Concept/mockup for a hat I'm going to start tomorrow.
-Demo Hat-
I tried it out a variation using a Scottish flag and a variation using solid stripes but this one looks the most interesting. I might end up submitting a few textures to Valve though.
Looks really cool. I think maybe add some explosion damage to it, like cracks in an area to make it seem like the Demoman has been using it for awhile.
The black around the strings is transparent in-game.
Oh and could anyone help me with getting the gibs to be team colors?
Right now all they are is red, even if i'm on the blu team, while the blu guitar texture works...
@Seven - hey dude long time thanks very much - have actually been simplifying it a bit (silhouette and chunkyness are the same, just taking out overly complicated geo as have been looking at other TF2 weapons and they seem to be pretty "basic" - ie not using 10 tris when 1 will do. Cool idea about increasing the heavys speed (*ahem* valve thats for you)
@JoshuaC - thanks man, im using 3DS Max 2008. im a bit anal when it comes to have my geo as clean and neat as possible (to the detriment of my modelling time allowance sometimes) :P thanks for the kind words. the shotgun is looking awesome. Question: Wil the gun be manually cocked after each shot? or is the loading mechanism there to load the first cartridge in the clip?
could anyone help me with getting the gibs to be team colors?
Right now all they are is red, even if i'm on the blu team, while the blu guitar texture works...
I'd still really like some help with this guys, if you could.
It's probably a simple fix, but I can't wrap my head around it, since the gibs have the right skinfamilies set...
would it be because i cut a sphere in half to make the shape for the head? and left exposed normals underneath? because i think thats what is making the holes, because there isn't any holes when it's not rendered
would it be because i cut a sphere in half to make the shape for the head? and left exposed normals underneath? because i think thats what is making the holes, because there isn't any holes when it's not rendered
That's because there's only a single layer of polygons there. In the viewport you've probably got it set to double sided, which is why you could see it from both directions. The render doesn't have the double sided setting so it's invisible on the inside.
fastest hat Ive ever made, started and finished in one day. still trying to think of a name before i submit it, suggestions welcome.
416 tris, 256x128 texture, team colored.
fastest hat Ive ever made, started and finished in one day. still trying to think of a name before i submit it, suggestions welcome.
416 tris, 256x128 texture, team colored.
runners sweatband for scout:
Don't ask me why but, the moment I saw that I thought "The Sweat N' Dry"
Exactly what jack said, your viewport probably has double sided polys on. so all you needed to do is cap on the underside brim part. By adding a shell modifier you probably just created a crap load of polys inside that actual hat.
Exactly what jack said, your viewport probably has double sided polys on. so all you needed to do is cap on the underside brim part. By adding a shell modifier you probably just created a crap load of polys inside that actual hat.
Yeah i did lol, I went back a few saves and fixed it
Hey fellas, Supacasey from Facepunch here. I hate to be "that guy" that just makes a request off the bat, but I came up with an idea for the Frontier Justice that I'd really like to see happen but don't have the skill to create myself.
Basically, it's somewhat of an external clip mounted on that cylinder to the side, and holds the FJ's three shots. Every time the engie pumps the action it would revolve and load the next shell into the breach.
Something like this:
Edit:
Nevermind, a fellow Facepuncher Sparkwire has embarked on this endeavor.
Hey fellas, Supacasey from Facepunch here. I hate to be "that guy" that just makes a request off the bat, but I came up with an idea for the Frontier Justice that I'd really like to see happen but don't have the skill to create myself.
Basically, it's somewhat of an external clip mounted on that cylinder to the side, and holds the FJ's three shots. Every time the engie pumps the action it would revolve and load the next shell into the breach.
Something like this:
Edit:
Nevermind, a fellow Facepuncher Sparkwire has embarked on this endeavor.
I'm not sure if you can add stuff to official weapons, although that'd be great, I think you should look into this before you finish your model
I'd still really like some help with this guys, if you could.
It's probably a simple fix, but I can't wrap my head around it, since the gibs have the right skinfamilies set...
I think this might be something the actual TF2 engine handles, and I'm sure once you submit your item, valve handles all that stuff
Here's my first attempt at a TF2 item. I had such a hard time compiling them to mdl... I could see them in the model viewer with the null purple and black checkered texture, and it was completely invisible ingame... So I sent them in in .obj format.
I probably should have gotten feedback before submitting these two to the contribute page, but I just felt compelled to send them. Do you all think I should have waited?
These are intended as a spy misc item. He is an actor, after all.
I thought it'd be funny for the spy to wear a mask on top of his ski mask when he's not busy wearing a disguise mask on top of his ski mask.
I decided to try and teach myself basic modeling after seeing the polycount pack annoucement, and polycount seems like a good place to start. I've been fiddling with blender for about a month now and this is the first item Ive made that I think looks decent. I can get it ingame as a static model and its viewable in the modelviewer, and I plan to at least attempt to teach myself to animate it later on, but for now I thought id post a basic render and get the opinion of some people who know what they're doing when it comes to modeling. I'll eventually post a screenshot from the modelviewer, but getting the textures lightmap/specular map/whatever its called combined with vtf settings so that the model doesn't just look like plastic is proving troublesome. Its a tad over 8000 tris when converted to tris, and at about 5000 faces with quads. Im hoping this is fairly obvious, but its a replacement for the spy's revolver, with the main unique feature being that it fires from the bottom of the cylinder rather than the top. (the spy doesn't use the sight anyway and it doesn't have to be physically doable for it to work in a game, right...) As far as stats for the weapon go, thats up to valve if i ever get around to submitting it, although the weapon model is supposed to be a fixed-cylinder revolver rather than swing-out so the reload time would likely have to go up, so something like more damage but slower reload and no crits might work. (I know this post is full of way-too-long sentences, but no one cares much, right?)
My first attempt at 3D anything. (outside of a map editor) Please be kind.
Still very much WIP with much work to go.
Currently just under 1200 tris.
It's very nice for a first attempt.
Currently it has too many unnecessary details however.
You don't need that many spikes, and I don't think overly pointy things fit the TF2 theme all too well.
If you eventually want Valve to accept this as a community contribution, I would also recommend making it cover his face less.
It is likely that hats that covers or clips with the misc items is not going to be accepted by Valve.
Please use this as a reference if you plan to fix this later on. http://tf2wiki.net/wiki/Whiskered_gentleman
Ive tried adding ambient occlusion and gotten it to look a bit less like glass/cheap plastic in the modelviewer, but the texture still looks like nearly solid colors. Any criticism would be welcome, I'm new to modeling/texturing/anything related to it and I'm really awful at judging anything I have anything to do with.
@JoshuaC: the darker wood definately looked better IMO.
anyway, got this thing compiled and ive run into a problem:
as you can see, the shell is in his hand which it shouldnt i have no idea as to how to solve this so im hoping someone could possibly have some ideas as to what the problem could be, other then that i think its looking pretty good
Replies
Looks really cool. I think maybe add some explosion damage to it, like cracks in an area to make it seem like the Demoman has been using it for awhile.
Got AO baked.
The black around the strings is transparent in-game.
Oh and could anyone help me with getting the gibs to be team colors?
Right now all they are is red, even if i'm on the blu team, while the blu guitar texture works...
@JoshuaC - thanks man, im using 3DS Max 2008. im a bit anal when it comes to have my geo as clean and neat as possible (to the detriment of my modelling time allowance sometimes) :P thanks for the kind words. the shotgun is looking awesome. Question: Wil the gun be manually cocked after each shot? or is the loading mechanism there to load the first cartridge in the clip?
My current idea is that it's a semi automatic shotgun.
I started using modo, but now i'm willing to change to maya 2011 , does anyone use it?
I'd still really like some help with this guys, if you could.
It's probably a simple fix, but I can't wrap my head around it, since the gibs have the right skinfamilies set...
Got the base colors and paint done. I'll add some smaller details next.
Daisy hat for the Pyro!, if anyone knows why you can see through the model on the inside part near the pryos head please let me know
would it be because i cut a sphere in half to make the shape for the head? and left exposed normals underneath? because i think thats what is making the holes, because there isn't any holes when it's not rendered
Looks great!
yes, select those faces and reverse the normals.
thanks for your reply, I fixed it by adding a shell modifier at the lowest setting, (tried the flip normals but it flipped the outside of the hat too)
416 tris, 256x128 texture, team colored.
runners sweatband for scout:
Don't ask me why but, the moment I saw that I thought "The Sweat N' Dry"
Yeah i did lol, I went back a few saves and fixed it
Basically, it's somewhat of an external clip mounted on that cylinder to the side, and holds the FJ's three shots. Every time the engie pumps the action it would revolve and load the next shell into the breach.
Something like this:
Edit:
Nevermind, a fellow Facepuncher Sparkwire has embarked on this endeavor.
I'm not sure if you can add stuff to official weapons, although that'd be great, I think you should look into this before you finish your model
I think this might be something the actual TF2 engine handles, and I'm sure once you submit your item, valve handles all that stuff
@sweep - not sure to be honest man, the shotgun is about 4 hrs (maybe) and rifle about 5?
Im not sure if this is the right place to put this, but i have an idea for a sniper primary.
There is a type of weapon called bolas. They are some weighted balls on a string. I have never modelled, and doubt i can even make anything at all
But, if anyone likes this idea, it should look something like this
http://en.wikipedia.org/wiki/File:Boleadoras.gif
If ive posted this in the wrong area, Sorry!
If you made a smaller sleeker version as a Frontier Justice replacement I'd be 20 different kinds of grateful!
So it turns out my little automatic shotgun won't fit any of the current animations in TF2. None of the player models hold it correctly..
So I started to work on yet another revision of what was once a sniper rifle.
It's now a pump shotgun. When the character pulls back on the pump, you'll be able to see a shotgun shell ready to be loaded into the chamber.
Flaregun replacement based on an old lowpoly model
@mradamw: Really liking your stuff
I probably should have gotten feedback before submitting these two to the contribute page, but I just felt compelled to send them. Do you all think I should have waited?
These are intended as a spy misc item. He is an actor, after all.
I thought it'd be funny for the spy to wear a mask on top of his ski mask when he's not busy wearing a disguise mask on top of his ski mask.
thanks a lot.
Getting close to done with the modeling on this thing, gonna put it ingame soon probably
Here is a spy misc im working on. Its still in progress but this is just a rough draft.
Still very much WIP with much work to go.
Currently just under 1200 tris.
Post them while they are in progress, better to sort out design issues now rather than when you've finished!
LOVE IT
Currently it has too many unnecessary details however.
You don't need that many spikes, and I don't think overly pointy things fit the TF2 theme all too well.
If you eventually want Valve to accept this as a community contribution, I would also recommend making it cover his face less.
It is likely that hats that covers or clips with the misc items is not going to be accepted by Valve.
Please use this as a reference if you plan to fix this later on.
http://tf2wiki.net/wiki/Whiskered_gentleman
As a positive change from all the hatred you've been receiving from FP lately, I'd like to tell you that this new model is awesome
Heh, thanks.
I won't be using this texture in the end, but I was thinking of sampling colors from it to paint with.
It seems to give it a bit better look overall.
anyway, got this thing compiled and ive run into a problem:
as you can see, the shell is in his hand which it shouldnt i have no idea as to how to solve this so im hoping someone could possibly have some ideas as to what the problem could be, other then that i think its looking pretty good
It's at 1032 Triangles right now. I need to finalize some parts of it, fix some smoothing errors and add the straps to the side.