APesquera: I actually have some concept art drawn up for a wrangler replacement, but I'm still not exactly sure about how it should work. It's part of a set that's supposed to go with my shotgun.
Still working on improving my cave environments, but I am at the point of having something to show. Not sure what is causing the displacement seaming here, but I think it might actually be an ssbump inconsistency.
I wanted to jump on the engineer badwagon but I wanted to create something other than "just" shotguns, pistols or wrenches.
I'm not sure what it is, but I guess it's a start.
I do say, you stole my idea for a rivet gun! (though, not like I claimed it in the first place :P)
This looks awesome! Are you, perhaps, looking for more ideas for an Engineer pack? If so, I have a pretty interesting idea for a Secondary, Melee, Misc and Hat :P
But if you're not looking for ideas (you are one amazing modeler, by the way), I understand and I'll just have to keep up my Blender practice.
anyone have some of the sniper rifles in max or obj that they could upload. or know a place i could download them, i dont currently have tf2 on this machine and wanna start roughing in my model
While we're coming up with Engy stuff, what about a new PDA?
Was thinking something like an emergency/self destruct/nuke launch-style button like this novelty one to replace the Destroy PDA
Call it like 'The Last Resort' or something and make it so when selecting a building to destroy it explodes like a stickybomb (doesn't explode when destroyed by other means) and can inflict splash damage to enemies (and yourself).
It is a map, Nzdjh; it's called cp_zig and you can see its development thread here. I'm also 99% sure that the first stage is on standard rotation on the TF2M EU server.
started blocking in the repeat offender tonite,
its a revolver rifle my idea for game play would be it has lower power and accuracy than the standard riffle, but can fire off 6 shots fairly fast and with every consecutive hit it increases crit chance.
took into account Slider's and svdl's crits, barrel and ammo box are dark. back handle is now also wood and i rounded out/darked the stud thingies on the top of the ammo box.
crits comments? also sorry to anyone who is getting tired of seeing this on everypage >_>
rhinokey im digging it reminds me of one of the snipper rifles in red dead redemption(well the very long scope atleast)
Doughnut, try mixing the colors between the outer and inner barrel to add contrast, I think that might help it visually, of course just my opinion.
Right now I'm trying to come up with a rough design for a pyro weapon that'd work like a wide-area of effect fire blast, but I'm having trouble coming up with a reasonably logical combination. I'm thinking something like a blender attached to some potatoe cannon-modified shotty, with a very short barrel. Any pictures, ideas or anything would be awesome. I kind of want the weapon to be a one shot use weapon requiring a charge, so something that looks like it'll fill up over time is what I'm going for (hence the blender, it'd be filled w/ gas and ash or something). I'll post screens when I get something going, I promise!!!
that map looks interesting although I'd suggest adding some detail to the ground around the wall I circled because that texture meet is very noticeable. I'd also suggest moving the stalagmites I circled at the top, they seem like they would get in the way and annoying during play. There also seem to be a lot of hard edges in the natural environment like the grass and dirt, that would look better if modified a tad.
started blocking in the repeat offender tonite,
its a revolver rifle my idea for game play would be it has lower power and accuracy than the standard riffle, but can fire off 6 shots fairly fast and with every consecutive hit it increases crit chance.
that looks nice
I'm wondering how good it will look finished
Oh God that's a lot of tris. I think I'm gonna have to make some lods.
Anybody got any comments before I start on the texture? Any criticism is welcome.
edit: you also seem to have broken the smoothing groups/shading while you're at it.
Oh yeah, you're right, it does look like the texture is off kilter now. That's probably because I have no idea what I'm doing. Someone who knows more about this sort of thing should give it a try.
Still working on improving my cave environments, but I am at the point of having something to show. Not sure what is causing the displacement seaming here, but I think it might actually be an ssbump inconsistency.
holy bloody fuck of awesomesauce. O_O
oh, and as a suggestion, you might want to make thost stalactites non-solid to avoic nedless player collisions if they already aren't.
Also, i really really reallyREALLY want you to release your assets after you're done with this map on tf2maps.
Oh God that's a lot of tris. I think I'm gonna have to make some lods.
Anybody got any comments before I start on the texture? Any criticism is welcome.
It would be a lot for hats
but 8000 tris is the upper limit
though LODs would be appreciated methinks
Seems to be working for me ingame now after doing some decompiling/fiddling/recompiling.
Oh yeah, you're right, it does look like the texture is off kilter now. That's probably because I have no idea what I'm doing. Someone who knows more about this sort of thing should give it a try.
The smoothing group breaks whenever i decompile something and import it in blender. I usually, manually, fix the smoothing groups once it's in blender but there should be a decompiler out there that retains the smoothing groups.
@ducksink
yeah there's no way that Heavy hat is not secretly a tumor
the Splinter looks nice and the Hoovy hat certainly has some merit but it... just no.. the Heavies cranium is fine without an altercations regardless of how it makes him look like he's escaped the LOTR series hunting down Gandalf.
In other words:
THIS UNLOCK! SHALL! NOT! PASS!!!
I like my Heavies without Balrog horns or whatever
you've certainly done your best. they're top notch and fit the color pallete nicely as well as the art style which can be a challenge with things like a witch doctors mask (not so much a wood splinter) but I'm just getting a bad vibe off of those horns especially since they appear to actually be growing out of the Heavies skull rather than being some kind of hat
Though I'd like to see their look on the Pyro
@Sparkwire
if that's a hat jiggle bone it
though it may be just a bit too big
Snipers would curse your name eternally but simultaneously everyone else would hold you in praise for making the Scout that more obvious
nautical Heavy set
through F***ing sharks it'll be epic
BLU heavy throws sharks
RED heavy throws bears
both are equally dangerous
Saxton Hale throws Bears with Sharks for arms
The Soldier gets a new unlock!
Rocket propelled Chainsaw!
@ducksink
yeah there's no way that Heavy hat is not secretly a tumor
the Splinter looks nice and the Hoovy hat certainly has some merit but it... just no.. the Heavies cranium is fine without an altercations regardless of how it makes him look like he's escaped the LOTR series hunting down Gandalf.
In other words:
THIS UNLOCK! SHALL! NOT! PASS!!!
I like my Heavies without Balrog horns or whatever
you've certainly done your best. they're top notch and fit the color pallete nicely as well as the art style which can be a challenge with things like a witch doctors mask (not so much a wood splinter) but I'm just getting a bad vibe off of those horns especially since they appear to actually be growing out of the Heavies skull rather than being some kind of hat
Though I'd like to see their look on the Pyro
@Sparkwire
if that's a hat jiggle bone it
though it may be just a bit too big
Snipers would curse your name eternally but simultaneously everyone else would hold you in praise for making the Scout that more obvious
nautical Heavy set
through F***ing sharks it'll be epic
BLU heavy throws sharks
RED heavy throws bears
both are equally dangerous
Saxton Hale throws Bears with Sharks for arms
The Soldier gets a new unlock!
Rocket propelled Chainsaw!
took into account Slider's and svdl's crits, barrel and ammo box are dark. back handle is now also wood and i rounded out/darked the stud thingies on the top of the ammo box.
crits comments? also sorry to anyone who is getting tired of seeing this on everypage >_>
rhinokey im digging it reminds me of one of the snipper rifles in red dead redemption(well the very long scope atleast)
Looks beautiful. Might wanna touch up the wood a bit, otherwise, love it.
Oh yeah, you're right, it does look like the texture is off kilter now. That's probably because I have no idea what I'm doing. Someone who knows more about this sort of thing should give it a try.
You can fix the smoothing in Blender by using edge splits across either marked sharp edges or vertex angles.
As for the import, I don't think there is one which retains the original smoothing groups, all the ones I've seen either imports the .smd in one smoothing group, or splits all the vertexes.
that looks nice
I'm wondering how good it will look finished
It will look FUCKING AWESOME i plan on finishing the model tonight, start on texture this weekend.
other things i plan for this pack
a bowler hat with some more old west glasses and perhaps a handle bar moustache.
I'd like to do one of these wraps like eastwood wore in some of his westerns, but i'm not sure how i could handle clipping, i have seen some that are split down the side and just go over your front and back, that may work.
A standard revolver to replace the submac
the same revolver flipped and held in pistol whip fashion for mele
Bipods, that 30cal needs bipods, either on the front of the barrel or in the back, just in front of the ammo box. Further, the ammo box could be cartoonishly large. That would give it the appearance of being heavier. It looks just a bit light weight at the moment.
if both submit it there can be only one!
because they look damn similiar and silhouettes would get confused easily
unless of course, you know.... styles
Come to think of it there are a whole bunch of hats and weapons that would benefit from styles by different creators while keeping within the same theme and weapon silhouette, think of them as hats for your weapons:D except less artstyle ruining with less confusion
such as having a knife for the Spy
one skin has "eye candy": Engraving on the hilt or something
and the other doesn't
essentially just modifying the details but keeping the look of the weapon
sorry... I appear to have run off on a tangent... a side effect of stalking this thread forever
I did a little more work on my model. Added most of the features in the concept art and a few other details to make the center box more appealing, but it still needs some work. There's still a lot that needs to be worked out for this model, the major one being that I'm not sure what I should make of the bottom base that holds all the components on top.
Any critique will help.
Also, Is there a special way to do glass for TF2? I just tried out a material just for presentation in the meantime.
Not sure what to do to make it look more like some sort of a heavy tool and less like a weird gun.
edit: Team colored picture
@Ruskeydoo
That's a really pretty gun right there, I like the texture work. If you're not intending it as a serious submission to valve, release it as a skin.
@Gunnyboy
For glass look how it's done for the jarate glass or the vita-saw glass.
@ Gunny,
Just export the vmt/vtf for glass material and use it. I put it in the models folder of course so your qc points to the correct location. When I used it I just made a really small texture for the glass (the map texture is probably 512, for a little piece of a model you can get by with a 64x64 probably.
Not at home now so I can't look up the path, but you should be able to find it in Hammer easily. (oh, and you'll need to change the vtf so it used 'vertex lit generic' as terrain uses a different shading type.)
Replies
I think Weta created the models actually. At the very least the weapons are all based off of real life fake weapons Weta sells.
RESISTANE IS FUTILE. Or...is it?
Still working on improving my cave environments, but I am at the point of having something to show. Not sure what is causing the displacement seaming here, but I think it might actually be an ssbump inconsistency.
This looks awesome! Are you, perhaps, looking for more ideas for an Engineer pack? If so, I have a pretty interesting idea for a Secondary, Melee, Misc and Hat :P
But if you're not looking for ideas (you are one amazing modeler, by the way), I understand and I'll just have to keep up my Blender practice.
WIP texture for my ballista
Was thinking something like an emergency/self destruct/nuke launch-style button like this novelty one to replace the Destroy PDA
Call it like 'The Last Resort' or something and make it so when selecting a building to destroy it explodes like a stickybomb (doesn't explode when destroyed by other means) and can inflict splash damage to enemies (and yourself).
its a revolver rifle my idea for game play would be it has lower power and accuracy than the standard riffle, but can fire off 6 shots fairly fast and with every consecutive hit it increases crit chance.
crits comments? also sorry to anyone who is getting tired of seeing this on everypage >_>
rhinokey im digging it reminds me of one of the snipper rifles in red dead redemption(well the very long scope atleast)
Right now I'm trying to come up with a rough design for a pyro weapon that'd work like a wide-area of effect fire blast, but I'm having trouble coming up with a reasonably logical combination. I'm thinking something like a blender attached to some potatoe cannon-modified shotty, with a very short barrel. Any pictures, ideas or anything would be awesome. I kind of want the weapon to be a one shot use weapon requiring a charge, so something that looks like it'll fill up over time is what I'm going for (hence the blender, it'd be filled w/ gas and ash or something). I'll post screens when I get something going, I promise!!!
Still fantastic though
that looks nice
I'm wondering how good it will look finished
Here's what I've got so far of a "sinister sidearm" for the scout.
It'll be a mostly dark texture, except for the barrel (light grey-metal) and handle (brown).
Holy crap I think I'm almost finished. :O
Oh God that's a lot of tris. I think I'm gonna have to make some lods.
Anybody got any comments before I start on the texture? Any criticism is welcome.
holy bloody fuck of awesomesauce. O_O
oh, and as a suggestion, you might want to make thost stalactites non-solid to avoic nedless player collisions if they already aren't.
Also, i really really really REALLY want you to release your assets after you're done with this map on tf2maps.
but 8000 tris is the upper limit
though LODs would be appreciated methinks
The smoothing group breaks whenever i decompile something and import it in blender. I usually, manually, fix the smoothing groups once it's in blender but there should be a decompiler out there that retains the smoothing groups.
(working on the skin)
yeah there's no way that Heavy hat is not secretly a tumor
the Splinter looks nice and the Hoovy hat certainly has some merit but it... just no.. the Heavies cranium is fine without an altercations regardless of how it makes him look like he's escaped the LOTR series hunting down Gandalf.
In other words:
THIS UNLOCK! SHALL! NOT! PASS!!!
I like my Heavies without Balrog horns or whatever
you've certainly done your best. they're top notch and fit the color pallete nicely as well as the art style which can be a challenge with things like a witch doctors mask (not so much a wood splinter) but I'm just getting a bad vibe off of those horns especially since they appear to actually be growing out of the Heavies skull rather than being some kind of hat
Though I'd like to see their look on the Pyro
@Sparkwire
if that's a hat jiggle bone it
though it may be just a bit too big
Snipers would curse your name eternally but simultaneously everyone else would hold you in praise for making the Scout that more obvious
nautical Heavy set
through F***ing sharks it'll be epic
BLU heavy throws sharks
RED heavy throws bears
both are equally dangerous
Saxton Hale throws Bears with Sharks for arms
The Soldier gets a new unlock!
Rocket propelled Chainsaw!
They look like this on the pyro
You brought this on yourself
Looks beautiful. Might wanna touch up the wood a bit, otherwise, love it.
What has science done?!
thank you for accepting my request
now I will never sleep again
You can fix the smoothing in Blender by using edge splits across either marked sharp edges or vertex angles.
As for the import, I don't think there is one which retains the original smoothing groups, all the ones I've seen either imports the .smd in one smoothing group, or splits all the vertexes.
It will look FUCKING AWESOME i plan on finishing the model tonight, start on texture this weekend.
other things i plan for this pack
a bowler hat with some more old west glasses and perhaps a handle bar moustache.
I'd like to do one of these wraps like eastwood wore in some of his westerns, but i'm not sure how i could handle clipping, i have seen some that are split down the side and just go over your front and back, that may work.
A standard revolver to replace the submac
the same revolver flipped and held in pistol whip fashion for mele
Way too modern for the TF2 aesthetic, but it was a fun exercise.
Bipods, that 30cal needs bipods, either on the front of the barrel or in the back, just in front of the ammo box. Further, the ammo box could be cartoonishly large. That would give it the appearance of being heavier. It looks just a bit light weight at the moment.
Then suddenly!
HIGHLANDER!
if both submit it there can be only one!
because they look damn similiar and silhouettes would get confused easily
unless of course, you know.... styles
Come to think of it there are a whole bunch of hats and weapons that would benefit from styles by different creators while keeping within the same theme and weapon silhouette, think of them as hats for your weapons:D except less artstyle ruining with less confusion
such as having a knife for the Spy
one skin has "eye candy": Engraving on the hilt or something
and the other doesn't
essentially just modifying the details but keeping the look of the weapon
sorry... I appear to have run off on a tangent... a side effect of stalking this thread forever
A captive Bolt Pistol, used on livestock before the slaughter house
i think it would make a nice replacement pistol, i imagine from my little modeling experience it wouldn't be too difficult to model. I hope anyway.
oh nice model there rusky, glade to see your doing heavy items again, even if they are for practice!
Any critique will help.
Also, Is there a special way to do glass for TF2? I just tried out a material just for presentation in the meantime.
Not sure what to do to make it look more like some sort of a heavy tool and less like a weird gun.
edit: Team colored picture
@Ruskeydoo
That's a really pretty gun right there, I like the texture work. If you're not intending it as a serious submission to valve, release it as a skin.
@Gunnyboy
For glass look how it's done for the jarate glass or the vita-saw glass.
How exactly is it done though?
@Ducksink - good idea for the splinter (and nice texture). The nose on the witch doctor mask looks a bit too sharp.
@Svdl - looking very good so far.
Just export the vmt/vtf for glass material and use it. I put it in the models folder of course so your qc points to the correct location. When I used it I just made a really small texture for the glass (the map texture is probably 512, for a little piece of a model you can get by with a 64x64 probably.
Not at home now so I can't look up the path, but you should be able to find it in Hammer easily. (oh, and you'll need to change the vtf so it used 'vertex lit generic' as terrain uses a different shading type.)
The Abominable Avtomat
also need to think of a name
The Square Peg