I'm probably a bit late with this one... as I'm sure the Bee keeper hat concept has probably come about a few times, but I thought it would be cool to have a bee-hive on a stick that sends out bees when an enemy is hit to go a long with it...
Feel free to give the concept a go.. I'm no good at modeling sadly...
ok hopefully this is an improvement over the last time you saw it.
changes include the rounding of the pieces that connect the ammo box to the gun, a bigger ammo box, added more curve to the trigger, some small proportion changes on a few pieces, the bolt(i believe it is what its called, excuse my lack of gun knowledge) is now rounded/3d instead of the flat plane it used to be(not very apparent in these shots). the connector to the handle (not visible in these shots) is now curved instead of straight. added a bit of a forward cave-in to the front of the gun to try and make the first person view a bit more appealing and finally some more texture work with a change up in the colors. sorry for the long post.
crits comments?
edit: texrure is still a wip, no texture on the ammo feed yet.
I'm probably a bit late with this one... as I'm sure the Bee keeper hat concept has probably come about a few times, but I thought it would be cool to have a bee-hive on a stick that sends out bees when an enemy is hit to go a long with it...
Feel free to give the concept a go.. I'm no good at modeling sadly...
I made that pretty much exact same hat about a month ago, or so.
I dig the bee-ter, it would go well with a matching cap. SexyRobot's looks good and I don't want to mess with rigging/clipping issues for that.
But i might take a stab at the Bee-ter, looks like a fun project. Don't know if Valve would accept it but I imaging it would be like the Caber. Smack em once and do 'bleed' damage. A cloud of bees on victom would be great.
The the hive would be busted open and the player would need a cabinet to refresh it.
(Since it's basically paper mache on a stick I can't see impact damage from it. But pyro doesn't have a one hit bleed weap so that would be a cool way to mix it up.
Ok i don't know if they already have posted this... if yes i just did it for the lulz, but i really want to make a melee weapon that involves a Teddy Bear... for now this is just the concept of a teddy bear that has spikes all around... CRITZ AND COMENTS please
after a bunch of though ive decided im going to redo the ammo box completely and make it more interesting, hopefully will look better then
the old one was pretty much just a square and i felt like it was a lazy job so i will make a more interesting one
Hey people of Polycount. So, today I wanted to make a small thing for the spy, just something to just add to his look. I got the basics in and wanted to see how they would work in game. But I'm running into big issues trying to get them not to clip.
Any ideas on where I can rig these things? The arm buttons are fine for the most part, just a little bit of work for them. But the lower chest button isn't working out at all, nor is the pocket piece. I can't find a good way to make it not clip on most of his motions. The way I have them right now, the lower buttons float when he is crouched and the second one clips a lot. The Pocket only looks good when he is standing still.
So, am I stuck with clipping or is there something that I can do to save this?
I dig the bee-ter, it would go well with a matching cap. SexyRobot's looks good and I don't want to mess with rigging/clipping issues for that.
But i might take a stab at the Bee-ter, looks like a fun project. Don't know if Valve would accept it but I imaging it would be like the Caber. Smack em once and do 'bleed' damage. A cloud of bees on victom would be great.
The the hive would be busted open and the player would need a cabinet to refresh it.
(Since it's basically paper mache on a stick I can't see impact damage from it. But pyro doesn't have a one hit bleed weap so that would be a cool way to mix it up.
Thats cool, I imagined the Bee-ter to work like the Sharpened Volcano Fragment (enemies being set alight when hit) but instead with some form of Bee swarm effect instead of flames. I'll look forward to see what you come up with
BaddcogI hope I'm not too late to suggest this but maybe make the coppery original as default and the green one as a style, like the blighted beak. definitely not that green as default, clashes a bit Sparkwire I want that heavy gun & Svdl I love the dino, will it be a set?
Started on the hat for my Seafaring Solder set. It's based on a Greek fishing hat.
I'm going to go back and mess around with the coloring on the rocket launcher a bit more probably and see if I can get a color scheme that will fit with the anchor and this a bit more.
EDIT:
For the inevitable post about how it's too similar to the Grenadier's Softcap, take a look at this picture. The bills are shaped differently, the softcap dips in on the sides while mine is more billowed out and the softcap dips back more on the back of the head compared to mine. While the silhouette may seem similar from a distance, they're different enough to be distinguishable. People also said that the Tam O' Shanter was too similar to the Glengarry Bonnet, yet it was still put in.
Yes svdl's dino hat is part of a pack based on Jurassic Park Sparkwire already made a primary called "Clever Girl" and i think he made a shotgun secondary. while a melee was in the concept art it hasnt been modled yet.
also ronin thats fine ill pm you or you pm me about the text/name and when your ready for the next thing.
Started on the hat for my Seafaring Solder set. It's based on a Greek fishing hat.
I'm going to go back and mess around with the coloring on the rocket launcher a bit more probably and see if I can get a color scheme that will fit with the anchor and this a bit more.
EDIT:
For the inevitable post about how it's too similar to the Grenadier's Softcap, take a look at this picture. The bills are shaped differently, the softcap dips in on the sides while mine is more billowed out and the softcap dips back more on the back of the head compared to mine. While the silhouette may seem similar from a distance, they're different enough to be distinguishable. People also said that the Tam O' Shanter was too similar to the Glengarry Bonnet, yet it was still put in.
I like the hat but if it's a greek fishing hat that doesnt really seem for the soldier maybe one of the other classes, and dont worry about it bieng to much like the softcap, since valve let the rimmed raincatcher and tricorne both in and the fedora's for both the spy and the heavy i'll think they let stuff slide as long as it isnt an exact copy. Besides i want to make a G.I.Joe hat for the soldier best i can think of is Gung-Ho
and that kinda looks like the softcap or team leader cept the top of the hat is pentagonal and wider at the top than at the base. unless someone finds a better G.I. joe character (not cobra commander or snakeyes doesnt fit the soldier)
Ok, thanks.
Do you have to re-unwrap it after doing so? I'd assume that would be the case.
don't need to re-unwrap, that is the reason why you cant touch any edges on the model that are part of a UV seam when doing lod's.
most 3d packages maya, 3ds, modo will be able to preserver the UV's fine as long as you don't move or delete anything that is part of a UV seam.
if you had to re-uv and texture there would be no benefit to lods, since the extra texture space would cost more than the reduction in polygons.
once you get a feel for doing lod's it becomes a very quick and easy thing too do.
i haven't used blender for actually modeling in a long while but i do remeber it couldn't preserve UV's, so you may need to find a other app if that is what you use.
Anyone else seeing this grocket stuff? On BarnBlitz and 2Fort there are crashed rockets outside the map... Looking in the SDK, they're located in /props_skybox, and they're called grockets. I'm assuming it's like crocket, being giant rocket.
I remember seeing an astronaut helmet for the heavy somewhere back - contribute incoming?
My guess is Meet the Pyro. They're added in a very similar way as the doves were. Also, speaking of doves, I made this for the recreation of the Meet the Medic map, entitled KOTH_MedicinalPractice:
oh shiiiiii........... i better get my tinfoil hat, its all a conspiracy man! everyone is on it: the president, the police even my dog skippy!. wait a second i dont have a dog........
edit: all conspiracy theories aside crits for my weapon are very much appreciated
Personally, I like the old box more, but I can't imagine this new one is quite done yet, so I can't really tell. Of course, it needs the actual chain of cartridges coming from the box to the receiver.
Also - A tin foil hat for the pyro needs to be made now.
also @Piesandbombs thats odd, you say they are in the maps? i looked at the model in sdk but i havent booted up tf2, could be hinting at something :O
Man i like the old box more, and also i think the last one added more visual balance to the minigun, you should think how thinks work in order to design something. really good work but again the old box was better to me :poly142:
thanks for the crits, just curious what about the old ammo box did you like compared to the new? so i can apply those changes to the new one, i had to make a new ammo box anyways becuase the old one came out lopsided some how
ok hopefully this is an improvement over the last time you saw it.
changes include the rounding of the pieces that connect the ammo box to the gun, a bigger ammo box, added more curve to the trigger, some small proportion changes on a few pieces, the bolt(i believe it is what its called, excuse my lack of gun knowledge) is now rounded/3d instead of the flat plane it used to be(not very apparent in these shots). the connector to the handle (not visible in these shots) is now curved instead of straight. added a bit of a forward cave-in to the front of the gun to try and make the first person view a bit more appealing and finally some more texture work with a change up in the colors. sorry for the long post.
crits comments?
edit: texrure is still a wip, no texture on the ammo feed yet.
I liked how it appeared to be more big than the new one and well designed, or at least i see it that way., also have you considered making a bunch of bullets comming from the ammo box to the weapon (that to demostrate that the weapon is chargin those bullets from the box and not comming from i don't know where) like all the other miniguns?
Replies
Feel free to give the concept a go.. I'm no good at modeling sadly...
ok hopefully this is an improvement over the last time you saw it.
changes include the rounding of the pieces that connect the ammo box to the gun, a bigger ammo box, added more curve to the trigger, some small proportion changes on a few pieces, the bolt(i believe it is what its called, excuse my lack of gun knowledge) is now rounded/3d instead of the flat plane it used to be(not very apparent in these shots). the connector to the handle (not visible in these shots) is now curved instead of straight. added a bit of a forward cave-in to the front of the gun to try and make the first person view a bit more appealing and finally some more texture work with a change up in the colors. sorry for the long post.
crits comments?
edit: texrure is still a wip, no texture on the ammo feed yet.
It looks great - Too bad, I personally don't feel like the game is worth a promo item, and I doubt Valve would either.
I made that pretty much exact same hat about a month ago, or so.
Who would you be giving the Aqua Regia to, Sparkwire? A bottle of super-concentrated acid would be a pretty powerful item.
Yeah i thought i'd seen the hat. it was the weapon that I thought would be a good concept, just drew the hat to put the weapon in context i guess.
Heh, I took it back *kinda* - More like made it sound a bit more nice.
I really don't like that game... at all.
I dig the bee-ter, it would go well with a matching cap. SexyRobot's looks good and I don't want to mess with rigging/clipping issues for that.
But i might take a stab at the Bee-ter, looks like a fun project. Don't know if Valve would accept it but I imaging it would be like the Caber. Smack em once and do 'bleed' damage. A cloud of bees on victom would be great.
The the hive would be busted open and the player would need a cabinet to refresh it.
(Since it's basically paper mache on a stick I can't see impact damage from it. But pyro doesn't have a one hit bleed weap so that would be a cool way to mix it up.
the old one was pretty much just a square and i felt like it was a lazy job so i will make a more interesting one
LOL
that's almost like the Incinerate Gene Tonic ability in Bioshock. Almost. but not quite.
I started texturing the sawed off shotgun, model made by Hideous.
Any ideas on where I can rig these things? The arm buttons are fine for the most part, just a little bit of work for them. But the lower chest button isn't working out at all, nor is the pocket piece. I can't find a good way to make it not clip on most of his motions. The way I have them right now, the lower buttons float when he is crouched and the second one clips a lot. The Pocket only looks good when he is standing still.
So, am I stuck with clipping or is there something that I can do to save this?
Thats cool, I imagined the Bee-ter to work like the Sharpened Volcano Fragment (enemies being set alight when hit) but instead with some form of Bee swarm effect instead of flames. I'll look forward to see what you come up with
Also started texturing Sparkwire's feathered dinosaur hat.
wow it's really nice man, which is your polycount it looks amazing, i have a project some how similar, but it willbe another animal xD
@SachenMacher it really looks great, it reminds me of the lugermorph of Max, i don't know why
Have you tried making the barrel larger like the standard grenade launcher? just makes it more stylized I guess.
ColonelBD [Square]
Awesome
Baddcog I hope I'm not too late to suggest this but maybe make the coppery original as default and the green one as a style, like the blighted beak. definitely not that green as default, clashes a bit
Sparkwire I want that heavy gun & Svdl I love the dino, will it be a set?
If anyone knows of any tutorials, that would be great.
thanks for the feedback. I'm sure i will submit several skins with it, set them up and let Valve knock em down.
Coming soon !
@Svdl : Every model you work on suddenly become incredible You sir are talented !
Started on the hat for my Seafaring Solder set. It's based on a Greek fishing hat.
I'm going to go back and mess around with the coloring on the rocket launcher a bit more probably and see if I can get a color scheme that will fit with the anchor and this a bit more.
EDIT:
For the inevitable post about how it's too similar to the Grenadier's Softcap, take a look at this picture. The bills are shaped differently, the softcap dips in on the sides while mine is more billowed out and the softcap dips back more on the back of the head compared to mine. While the silhouette may seem similar from a distance, they're different enough to be distinguishable. People also said that the Tam O' Shanter was too similar to the Glengarry Bonnet, yet it was still put in.
there is no real trick to it, just start deleting edge loops where you can get rid of a few and reducing the amount of sides rounded objects have.
just be sure to no delete anything that is on UV border.
Ok, thanks.
Do you have to re-unwrap it after doing so? I'd assume that would be the case.
Back to modding after being busy the whole weekend. Barbarian band and hair by me and Rada. The hair is paintable and jiggleboned.
@Rada: Sorry for taking so long with this. Hopefully its worth it. Made the band lighter to have more contrast with the hair.
Yes svdl's dino hat is part of a pack based on Jurassic Park Sparkwire already made a primary called "Clever Girl" and i think he made a shotgun secondary. while a melee was in the concept art it hasnt been modled yet.
also ronin thats fine ill pm you or you pm me about the text/name and when your ready for the next thing.
I like the hat but if it's a greek fishing hat that doesnt really seem for the soldier maybe one of the other classes, and dont worry about it bieng to much like the softcap, since valve let the rimmed raincatcher and tricorne both in and the fedora's for both the spy and the heavy i'll think they let stuff slide as long as it isnt an exact copy. Besides i want to make a G.I.Joe hat for the soldier best i can think of is Gung-Ho
and that kinda looks like the softcap or team leader cept the top of the hat is pentagonal and wider at the top than at the base. unless someone finds a better G.I. joe character (not cobra commander or snakeyes doesnt fit the soldier)
Yes
P.S. That gun is still epic Sparkwire.
don't need to re-unwrap, that is the reason why you cant touch any edges on the model that are part of a UV seam when doing lod's.
most 3d packages maya, 3ds, modo will be able to preserver the UV's fine as long as you don't move or delete anything that is part of a UV seam.
if you had to re-uv and texture there would be no benefit to lods, since the extra texture space would cost more than the reduction in polygons.
once you get a feel for doing lod's it becomes a very quick and easy thing too do.
i haven't used blender for actually modeling in a long while but i do remeber it couldn't preserve UV's, so you may need to find a other app if that is what you use.
I remember seeing an astronaut helmet for the heavy somewhere back - contribute incoming?
also @Piesandbombs thats odd, you say they are in the maps? i looked at the model in sdk but i havent booted up tf2, could be hinting at something :O
If you guys want to find out more, go to [ame]http://www.youtube.com/watch?v=Uk-Y3O782sU&feature=related[/ame] The guy still needs some more props done to finish the map, and he's looking for help.
Also - they're only painted red, maybe some sort of failed RED project?
edit: all conspiracy theories aside crits for my weapon are very much appreciated
Also - A tin foil hat for the pyro needs to be made now.
Man i like the old box more, and also i think the last one added more visual balance to the minigun, you should think how thinks work in order to design something. really good work but again the old box was better to me :poly142:
Ja.
Just needs rigging.
I liked how it appeared to be more big than the new one and well designed, or at least i see it that way., also have you considered making a bunch of bullets comming from the ammo box to the weapon (that to demostrate that the weapon is chargin those bullets from the box and not comming from i don't know where) like all the other miniguns?
They're merely aesthetic.