First off I must apologize for not making myself clear in that image. I stated earlier in the thread I was making a sort of pseudo-view model. You must understand that lod_0 and lod_1 are only seen when you are nearly clipping into the model or in first person. lod_2 is the one you'll be seeing at close range. Unless you have 32 medics in spawn all with the same weapon equipped standing directly in front of you, I don't think the triangle count is much of a problem. As I recall the ambassador used to be around 5000 triangles without lods.
As for the textures, the claw and the handle/motor are treated as two different objects, putting both objects on a single 1024x1024 map would still require 1 team colored 1024x1024(2 textures.) Where as I went with separately putting each on a 512x512 map, while I need more actual textures to accomplish this, less texture memory is needed. Remember a 1024x1024 map is 4 times the size of a 512x512. The belt needed to tile in order to scroll correctly so it had to have its very own texture. The normal map on the belt also makes it more believable that it's moving.
EDIT:
Couldn't I technically put the entire model on a 1024x512 texture?
Couldn't I technically put the entire model on a 1024x512 texture?
Yes, although I'm not sure if Valve is for or against that. I'm not sure if there are any textures in TF2 that are proportioned like that. It would save on drawcalls though.
It's looking very nice. I would have liked to see a bit more animation though. You've got a lot of articulated parts there. Just having a simple rotation almost seems like a bit of a waste.
Leaving that here, taking a little break from modding. Rogue + Coat = prep for misc 2 slot. Still have some clippings on spine 2 and 1 i think. May add pockets and strap to hide seams on the chest. See you all on monday.
@Sexy Robot, I'm not sure what the mega baboon heart is for but it's looking pretty fancy.
Here's an update on my launcher. I worked on the wear more and updated those rods. It still needs something else though so I think I'm going to mess around with a gauge or something on the side.
@neodement, those are the best pirate items I have seen yet. Perhaps you could also do a launcher or something for it? Seems like it's just miscellaneous items and a melee now. Perhaps you could do a grenade launcher that uses the bombs on his chest.
@neodement, those are the best pirate items I have seen yet. Perhaps you could also do a launcher or something for it? Seems like it's just miscellaneous items and a melee now. Perhaps you could do a grenade launcher that uses the bombs on his chest.
The pegleg replaces the Nade launcher. Of course he could do a sticky cannon but "that would be stupid".
I made also a new Demo-weapon (based off of another guy´s concept) which i am now going to scrap because the barrel makes me cut myself and i just can´t fix it, also i had over 9000 errors in 3ds max while making it, so what the hell.
Bevel out edges on the pentagons more, exxagerate the cylinder attached to the barrel, and create a large hinge for the launcher to swing down on when it's being reloaded.
Because at the moment I cannot see how it can be reloaded without ripping it in half.
Bevel out edges on the pentagons more, exxagerate the cylinder attached to the barrel, and create a large hinge for the launcher to swing down on when it's being reloaded.
Because at the moment I cannot see how it can be reloaded without ripping it in half.
Why yeah, it is still in work, i will probably re-make the whole barrel.
Worked on this all day, and old idea that I started once and never continued on. Really been wanting to do it so today was the day.
Pretty well aligned, baked...but needs texture details. Less spec. And possibly paintable. Thinking classic copper and Liberty Dyed (the hair will be paintable) for styles.
Probably just call it Liberty Spikes.
762 tris. (currently 512x512)
Planning on doing the liberty torch next. basically a rift axe skin, lights victim on hit.
I'd laugh my ass off if that got in. Does it clip through walls by chance? Either way it defines epic.
I was surfing this thread on my mobile the other day and I thought it had loaded the latest page but it was something like page 128. Anyway I saw this beehive hat for the Soldier which looked good, how did that not get accepted is beyond me.
Well if compromising the size gets it in...Either way it'd be a nice addition to the minigun family.
Might as well make some use of this post. Got back to texturing my baby and made a fair amount of progress regarding making it less flat. Right now this is in flat view and it's coming along. Following the original style for now.
A friend mentioned that even though it's the correct color, it might be a bad choice to get in game. So thinking of doing maybe a brass version instead.
What do you guys think? It is about the color of the med packs, and of course Pink as Hell/ Lime... But do you think the color is an instant no?
Should I just submit copper (this one), brass, and paintable skins?
I've been working in a hat here it is what i have so far (WIP):
The idea is a volcano toy hat for the pyro, textures are not so detailed that to give the appereance of a toy. The images I post here are of the WIP model. I don't know if that painted lava falling looks good so please help me by critizisin the hat, also i want to add some 3d lava around the hole of the volcano to make the hat more interesting. What do you guys think about the overall model and texture?
Well that's lame. I mean, it's a traditional Mercury helmet, they're all gonna look the same one way or another.
I agree with Demon whole-heartedly and I really hope that's not what Valve told you. Also, since it sounds like you're making/have made another I'd be interested in knowing what you changed. I may sound a bit obsessive, but for me this is that one hat that HAS to get in-game.
the blood on the half zatoichi isnt really tf2 style at all. its a mis-interpretation of the style simplifying it to the point of cartoon check the 'targe or Persian persuader or splendid shield
You know I've heard people say this before, but I had always figured the difference between the zatochi and all those others is that the zatochi has freshly spilled blood on it and all those others have bloodstains on them.
yeah, sorry about the multiple posts, I've been gone for a while
NeoDement, I love the Pirate Demoman
sparkwire, I love the John Henry Heavy.
I'd love to see more 19th century team members
The... Bloody Bombs? Never really found a name I was happy with:
Thoughts?
On a quick Wikipedia research, those appear to be simply called "ball grenades". With that in mind, I'd probably call them the "Grenadier's Balls". I think it's a name suitable for the Demo-man and it's only mildly salacious so shouldn't really be considered too "rude" for TF2.
@ant Ya, single shot (though, Valve can do whatever they like). Made the trigger a bit bigger. Did some AO renders below.
@Zipfinator Changed the handle closer to one of the other handle references I had. I think it looks better, but I'm still going to play with it.
@BenHenry I shortened the barrel, angled the chamber clip thing to stick out a bit more, and added modeled some edges on the new handle. I'm going to texture it as tape.
@Slider I made the bevels a bit bigger, I think they are better now. I realize the rails are a bit more contemporary, but I don't think they clash too much.
Did some new renders. Probably still going to do some adjustments to the handle, but other than that, I think I'm almost done. C&C plz.
Replies
First off I must apologize for not making myself clear in that image. I stated earlier in the thread I was making a sort of pseudo-view model. You must understand that lod_0 and lod_1 are only seen when you are nearly clipping into the model or in first person. lod_2 is the one you'll be seeing at close range. Unless you have 32 medics in spawn all with the same weapon equipped standing directly in front of you, I don't think the triangle count is much of a problem. As I recall the ambassador used to be around 5000 triangles without lods.
As for the textures, the claw and the handle/motor are treated as two different objects, putting both objects on a single 1024x1024 map would still require 1 team colored 1024x1024(2 textures.) Where as I went with separately putting each on a 512x512 map, while I need more actual textures to accomplish this, less texture memory is needed. Remember a 1024x1024 map is 4 times the size of a 512x512. The belt needed to tile in order to scroll correctly so it had to have its very own texture. The normal map on the belt also makes it more believable that it's moving.
EDIT:
Couldn't I technically put the entire model on a 1024x512 texture?
Yes, although I'm not sure if Valve is for or against that. I'm not sure if there are any textures in TF2 that are proportioned like that. It would save on drawcalls though.
Leaving that here, taking a little break from modding. Rogue + Coat = prep for misc 2 slot. Still have some clippings on spine 2 and 1 i think. May add pockets and strap to hide seams on the chest. See you all on monday.
Here's an update on my launcher. I worked on the wear more and updated those rods. It still needs something else though so I think I'm going to mess around with a gauge or something on the side.
Also I'd love to see it in a more grey scale way
The Mighty Pirate (feathers are paintable):
The Bootlegger:
The Scotland Shard (how it looks when smashed):
The... Bloody Bombs? Never really found a name I was happy with:
Thoughts?
I can imagine that the Scotland shard may be significantly worse for drinking *chokes on cork*
started working on the texture, still a wip. crits welcome
Another reminder that if you'd like to represent Polycount in the communities vs pros event you should sign up here:
http://www.polycount.com/forum/showthread.php?t=86752
Bevel out edges on the pentagons more, exxagerate the cylinder attached to the barrel, and create a large hinge for the launcher to swing down on when it's being reloaded.
Because at the moment I cannot see how it can be reloaded without ripping it in half.
Blam.
Why yeah, it is still in work, i will probably re-make the whole barrel.
I think you'll find this to be suitably large.
Worked on this all day, and old idea that I started once and never continued on. Really been wanting to do it so today was the day.
Pretty well aligned, baked...but needs texture details. Less spec. And possibly paintable. Thinking classic copper and Liberty Dyed (the hair will be paintable) for styles.
Probably just call it Liberty Spikes.
762 tris. (currently 512x512)
Planning on doing the liberty torch next. basically a rift axe skin, lights victim on hit.
I was surfing this thread on my mobile the other day and I thought it had loaded the latest page but it was something like page 128. Anyway I saw this beehive hat for the Soldier which looked good, how did that not get accepted is beyond me.
Might as well make some use of this post. Got back to texturing my baby and made a fair amount of progress regarding making it less flat. Right now this is in flat view and it's coming along. Following the original style for now.
Silver Dollar/Ol' Ironside
A Medic Melee weapon in Medieval style
Double Helix
and there's also an unrelated Demoman misc. item I think would have a pretty good chance of getting in if anyone else is interested.
Booze Hound
I did a melee weapon for the pyro
I think it needs tilted back a bit.
A friend mentioned that even though it's the correct color, it might be a bad choice to get in game. So thinking of doing maybe a brass version instead.
What do you guys think? It is about the color of the med packs, and of course Pink as Hell/ Lime... But do you think the color is an instant no?
Should I just submit copper (this one), brass, and paintable skins?
The idea is a volcano toy hat for the pyro, textures are not so detailed that to give the appereance of a toy. The images I post here are of the WIP model. I don't know if that painted lava falling looks good so please help me by critizisin the hat, also i want to add some 3d lava around the hole of the volcano to make the hat more interesting. What do you guys think about the overall model and texture?
I agree with Demon whole-heartedly and I really hope that's not what Valve told you. Also, since it sounds like you're making/have made another I'd be interested in knowing what you changed. I may sound a bit obsessive, but for me this is that one hat that HAS to get in-game.
NeoDement, I love the Pirate Demoman
sparkwire, I love the John Henry Heavy.
I'd love to see more 19th century team members
I don't know about that. All I'm saying is that's the impression they give me based on visuals alone.
the others have the fresh blood.
so far I have made 2 shields and one sword with the "bloodied Style" on them. all taken reference from the 'targe and eyelander
That Heavy is not Sparkwire's, it's Swizzle's. Here's the thread with more of those 1800's models.
@ant Ya, single shot (though, Valve can do whatever they like). Made the trigger a bit bigger. Did some AO renders below.
@Zipfinator Changed the handle closer to one of the other handle references I had. I think it looks better, but I'm still going to play with it.
@BenHenry I shortened the barrel, angled the chamber clip thing to stick out a bit more, and added modeled some edges on the new handle. I'm going to texture it as tape.
@Slider I made the bevels a bit bigger, I think they are better now. I realize the rails are a bit more contemporary, but I don't think they clash too much.
Did some new renders. Probably still going to do some adjustments to the handle, but other than that, I think I'm almost done. C&C plz.
what ..no, I was talking about my mercury helm.
@SGTnasty that looks good.
Textured my spike grenade:
Promotional item!
Gosh, I wish. Dungeons of Dredmor actually.