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Team Fortress 2 - Workshop Thread

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  • ShakerSilver
    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.
  • Doughnut Bear
    nope thats valve created content
  • Zipfinator
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    Zipfinator polycounter lvl 9
    nope thats valve created content

    I think Weta created the models actually. At the very least the weapons are all based off of real life fake weapons Weta sells.
  • re.wind
    "IT'S ALLIIIIIIIIIIIIVVVVEEEEEHHHHHHHHHH!!!!"

    Still looking for a better helm...
    This also made me think that i really don't need a melee anymore. Too much already, i guess.

    infraredhelmsample5.jpg
    with the gazer...

    RESISTANE IS FUTILE. Or...is it?
  • ant
    Au contraire bonjour, I think we need Moar Batteries with guns attached.
  • Lime_Blue
    Here is a SketchUp model of a replacement wrench called the Freshman Finisher. FreshmanFinisher.png
    ?action=view&current=FreshmanFinisher.png
  • Emeriastone
    Hey everyone,

    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.

    detail_pass_077.jpg
  • KajiVena
    Svdl wrote: »
    I wanted to jump on the engineer badwagon but I wanted to create something other than "just" shotguns, pistols or wrenches.

    isGV9.jpg
    y7dPu.jpg

    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.
  • Essence
    ballista3.png
    WIP texture for my ballista :D
  • n88tr
    how do you pull it back? magic?
  • Essence
    No, with the very large crank on the side.
  • Rhinokey
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    Rhinokey polycounter lvl 18
    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
  • JZeeba
    @Emeriastone - it's looking much better!, keep up the good work.
  • Grimbodan
    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

    ETMUT.jpg

    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).
  • Nzdjh
  • Seba
    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.
  • Rhinokey
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    Rhinokey polycounter lvl 18
    started blocking in the repeat offender tonite, repeatoffender.jpg
    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.
  • Doughnut Bear
    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.
    2011072900003.jpg
    2011072900005.jpg

    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)
  • OMGod
    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!!!
  • CidTheNinja
    Oh ShakerSilver, I took the liberty of improving upon your image a bit. (Forgive me).shotguns.jpg?t=1311920953
  • Doughnut Bear
    Little confused on what you mean, mind explaining?
  • Flat Face
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    Flat Face polycounter lvl 10
    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.

    Still fantastic though :)

    detail_pass_077.jpg
  • The Scrub
    Rhinokey wrote: »
    started blocking in the repeat offender tonite, repeatoffender.jpg
    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 :D
  • m3nace
    Finally got more into modelling.
    Here's what I've got so far of a "sinister sidearm" for the scout.
    sinister_sidearm_wip_by_emir0-d41mqkp.png
    It'll be a mostly dark texture, except for the barrel (light grey-metal) and handle (brown).
  • ShakerSilver
    @CidTheNinja: Hah ha! Oh you.

    Holy crap I think I'm almost finished. :O
    rifle_progress_6.png
    Oh God that's a lot of tris. I think I'm gonna have to make some lods. D:
    Anybody got any comments before I start on the texture? Any criticism is welcome. :D
  • Grimbodan
    re.wind wrote: »
    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.
  • re.wind
    edit: you also seem to have broken the smoothing groups/shading while you're at it.
    Hey everyone,

    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.

    detail_pass_077.jpg
    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. :D
  • The Scrub
    @CidTheNinja: Hah ha! Oh you.

    Holy crap I think I'm almost finished. :O
    rifle_progress_6.png
    Oh God that's a lot of tris. I think I'm gonna have to make some lods. D:
    Anybody got any comments before I start on the texture? Any criticism is welcome. :D
    It would be a lot for hats :D
    but 8000 tris is the upper limit
    though LODs would be appreciated methinks
  • roninsmastermix
    Grimbodan wrote: »
    Hey, I think I fixed the Loch-n-Load

    Z8SCp.jpg
    lTrX4.jpg

    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
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    Ducksink polycounter lvl 6
    Hey guys, some stuff Ive been working on(2 were made today)

    the_hearty_splinter_by_ducksink-d41yesx.png
    07498e22f5420fe3bb97e26aa6f7cd6a.png(working on the skin)
    the_witch_doctor_by_ducksink-d420vku.png
  • Sparkwire
  • The Scrub
    @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
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    Ducksink polycounter lvl 6
    The Scrub wrote: »
    @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!

    They look like this on the pyro
    db1f91be542c3a79559ab52d3deb826b.png
    You brought this on yourself
  • Slider
    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.
  • The Scrub
    Ducksink wrote: »
    They look like this on the pyro

    You brought this on yourself
    Oh god!
    What has science done?!

    thank you for accepting my request
    now I will never sleep again
  • ColonelBD
    Grimbodan wrote: »
    Hey, I think I fixed the Loch-n-Load

    Z8SCp.jpg
    lTrX4.jpg


    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.
  • Rhinokey
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    Rhinokey polycounter lvl 18
    The Scrub wrote: »
    that looks nice
    I'm wondering how good it will look finished :D

    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.


    2898_5.jpg
    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
  • Ruskeydoo
    5987873702_b09cba00c7_b.jpg

    Way too modern for the TF2 aesthetic, but it was a fun exercise.
  • Vulgarman
    2011072900005.jpg

    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.
  • The Scrub
    doughnut bear and ruskeydoo

    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
  • Jesmonda
    Well recently i was looking around for reference material for a my rivet gun replacement for the engie and i found this little wonder

    cash%20special%20captive%20bolt.gif

    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!
  • GunnyBoy
    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.

    RocketWIP%201.png
  • Baddcog
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    Baddcog polycounter lvl 9
    You can just use one of the existing glass materials.
  • Svdl
    I started texturing this thing.

    tbB3e.jpg

    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
    Dqh7G.jpg


    @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.
  • GunnyBoy
    @Baddcog/Svdl
    How exactly is it done though?
  • JZeeba
    @Sparkwire - lol, would love that as a hat.

    @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.
  • Baddcog
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    Baddcog polycounter lvl 9
    @ 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.)
  • Doughnut Bear
    @Slider thanks man glad ou like it ill get the wood squared a way.....also need to think of a name
  • Grimbodan
    also need to think of a name

    The Abominable Avtomat
  • Rhinokey
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    Rhinokey polycounter lvl 18
    Originally Posted by Doughnut Bear
    also need to think of a name

    The Square Peg
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