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Team Fortress 2 - Workshop Thread

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  • Don Karnage
    Started a hat & misc combo that I probably won't finish:

    itemtest0003.jpg
  • Deity Link
    I was bored, I made that.

    _12657-.jpg

    _12658-.jpg

    poly.png

    Model Viewer says it counts 12476 polygons, I think it means 6238.

    Download
  • Xenu's Paradox
    Deity Link wrote: »
    I was bored, I made that.

    _12657-.jpg

    _12658-.jpg

    poly.png

    Model Viewer says it counts 12476 polygons, I think it means 6238.

    Download

    Scoot is Canadican?
  • Xenu's Paradox
    leafmeasure_1.jpg

    Found an example of a bow made with a leaf spring :) hope it helps

    Pretty cool. Was looking around the net, people have done this in real life. Apparently 1/8" aircraft cable makes a good string for 'em. Could use one of these thingies to secure the ends:

    CC-M3x2-Q3.2.jpg

    Here's a leaf spring that wouldn't really need any modification to be strung:

    leaf-spring-250x250.jpg
  • Spudnik
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    Spudnik polycounter lvl 11
    @pyanodon: For the creation animation, I think it would be cool if the front "legs" shot out of the base a bit more faster, and then with a clunk, the whole weight of the structure falls on them, giving it half a second where the sentry is slightly lower than normal. After that, the legs will be able to push it back up into the standard position. I think it would add a whole lot of character to the animation because I think you really want to drive home the point that it's a heavy caliber gun and by simulating the weight as described above, I think you can achieve that. In fact, I think you may want to stylize the whole animation a bit more - right now it is very clean, too clean. If you look at the standard sentry, its transformations are messy, lids are popping off cans, the whole structure moves whenever a single component moves, etc. So you may want to make your animation a bit more organic rather than mechanical to fit that style.
  • Cooljay
    [ame]http://www.youtube.com/watch?v=bbhNwYtjEw0[/ame]

    Just an experiment of how well this blends in at all for soldier. Not too bad I find just would need the official features.
  • CidTheNinja
    Scoot is Canadican?
    Yeah, is it supposed to be a maple leaf? I'm not sure what else it could be.
  • Flat Face
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    Flat Face polycounter lvl 10
    I can see him running around with a weird m15 or m4 with burst fire so it's not too much of a change from the norm
  • Cooljay
    Flat Face wrote: »
    I can see him running around with a weird m15 or m4 with burst fire so it's not too much of a change from the norm

    Yeah I picked the M16A1, because it's close as I can get near the TF2 timeline without being modern.
  • re.wind
    calling this done before i get bored of it and don't submit it.


    "Jeb's prototype rocket"

    Anyone who's played Kerbal Space Program should get the link.

    edit: Superglue... straps are for sissies and babies.

    rocketpack_wip3.jpg
  • SgtNasty
    Reworked the handle again, added a home-made bayonet (a throwing knife attached with zip ties), and did a first pass of the texture. Just looking for some feedback, then I'll have another go at the texture and make changes. Happy long weekend (for people in Canada :) )

    PoYYX.jpg

    JN5E9.jpg

    XIHu9.jpg
  • Zipfinator
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    Zipfinator polycounter lvl 9
    That bayonet seems really unnecessary to me. It doesn't add much to the weapon and just seems kind of awkward. Otherwise it's looking great. I'd say you should add some larger brush strokes in your texture though. Right now it seems like the entire thing is smaller strokes.
  • Flat Face
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    Flat Face polycounter lvl 10
    I agree with Zipf
  • Sexy Robot
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    Sexy Robot polycounter lvl 8
    SgtNasty wrote: »
    *nice stuff*

    All I'd say apart from what Zipf said, is that zip ties in TF2 are generally larger than the ones on your Grenade Launcher atm. They just look too tiny for TF2 proportions.
  • Mad Mike
    @Sexy Robot: That's one sweet set you've got there. Really good job, especially on the toolbox. You've really nailed TF2 style there. Do want.

    Now, here's a couple silhouettes for my next model. Grenade launcher inspired by olde-tymey hand mortars. I like the middle one the most and taking the concept further from there. It is slightly longer than the Grenade Launcher, but seeing as I painted it over the original, it should fit the animations without any problems nor clipping.

    Handgone_sil.jpg
  • re.wind
    Numbers please. I like 3 and 5. :p
  • Sexy Robot
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    Sexy Robot polycounter lvl 8
    Mad Mike wrote: »
    @Sexy Robot: That's one sweet set you've got there. Really good job, especially on the toolbox. You've really nailed TF2 style there. Do want.

    Now, here's a couple silhouettes for my next model. Grenade lauhcer inspired by olde-tymey hand mortars. I like the middle one the most and taking the concept further from there. It is slightly longer than the Grenade Launcher, but seeing as I painted it over the original, it should fit the animations without any problems nor clipping.

    3 but with 5's grip.
  • Gerre
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    Gerre polycounter lvl 10
  • Mad Mike
    Well, you made me take a second look at the silhouttes, 3 with 5's grip looks pretty good. Though I like 3 for its massiveness. Anyway, here's some more:

    Handgone_sil2.jpg
  • re.wind
    none of those have the previous 5's trigger guard, which i liked about 5. Also the top part of the trigger, above the grip. dammit, whats it called... hammer? > : [
  • pyanodon
    Spudnik Thanks, im doing it now. and fixing small bugs.
  • GunnyBoy
    Here's the current model for my pirate themed grenade launcher. Most of it is done at this point, just need to think of a front grip, finish the inside of the chest and add some cracks and wires. Any thoughts?

    Untitled-1.png
  • re.wind
    Attempted concept(s?) for an energy engy turret. Mix of tesla coil, particle beam, and laser, generic futer tech/spytech, and the australium-powered micro nuclear reactor. hmmm, maybe i'll j sut call it a cold fusion reactor.

    energy_turret.jpg
  • Ruskeydoo
    5997826449_636914bcf7_b.jpg

    Figured if I'd spent so much time on the 80's commando gun I might as well spend the time on the quick items to make a set. I present the "Russian Attack" (Reference for the older gamers). Turns out there is a massive difference between the view model hands and the world hands, which presents difficulties. Animations work well though, except the taunt where the heavy commits Seppuku.
  • re.wind
    hmmm...

    Sadly, that is not a flux capacitor.

    silhouete_turret_comp_1.jpg
  • Baddcog
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    Baddcog polycounter lvl 9
    Rusky, that's a great alternative for gloves/brass knuckles. Maybe it needs self inflicted damage on miss ;)
  • roninsmastermix
    commandopistolsample3.jpg
    Commando revolver for my Commando Spy set.
    Working name "The Double Agent"
    Crits are welcome.
  • Evil_Knevil
    Item number four for my scout sailor pack: a buoy. Don't have a name yet, suggestions?

    The ropes have jigglebones

    2nbyneq.jpg
    2dimwlz.jpg
    somt07.jpg
  • BenHenry
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    BenHenry polycounter lvl 11
    Item number four for my scout sailor pack: a buoy. Don't have a name yet, suggestions?

    The ropes have jigglebones




    Looking good! Now you need to make a single barreled shotgun/cannon thing!
  • eY3lEs5
    Hey Bing, welcome to Polycount :) You're off to a good start, but a couple of crits:

    Vsqeu.png
    The detail above the sword guard connecting to the blade, I'd make that pop a little more, it's quite subtle at the moment and would look nice with a more defined edge.

    QHWfj.png
    The sundial reads medieval, but the wrist strap does not. It is actually quite boring. Look up ref's for leather straps, I found this to be interesting, maybe a variant of this:
    Medieval_Leather_Broadsword_Frog_Universal_1.jpg

    DPSxx.png
    YkrZI.png
    As for the cowl, think about the fabric/cloth and the types of folds it would create. It sort of just looks like a big fluffed up pillow. You should look up reference on this. I did a quick search and found this:
    mr-100306.jpg
    It's longer than yours, but the folds around the head is what I'm talking about. Look up more refs for this piece. With it going on the head of the character, that is going to be a pretty important focal point of the player. Also, a nice detail would be to include some stitching on the trim and where seams connect.
    Keep pushing! Can't wait to see more from you :)
  • Lime_Blue
    @Evil_Knevil the "Sailors Savior", "Boston Buoy", "Lightweights' Lifesaver", or "Naval Newbie" all sound pretty good to me.
  • Binghammer
    eY3lEs5 wrote: »
    Hey Bing, welcome to Polycount :) You're off to a good start, but a couple of crits:

    The detail above the sword guard connecting to the blade, I'd make that pop a little more, it's quite subtle at the moment and would look nice with a more defined edge.

    The sundial reads medieval, but the wrist strap does not. It is actually quite boring. Look up ref's for leather straps, I found this to be interesting, maybe a variant of this:

    As for the cowl, think about the fabric/cloth and the types of folds it would create. It sort of just looks like a big fluffed up pillow. You should look up reference on this. I did a quick search and found this:

    It's longer than yours, but the folds around the head is what I'm talking about. Look up more refs for this piece. With it going on the head of the character, that is going to be a pretty important focal point of the player. Also, a nice detail would be to include some stitching on the trim and where seams connect.
    Keep pushing! Can't wait to see more from you :)

    Thanks eY3lEs5 for the input. Very much appreciated.

    Dirk
    The detail you're referring to is the notches correct? I think I could make them a little more pronounced.

    Sundial
    The band is interesting, because you won't ever really see it. It get's hidden almost entirely in first person and third person it's not even there... I still like the straps you posted though. I'll make some changes before texturing.

    Cowl
    You're absolutely right. My plan is to add folds in the normal, but should I try to add more geometry to show folds that way too? Also the smoothing groups is making it look pillowy :-/ Stitching/Embroidering is a must for sure.

    Thanks!
  • eedobaba7726
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    eedobaba7726 polycounter lvl 9
    The first thing I thought was Assassin's Creed, so he's going to need a hidden wrist blade. :poly142:
  • Evil_Knevil
    BenHenry wrote: »
    Looking good! Now you need to make a single barreled shotgun/cannon thing!

    i'm thinking of making a shark shotgun, something like the backburner head but a shark :)
  • roninsmastermix
  • Doughnut Bear
    looks cool, a bit modern but still cool
  • SgtR007
    I agree, the gun looks too modern for the 40s-50s. A big part of that is the color scheme you chose, though, methinks. Black matte and yellow lenses are a bit against TF style.
  • SgtR007
    Also, maybe for the paint can, add paint dribbles on the Pyro's mask, if possible.
    I tried, but I couldn't get it to work properly. The paint would fly off the mask on death like the rest of the hat. AFAIK, you can only add permanent changes to the character model using the misc slot, correct?
  • Grimbodan
    Item number four for my scout sailor pack: a buoy. Don't have a name yet, suggestions?

    The Buoy Wonder
  • Evil_Knevil
    Grimbodan wrote: »
    The Buoy Wonder

    yeah that sounds good
  • Lime_Blue
    Item number four for my scout sailor pack: a buoy. Don't have a name yet, suggestions?

    How about the "Sailors' Savior", "Naval Newbie", "Little Leagues Lifesaver", or "Boston Buoy"
  • RedSheep
    can scattergun replacements not have team colors?

    I made a custom model for the scattergun, and, no matter what I do, I can't get the blue texture for the v_model to show up (it continues to use the red one).

    here is my qc:
    $cd "C:\Users\*****\Desktop\TF2 mods\resources\compiling + decompiling"
    $modelname "weapons\v_models\v_scattergun_scout.mdl"
    $model "v_scattergun" "v_leversgun.smd"
    $cdmaterials "models\player\scout\"
    $cdmaterials "models\weapons\c_items\"
    $texturegroup skinfamilies
    {
    	{"scout_hands.vmt"
     "leversgun.vmt"
    }
     	{"scout_hands.vmt"
     "leversgun_blue.vmt"
    }
     }
    $hboxset "default"
    $hbox 0 "bip_hand_R" -1.350  -0.510  -2.300  3.030  7.580  4.490
    $hbox 0 "bip_hand_L" -2.500  -7.580  -4.490  1.500  0.550  2.300
    $hbox 0 "weapon_bone" -2.450  0.270  -6.690  2.550  5.270  22.990
    // Model uses material "scout_hands.vmt"
    // Model uses material "leversgun.vmt"
    // Model uses material "leversgun_blue.vmt"
    $attachment "weapon_bone" "weapon_bone" -0.00 -0.00 0.00 rotate 0.00 0.00 -0.00
    $attachment "weapon_bone1" "weapon_bone1" -0.00 0.00 -0.00 rotate -0.00 -0.00 -0.00
    $attachment "muzzle" "weapon_bone" 0.00 3.97 23.38 rotate -90.00 -0.00 0.00
    $attachment "shell_eject" "weapon_bone" -3.05 4.57 8.63 rotate -4.17 147.92 -180.00
    $attachment "muzzle" "weapon_bone" 0.00 3.97 23.38 rotate -90.00 -0.00 0.00
    $attachment "shell_eject" "weapon_bone" -3.05 4.57 8.63 rotate -4.17 147.92 -180.00
    $surfaceprop "default"
    $illumposition 18.551 7.797 0.713
    //$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised {
    //{ event 5004 1 "Weapon_Scatter_Gun.Draw" }
    //}
    
    //$sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 node raised
    //$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00
    //$sequence reload_start "reload_start" ACT_RELOAD_START 1 fps 30.00
    //$sequence reload_loop "reload_loop" ACT_VM_RELOAD 1 fps 30.00 {
    //{ event 5004 1 "Weapon_Scatter_Gun.Reload" }
    //{ event 6002 5 "4" }
    //}
    
    //$sequence reload_end "reload_end" ACT_RELOAD_FINISH 1 fps 26.00
    $includemodel "weapons\v_models\leversgunanims.mdl"
    


    what confuses me is that it continues to use the red texture on blue (despite the texture groups) as opposed to not working at all (thus leading me to believe the v_model can't have texture groups which I doubt is true).

    little more background: The v_model is using the same textures that I used on its w_model. The texture groups work perfectly fine on the w_model.
  • re.wind
    try $body instead of $model, although i have no idea if there is any real difference in the actual programming, but its worth a try.
    The $texturegroup command should follow after the $body in the .qc.


    For readability:
    $cdmaterials "models\player\scout\"
    $cdmaterials "models\weapons\c_items\"
    
    $texturegroup skinfamilies
    {
               { "scout_hands.vmt" "leversgun.vmt" }
               { "scout_hands.vmt" "leversgun_blue.vmt" }
     }
    
  • RedSheep
    I believe (or have a hunch, really) that v_models use $model.

    Also I tried arranging the $texture group differently (much like you did For readability), but it still did not work.

    Here is a snip-it from the syringe gun:
    $model "v_syringegun" "v_syringegun_medic.dmx.smd"
    $cdmaterials ""
    $texturegroup skinfamilies
    {
    	{"models/player/medic/medic_red.vmt"
     "models/player/medic/medic_hands_red.vmt"
     "models/weapons/v_syringegun/v_syringegun_glass.vmt"
     "models/weapons/v_syringegun/v_syringegun.vmt"
    }
     	{"models/player/medic/medic_blue.vmt"
     "models/player/medic/medic_hands_blue.vmt"
     "models/weapons/v_syringegun/v_syringegun_glass.vmt"
     "models/weapons/v_syringegun/v_syringegun_blue.vmt"
    }
     }
    

    I really cannot see anything wrong with mine.

    Has anyone ever achieved team colors on the scattergun? I checked a couple of skin websites, but I did not find a single one.
  • Nzdjh
  • RedSheep
    I had kept the "model uses..." lines because they are in other v_models with skin families like the syringe gun (despite perhaps not being needed).

    I've found that the .vmt extension can be left on or off and not cause any change in the final outcome. I did, however, try out your suggestion, but it still displays the red texture on both teams.


    I still have a slight feeling that at one point I read that the scattergun was not able to be team colored.
    I'll keep fiddling around some more.
    Ah, well, if I submit it, I am sure valve could work things out.
    In the mean time I will just have to work with it.

    Thank you for the help, though.
  • roninsmastermix
    commandopistolsample6.jpg
    The coat is nearing completion. Now paintable. So far no bugs and minimal clipping. After further inspections it will be off to making a blu version and it's done. Coat needs a name.

    Note:
    The gun is just base colors.
  • Nzdjh
  • Xenu's Paradox
    SgtR007 wrote: »
    I tried, but I couldn't get it to work properly. The paint would fly off the mask on death like the rest of the hat. AFAIK, you can only add permanent changes to the character model using the misc slot, correct?

    Foster's replaces the head altogether. You might be able to replace the Pyro's regular mask with one that has paint on it by having the hat occupy the "head" bodygroup. In other words, the hat would not just be the bucket, but the bucket AND a replacement head (which is identical to the regular head but with paint splotches). I have no idea if this would work, though.
  • Xenu's Paradox
    commandopistolsample6.jpg
    The coat is nearing completion. Now paintable. So far no bugs and minimal clipping. After further inspections it will be off to making a blu version and it's done. Coat needs a name.

    Note:
    The gun is just base colors.

    I want to say something with Colonel in it for some reason. Colonel's Cutaway perhaps? Agent's Anorak might work too.
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