I believe I am ready to submit the Seafaring Soldier. Here's the final items with names. If you have any suggestions for names please share them. I'll be submitting these tomorrow most likely. I could really use a new name for the Turtleneck though. Also Barnacled Basher is a bit too similar to The Boston Basher.
lol I love the full set, the texture on the The Augustan Angler repeats way to obviously though.
Yeah that's just the fire $detail map. It doesn't show up in game though. It's on pretty much every hat. I'll get a new image where that's not applied since it's pretty annoying.
Zipfinator, I reckon your good to go as well. looks pretty cool together.
I did wonder what the launcher and melee weapon looked like from first person view though, just to see if there was enough visual interest/ detail balance?
too black, lighten them up, about as dark as the pouches. Otherwise they'll basically be completely black unless someone is in direct sunlight, making your details impossible to see.
@Ant, I'll take some first person pictures tomorrow.
@Blaholtzen, I'll check the items out in game to see if they're too dark in most lighting situations and lighten up the textures a bit if they are.
@ Kebab, I think that the orange adds some much needed color to the items so it's not all just greys and browns. Maybe I'll do a style with a texture more like that though since some people just really hate the orange.
@Captain, I like that name but I'm not sure if it'd run into some legal troubles? I'll submit it as a suggestion and let Valve decide.
its i just put it there for the heck of it and it will go i might put the tf2 or spy logo there (undecided as of yet if i will keep it at all) the idea including that is from austin powers.
@E-Barron and Marshal Banana, if you're talking about that orange thing on the right of the belt that's just a piece of wire wrapped up. That's been on the Engineer since the 2007 release.
@Sexy Robot, did you group up all of the items in that toolbox onto one new material or is it referencing all of the materials from their original counterparts? If it's just referencing the current materials then that's going to be quite a few drawcalls for one item.
EDIT: @E-Barron, that's just a pouch that's also been on the Engineer since 2007 release.
There are 12 drawcalls, I know that's rather a lot. :poly124:
Make it smaller (It obviously clips, you probably already know or fixed this.) and perhaps open up the top a bit further, maybe even move the Spinach higher to reveal it.
Make it smaller (It obviously clips, you probably already know or fixed this.) and perhaps open up the top a bit further, maybe even move the Spinach higher to reveal it.
Yeah I know it clips but I don't want to make it smaller, right now it has the good size for a tin can, otherwise it's too small. I could change the animations but i don't know how :poly124:. When the hand moves in game you can see the spinach sometimes. When I took the screenshot it wasn't visible at that moment .
This is my favorite of the color schemes you have chosen. Also I support the use of your custom jarate jar. I wouldn't use the real one because it does not have an LOD you can use. I don't know about you, but I wouldn't want to add an extra 1600 polygons. I am really fond of the back pack as is.
I do, however still think it is too bulky. The other rifles are slim and sleek, and yours is a behemoth in comparison. I really suggest slimming the whole body and scope down. Also, I think you should pull the front end of the main body back so that the sniper holds onto that portion. However, if you do this, you will have to move the laser light on top instead of on the side (which I expect would look fine).
fin ally got to unwrapping my model again, quick colors layed down and some quick scracthes. gotta say im glad i added in that ammo belt. crits/comments?
doesn't really look any different
the colors are bland and i know that's part of the TF2 style but i'd make the barrel more of a black and work on putting some yellow text to the ammo box. Also work on some kind of ammobelt texture to give it a little depth
@n88tr hopefully it will start to look better once i start to add detail to the texture, right now its just base colors and those can always be changed also ill see how a darker color works
@Ruskeydoo --> for me that is way too modern... may be because of the silencer
@ Doughnut Bear --> It's looking good keep it up
@ Sexy Robot --> All good :P just if you want to make the animation a little more interesting when deploying the box, have you seen Toy Story 2? the part where woody is being fixed.
Here's a link
[ame]http://www.youtube.com/watch?v=Y7lq3qVbP_8[/ame]
Take a look at how all the parts of the box deploy.
the only crit i really have is that it looks rather too modern, especially with the silencer. other than that i like it
Modelling wise I agree completely. It is far too modern. Tried a few things and without creating a new gun its staying too modern looking I'm basically finishing it as an exercise.
@ Doughnut bear. Run an ambient occlusion on the model then throw it on a PS layer with 'multiply'. Will give your model some depth and bring out the shapes
@ Ronin - Have you tried scaling the whole gun down a little?
Modelling wise I agree completely. It is far too modern. Tried a few things and without creating a new gun its staying too modern looking I'm basically finishing it as an exercise.
@ Doughnut bear. Run an ambient occlusion on the model then throw it on a PS layer with 'multiply'. Will give your model some depth and bring out the shapes
ive got ao on it, maybe darken it a bit to make it more visible?
sexy robot thats really neat, maybe it could act like a quick deploying dispenser but with limited uses before it runs out
also glad the engineer is finally getting some love :P
Costs 75 points acts as a mini ammo pack with a cap/store use of 3 and with slightly slower recharge rate of a despenser? (if its 75 you can use it with a teleport, which is handy.
Think I'm done, though I can't seem to get a normal/spec map working for the hat. I want the crown to be pretty shiny, and the hair to just have a little bit.
Added a few tris to the hi poly crown. 794 tris for hi, 584 for low.
The torch is a bit hefty. 3166 for the hi, 1598 for the low, but I have LOD set at 9 units and I think I'll drop it to 8. You can see a little pop, but the entire pyro is popping at the same time so...
Need to look into anims for pyro, kill icon and making a promotion page.
Think I'm done, though I can't seem to get a normal/spec map working for the hat. I want the crown to be pretty shiny, and the hair to just have a little bit.
Added a few tris to the hi poly crown. 794 tris for hi, 584 for low.
The torch is a bit hefty. 3166 for the hi, 1598 for the low, but I have LOD set at 9 units and I think I'll drop it to 8. You can see a little pop, but the entire pyro is popping at the same time so...
Need to look into anims for pyro, kill icon and making a promotion page.
Thanks, the video was a crack up too.
It also contained spinach...
Dig the spinach, I thought about that awhile back, was going to do for engie, maybe backstab resistance or something.
@ Zipf,
I do think the black is too black. Makes it hard to see any detail, maybe just needs some color band or something. If you do a really dark gray than detail could be seen easier and still look like wool.
Same with boots, I'd do them like the pyro gloves/boots. The pyro treads are dark brown, the gloves have orange stripe.
I don't think I will ever like the orange of the launcher, though the launcher is cool. Maybe if you just desaturate it a lot.
Dig the barnacles on the anchor. Nice touch. Here are some names to toss around:
- Droppin Anchor (I had another word in place of droppin but forgot it )
- Anchor Management
- Anchors a Slay
- Anchor Manglement
@ Willy, great spy suit, but I'd drop the emblem, doesn't really fit imo. @Flat,
I think the biggest thing is will it be lit, particle attachment?
But good weap for mid-evil imo.
@ Ronin,
how hard is it to get things in the store, if you make something awesome is it pretty sure thing to go in the store, or is it where theres 12 million awesome things being made so its still a slim chance to get in store no matter how awesome it is?
also i've heard in the past theres been theme packs ppl are making things for, like medieval, prehistoric, is there any set theme going on now? i looked at the tf2 contribute website and it still has only the basic info.
ALSO! is there a place to dload all the standard wep .max files so i can match up handles, in the first post theres the one to get the characters, but not for weps.
Decided to grab one of my old models and make it not entirely a direct copy of a thing, also gave it to engineer, might make it a multiclass hat. The spinning siren light on top is fully paintable, light and all.
Decided to grab one of my old models and make it not entirely a direct copy of a thing, also gave it to engineer, might make it a multiclass hat. The spinning siren light on top is fully paintable, light and all.
I really love yours, especially the paintable glow! Coincidentally, I made something quite similar today .
Finally had time to finish off my hockey hat. Added paint support and the hair is rigged to the neck in the back to prevent clipping. It's one hat with three styles so i think Hat Trick is a fitting name
styles: Hard Topped, Gutsy Olympian, Untamed Enforcer
Think I'm done, though I can't seem to get a normal/spec map working for the hat. I want the crown to be pretty shiny, and the hair to just have a little bit.
Added a few tris to the hi poly crown. 794 tris for hi, 584 for low.
The torch is a bit hefty. 3166 for the hi, 1598 for the low, but I have LOD set at 9 units and I think I'll drop it to 8. You can see a little pop, but the entire pyro is popping at the same time so...
Need to look into anims for pyro, kill icon and making a promotion page.
If you're trying to use both a normal map and a spec map for the hat, you'll have to delete the $basemapphongalphamask line from your VMT and use the alpha channel of your normal map for the spec map. Putting the spec in the diffuse alpha will create a normal mask sort of effect, if I recall right.
Replies
Seafaring Soldier
Salt Stained Sea Launcher
Barnacled Basher
The Augustan Angler
Beachcomber's Boots
Leviathan's Longneck
Thanks to Willy-Wilson for turtleneck's name.
Yeah that's just the fire $detail map. It doesn't show up in game though. It's on pretty much every hat. I'll get a new image where that's not applied since it's pretty annoying.
I did wonder what the launcher and melee weapon looked like from first person view though, just to see if there was enough visual interest/ detail balance?
too black, lighten them up, about as dark as the pouches. Otherwise they'll basically be completely black unless someone is in direct sunlight, making your details impossible to see.
and i still dislike the orange on the pipe
The Salt Stained Sea Launcher looks out of place with the items. Perhaps chip most of the paint out, use different paint colour or fully rust it.
Or here's an idea:
How about have the pipe crusted with barnacles and mussels along with rust,
hinting that his ship sank where he ripped that pipe from?
@Blaholtzen, I'll check the items out in game to see if they're too dark in most lighting situations and lighten up the textures a bit if they are.
@ Kebab, I think that the orange adds some much needed color to the items so it's not all just greys and browns. Maybe I'll do a style with a texture more like that though since some people just really hate the orange.
@Captain, I like that name but I'm not sure if it'd run into some legal troubles? I'll submit it as a suggestion and let Valve decide.
Answers your question.
There are 12 drawcalls, I know that's rather a lot. :poly124:
Yeah I know it clips but I don't want to make it smaller, right now it has the good size for a tin can, otherwise it's too small. I could change the animations but i don't know how :poly124:. When the hand moves in game you can see the spinach sometimes. When I took the screenshot it wasn't visible at that moment .
I've been working on my idea for an new Wrench for the Engi, I'm just wondering what you guys think so far.
I'm calling it: The Workman's Compensator
I was also working on a revamped Railgun from TFC but with the occurance of Weta's lasergun update I'm having second thoughts.
All WIP.
Continue testing.
Just started colour blocking... Scratches and scrapes will make it much more alive but wondering if anyone has any better ideas than what I have here
This is my favorite of the color schemes you have chosen. Also I support the use of your custom jarate jar. I wouldn't use the real one because it does not have an LOD you can use. I don't know about you, but I wouldn't want to add an extra 1600 polygons. I am really fond of the back pack as is.
I do, however still think it is too bulky. The other rifles are slim and sleek, and yours is a behemoth in comparison. I really suggest slimming the whole body and scope down. Also, I think you should pull the front end of the main body back so that the sniper holds onto that portion. However, if you do this, you will have to move the laser light on top instead of on the side (which I expect would look fine).
It's... it's beautiful.
Any idea what it should do ingame?
fin ally got to unwrapping my model again, quick colors layed down and some quick scracthes. gotta say im glad i added in that ammo belt. crits/comments?
the colors are bland and i know that's part of the TF2 style but i'd make the barrel more of a black and work on putting some yellow text to the ammo box. Also work on some kind of ammobelt texture to give it a little depth
@ Doughnut Bear --> It's looking good keep it up
@ Sexy Robot --> All good :P just if you want to make the animation a little more interesting when deploying the box, have you seen Toy Story 2? the part where woody is being fixed.
Here's a link
[ame]http://www.youtube.com/watch?v=Y7lq3qVbP_8[/ame]
Take a look at how all the parts of the box deploy.
Modelling wise I agree completely. It is far too modern. Tried a few things and without creating a new gun its staying too modern looking I'm basically finishing it as an exercise.
@ Doughnut bear. Run an ambient occlusion on the model then throw it on a PS layer with 'multiply'. Will give your model some depth and bring out the shapes
@ Ronin - Have you tried scaling the whole gun down a little?
ive got ao on it, maybe darken it a bit to make it more visible?
C'est fini.
( The model has been updated somewhat, this is just the texture )
also glad the engineer is finally getting some love :P
Costs 75 points acts as a mini ammo pack with a cap/store use of 3 and with slightly slower recharge rate of a despenser? (if its 75 you can use it with a teleport, which is handy.
Think I'm done, though I can't seem to get a normal/spec map working for the hat. I want the crown to be pretty shiny, and the hair to just have a little bit.
Added a few tris to the hi poly crown. 794 tris for hi, 584 for low.
The torch is a bit hefty. 3166 for the hi, 1598 for the low, but I have LOD set at 9 units and I think I'll drop it to 8. You can see a little pop, but the entire pyro is popping at the same time so...
Need to look into anims for pyro, kill icon and making a promotion page.
this comes to mind also nice work
[ame="http://www.youtube.com/watch?v=IhnUgAaea4M"]http://www.youtube.com/watch?v=IhnUgAaea4M[/ame]
It also contained spinach...
Dig the spinach, I thought about that awhile back, was going to do for engie, maybe backstab resistance or something.
@ Zipf,
I do think the black is too black. Makes it hard to see any detail, maybe just needs some color band or something. If you do a really dark gray than detail could be seen easier and still look like wool.
Same with boots, I'd do them like the pyro gloves/boots. The pyro treads are dark brown, the gloves have orange stripe.
I don't think I will ever like the orange of the launcher, though the launcher is cool. Maybe if you just desaturate it a lot.
Dig the barnacles on the anchor. Nice touch. Here are some names to toss around:
- Droppin Anchor (I had another word in place of droppin but forgot it )
- Anchor Management
- Anchors a Slay
- Anchor Manglement
@ Willy, great spy suit, but I'd drop the emblem, doesn't really fit imo.
@Flat,
I think the biggest thing is will it be lit, particle attachment?
But good weap for mid-evil imo.
@ Ronin,
That's the color combo.
how hard is it to get things in the store, if you make something awesome is it pretty sure thing to go in the store, or is it where theres 12 million awesome things being made so its still a slim chance to get in store no matter how awesome it is?
also i've heard in the past theres been theme packs ppl are making things for, like medieval, prehistoric, is there any set theme going on now? i looked at the tf2 contribute website and it still has only the basic info.
ALSO! is there a place to dload all the standard wep .max files so i can match up handles, in the first post theres the one to get the characters, but not for weps.
He's one mad bastard.
I really love yours, especially the paintable glow! Coincidentally, I made something quite similar today .
styles: Hard Topped, Gutsy Olympian, Untamed Enforcer
effects of paint:
ammo belt has some color now
If you're trying to use both a normal map and a spec map for the hat, you'll have to delete the $basemapphongalphamask line from your VMT and use the alpha channel of your normal map for the spec map. Putting the spec in the diffuse alpha will create a normal mask sort of effect, if I recall right.