Little confused on what you mean, mind explaining?
Umm, yeah it was late when I wrote that, lol, but I think I was trying to say something to the effect that I get a little lost looking at the barrel of the minigun (lost as in it all looks the same). I meant the inner barrel as in the barrel showing through the openings in the barrel itself, the barrel with the openings being the outer barrel. Other than the barrel, I like the whole texture and model. I don't know, I just think that long of a barrel needs something to make it a little different and non-uniform along the length of it, or maybe I'm just blind...most probably the latter.
@D-D-D-Demon!
Yes, I have to say even if it is a tie-in to another game it is incredibly lame. @Ducksink
Funny I always thought of Spy being more like a vampire. If he did get a vampire hat/misc/whatever that would be a humorously ironic weapon. And those horns probably would look best on pyro if you adjusted their positioning and removed all that flesh. Maybe instead make it look like he torn some holes in his gas mask for the horns to fit through, rather than having skin flaps that make it look like they burst out of his skull. And your witch doctor mask is far better than the one valve just put in.
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.
I really like that for engi, a fresh take on a weapon without being out of place! Maybe too much of a 'rifle' with that extended barrel? A stubby nailgun would in my eyes fit it better, unless you already tried that of course
I fell over my old models and thought I would continue on them. I got ideas for 3-4 pyro sets This will be my very first, thinking of calling it 'Trick or Burn' or something. Consists of Horns'n'Tail, smokebombs (will probably never be implemented in TF2 though), pitchfork and some fitting flamethrower... I might go for a -real- metal pitchfork with wooden handle instead of this, I find it a bit too simple and.. plasticy, on a second glance.. Tail will get jigglebones when I have learned about them!
Smokebomb (with mouldline):
Proper textures will be done by a friend of mine later on
@svdl love it man, such a great idea! well executed as well
@Daxtor I like your pyro ideas, I'd definitely go for a more realistic fork as well. What about a metal fork that has been heated like a branding iron?
sort of like this kind of idea
definitely scale it in thickness as well, make it a bit chunkier :P
is that sposed to be a top hat? seems much to flared out at the top for the tf2 style, also the band on it seems weird that thick an flared. but thats just my opinion,
Rhinokey, I hope you plan on submitting that to valve, its beautiful and I'd love to use it in game. Just wondering what buffs it would have, besides debuff of only 6 shots.
@Grimbodan
A chain smoking suit-wearing man with a trick umbrella, oversized top hat, and a monocle? You're just begging for this comparison aren't you?
I was kind of trying to go for a maple stock kind of look to try and separate it from the default shotguns a bit. Personally I'm quite fond of the light wood.
I think the light wood looks great, the contrast between it and the gunmetal is nice and distinctive. Could maybe do with some detail along the top, down towards the grip? The tally marks are cool.
@Svdl - Loving your industrial tool/weapon, as others have said, I could totally see this as a pneumatic nailgun or similar. The colouring alone marks it out as a tool as opposed to a dedicated weapon.
Also, your Planet of the Apes dealie is terrifying and awesome.
@treythepunkid - Cool idea, I wonder how you could link it into the gameplay?
I think the gunmetal, light wood contrast is a bit too much, like the brass beast. Perhaps lighter metal or darker wood, just try a few combinations
I actually agree with you about the Brass Beast - you really can't miss it when you're playing, it stands out like a big gold beacon. With this though the wooden bits aren't too obvious; the stock for example is mostly hidden by the Engy's glove.
With all of these shotguns, it really is about time someone had a crack at the makeshift triple barrel shotgun as seen in Undead - a little known Aussie zombie movie. It's a reference loose and obscure enough not to be an issue and a weapon that would seem to fit into the silly world of TF2 pretty well.
Regular single barrel shotguns, muzzles sawn down. A few strips of metal welded on to hold them together and another running across the triggers so that they all fire at once. The two outer stocks sawn down. Simple. Brilliant. And something that I'll never get around to attempting so someone else can have a crack at it if they feel so inclined.
I'll take all the (constructive) criticism you throw at me. Some of it isn't finished (texture-wise), although I think I rushed to the texturing stage too quickly.
Immediate thoughts are "That is sweet." I think you should base the red guard on the red part of the original flamethrower which has a less saturated color and some paint stroke patchworks. I'd also like to see some black straps around the handle aka Scouts baseball bat style.
Other than that, does it work well? It looks quite big and I'd imagine the hit collision (since it replaces axe / hammer) is around the black bit?
Never thought about the baseball bat. Thanks for the flamethrower suggestion! Regarding the size, it's pretty big, but it's no where as large as the demoman's swords. About half the blade is the size of the powerjack.
E: okay i lied it's the same size as the eyelander. :P
That planet of the apes mask pairs well with that statue of liberty pack, i can imagine soldier seeing the two of them and screaming "YOU MANIACS! YOU BLEW IT UP! OH, DAMN YOU! GODDAMN YOU ALL TO HELL"
I had an idea today for a pirate themed grenade launcher. The basic idea is a ship telescope as the barrel and a flintlock as the stock and handle. Opinions?
Having a hell of a time rigging to the fbx mesh of the pyro, could use some help.
No probs if I create a bone, rotate it properly and attach a hat.
But trying to attach to feet is killing me.
1:I imported an fbx (not sure where I got it, I think Valve released a character pack quite awhile back) into Max8.
It's a y-z up issue. If I import z up it's standing upright, but my feet attachment are not where the feet are.
if I import Y aligned then he's on his back and the feet are way off in game.
If I set the foot bones (left foot) pivot to 180,-90,0 then my foot is positioned correctly, but off to the side of the pyros foot. I still haven't found the magic numbers for the right foot, and not even messing with toes atm.
It's just so difficult and time consuming to close down the game, re-align, re-export, open game, join game every time i make a change. Kind of shooting in the dark here.
What's the easiest way to get a correctly aligned pyro skeleton in Max 8 for a simple one shot rig/export?
The model isn't finished at the moment, but I was thinking a small cattle prod like attachment at the end of the battery on the head of the wrench. What do you guys think should be improved?
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
Hmm, I do believe that could very well be a Nail or Rivet gun. To be honest, I feel the original color scheme fit the weapon better. The model looks awesome, by the way. Are you, perhaps, looking for any more Engineer weapon ideas?
little more work on the model then i can start my unwrap an texture,
originaly i wanted to make it a break away reload but that would be a pain to do with the strap.. and i really like the strap, so i decided to make the cylinder flip out for reload
Replies
@Rhinokey lol
@Svdl thats badass, kinda like an industrial nailgun
Umm, yeah it was late when I wrote that, lol, but I think I was trying to say something to the effect that I get a little lost looking at the barrel of the minigun (lost as in it all looks the same). I meant the inner barrel as in the barrel showing through the openings in the barrel itself, the barrel with the openings being the outer barrel. Other than the barrel, I like the whole texture and model. I don't know, I just think that long of a barrel needs something to make it a little different and non-uniform along the length of it, or maybe I'm just blind...most probably the latter.
*pukes*
What the hell Valve, I can't even tell what this is.
Yes, I have to say even if it is a tie-in to another game it is incredibly lame.
@Ducksink
Funny I always thought of Spy being more like a vampire. If he did get a vampire hat/misc/whatever that would be a humorously ironic weapon. And those horns probably would look best on pyro if you adjusted their positioning and removed all that flesh. Maybe instead make it look like he torn some holes in his gas mask for the horns to fit through, rather than having skin flaps that make it look like they burst out of his skull. And your witch doctor mask is far better than the one valve just put in.
I really like that for engi, a fresh take on a weapon without being out of place! Maybe too much of a 'rifle' with that extended barrel? A stubby nailgun would in my eyes fit it better, unless you already tried that of course
I fell over my old models and thought I would continue on them. I got ideas for 3-4 pyro sets This will be my very first, thinking of calling it 'Trick or Burn' or something. Consists of Horns'n'Tail, smokebombs (will probably never be implemented in TF2 though), pitchfork and some fitting flamethrower... I might go for a -real- metal pitchfork with wooden handle instead of this, I find it a bit too simple and.. plasticy, on a second glance.. Tail will get jigglebones when I have learned about them!
Smokebomb (with mouldline):
Proper textures will be done by a friend of mine later on
@Daxtor I like your pyro ideas, I'd definitely go for a more realistic fork as well. What about a metal fork that has been heated like a branding iron?
sort of like this kind of idea
definitely scale it in thickness as well, make it a bit chunkier :P
Still working on texture (Had to redo all of it because the can was far to low res in 512x512 with the old Uv).
I think this is much more interesting than a battery taped to it, and it fits better with the packs theme.
Yes and it's epic, though I can't recal who it was, what page it's on, or why Valve hasn't used it yet.
In fact it's so good that it would be sad to see someone else even try to do it IMO.
got a bit further with the model today, just a bit more tweakin an cleanin an i'll start on texture
A chain smoking suit-wearing man with a trick umbrella, oversized top hat, and a monocle? You're just begging for this comparison aren't you?
anyway
Tried a planet of the apes-ish thing. Works pretty well with the facial animations.
I think the light wood looks great, the contrast between it and the gunmetal is nice and distinctive. Could maybe do with some detail along the top, down towards the grip? The tally marks are cool.
@Svdl - Loving your industrial tool/weapon, as others have said, I could totally see this as a pneumatic nailgun or similar. The colouring alone marks it out as a tool as opposed to a dedicated weapon.
Also, your Planet of the Apes dealie is terrifying and awesome.
@treythepunkid - Cool idea, I wonder how you could link it into the gameplay?
That planet of the apes looks awesome but hopefully not a submission :P
Punkid, the model looks great but makes no sense, the beer is just totally out of place?
I actually agree with you about the Brass Beast - you really can't miss it when you're playing, it stands out like a big gold beacon. With this though the wooden bits aren't too obvious; the stock for example is mostly hidden by the Engy's glove.
@Svdl, that ape hat/face is pretty awesome. It's a bit too silly for Engineer to be put in game I would think though.
This
Regular single barrel shotguns, muzzles sawn down. A few strips of metal welded on to hold them together and another running across the triggers so that they all fire at once. The two outer stocks sawn down. Simple. Brilliant. And something that I'll never get around to attempting so someone else can have a crack at it if they feel so inclined.
Now with more fixed-ness!
Seriously, valve and the community should all be ashamed of yourselves for not fixing this weapon already. That was like, insanely easy to fix.
This is absolutely fantastic.
Continuing my commando update. Thoughts?
looks awesome, i especialy like the yellow wrapped cord, and the large pouch you added.
it was a joke based on the times people have commented not liking the cord and pouches that people have created in this thread.
I'll take all the (constructive) criticism you throw at me. Some of it isn't finished (texture-wise), although I think I rushed to the texturing stage too quickly.
Other than that, does it work well? It looks quite big and I'd imagine the hit collision (since it replaces axe / hammer) is around the black bit?
E: okay i lied it's the same size as the eyelander. :P
@roninsmastermix -- Needs a bayonet, it has everything else.
No probs if I create a bone, rotate it properly and attach a hat.
But trying to attach to feet is killing me.
1:I imported an fbx (not sure where I got it, I think Valve released a character pack quite awhile back) into Max8.
It's a y-z up issue. If I import z up it's standing upright, but my feet attachment are not where the feet are.
if I import Y aligned then he's on his back and the feet are way off in game.
If I set the foot bones (left foot) pivot to 180,-90,0 then my foot is positioned correctly, but off to the side of the pyros foot. I still haven't found the magic numbers for the right foot, and not even messing with toes atm.
It's just so difficult and time consuming to close down the game, re-align, re-export, open game, join game every time i make a change. Kind of shooting in the dark here.
What's the easiest way to get a correctly aligned pyro skeleton in Max 8 for a simple one shot rig/export?
The model isn't finished at the moment, but I was thinking a small cattle prod like attachment at the end of the battery on the head of the wrench. What do you guys think should be improved?
little more work on the model then i can start my unwrap an texture,
originaly i wanted to make it a break away reload but that would be a pain to do with the strap.. and i really like the strap, so i decided to make the cylinder flip out for reload
any thoughts?
and the barrel would look better rounded IMO.