame]http://www.youtube.com/watch?v=GgTMCRefy5I[/ame]
@oobersli - thanks very much! very helpful indeed - now just gotta come up with something
maybe play with the timing a bit more when everything pops open. it feels very abrupt to me
You can download it here.
http://forums.tf2maps.net/downloads.php?do=file&id=3785
agree scudz, i'm going to move the door openings back a bit to give the panels time to pop out. also think i'll have the side panels pop out together and the front one seperate as well.
if anyone has any info on how to attach effects *like the teleporter effect* to meshes i'd buy you an imaginary twinkie in gratitude.
It's now getting included in the Engineer update, and can be seen with a tag linking to my steam profile! Very awesome.
(Yes, that's a bottle opener in the top.)
Did they tell you about it beforehand, or did you find out through the update page like I did with the Pain Train?