It's really the only option tbh with the American flag, Robin walker himself has stated multiple times that he hates the original American flag color scheme in a TF2 perspective.
It has to be team colored somehow.
What about keeping the original color scheme of the flag, but making whichever color isn't that team faded to almost a gray?
I just submitted something to valve, is it normal to get no confirmation page/email after you submit? sorry if this has been answered before, i couldn't find any mention of it here.
It's really the only option tbh with the American flag, Robin walker himself has stated multiple times that he hates the original American flag colour scheme in a TF2 perspective.
It has to be team coloured somehow.
You should probably take his statement as don't use an American flag in your design, not it's OK to use it as long as you miscolor it. I would suggest using another symbol (even an enlisted or officer rank insignia), or risk having it changed like the Uncle Sam hat.
Hi there, ive been following this thread for a while now and all this stuff looks great! So i thought i might post some stuff to for some crits since im sort of hitting a road block right now and cant make much progress. Its a circus theme for the demoman btw.
I havent quite got the art style down yet I guess.
Just registered here and decided to post and ask for some opinions on some weapon ideas.
Also would like to know if others have made same/similar items (read through the whole thread just cant remember everything.).
Scout:
Bowling pin melee
Bowling shoes and glove misc.
Sniper:
Fishing set;
Bow made out of a fishing rod (possibly fishbone arrows)
Can of Worms throwable
"Noscopers Net" net melee weapon (the handheld type)
Jawbone necklace
Fishhead or skull hat
@sharc and hugh: Conceptually, I think it'll be very difficult to get a paint-themed flare gun or boolet weapon. I really don't want Valve to have to design a completely new weapon type just for my model.
Paintballs are nowhere near the correct era and much too modern. The only thing I could come up with is a paint launcher to replace the flare gun, with a flaming ball of paint instead of the flare shell. I looked up some paint sprayers for concept ideas. Still not quite happy with any individual design, maybe combining elements would be best.
There's also the problem that none of the designs would support current flare reload animations. I can't come up with any form of "reloadable" paint weapons to replace the secondary.
Hey all. Long time lurker, first time poster here... I come here from time to time for inspiration because you guys make some damn incredible stuff. I'm actually posting now because I want a little advice/help if it's at all possible.
I've been working on this model(my first modelling experience ever) and I finally figured out how to compile it and preview it in-game. There is a problem though, in the shop it looks correct but in-game the colors are off a bit and it looks much darker. I'd like it to look in-game how it looks in the shop because those are the correct texture colors.
In shop:
In game:
I'm quite the noob with this so I hope you guys can bestow upon me your great wisdom. Thanks in advance!
Correct me if I'm wrong but I've never seen chrome used in Team Fortress 2-verse before. That's not to say it won't work, just that you should always consider something that matches. I mean, look at the Cow Mangler, if you bring something that doesn't quite fit in like that, things aren't gonna go down well.
Anyway, try texturing the other parts, you might come to a problem with rendering things in the Team Fortress 2 art style next to the chrome, bright 'n' shiny doesn't tend to go well next to simple 'n' stylistic. But, no harm in trying / experimenting.
Paintballs are nowhere near the correct era and much too modern.
I beg to differ. The first patented paintball gun was made in 1970, which is around the later part of the period tf2 is vaguely in. Besides, it doesn't have to be super accurate to the time period. I'm pretty sure we don't have anything like the medigun, even today.
Anyway, I made this paintball marker for the engie a while ago:
@comfy: I stand corrected. Looking into it more the first marker was actually invented in the '60s, so I was way off.
I'm still having difficulty accepting a paintball gun as fitting with the painter theme; painter's don't use paintball markers. I think I might be able to get the paint sprayer idea to work though, and I can see how implementing visual elements from a paintball marker might work.
*EDIT*
Here's a very basic start to a possible flaregun replacement. General shape look OK? Obviously lots of details and refining to be done.
That looks much better Cooljay. The texture still needs a lot of refining, though. And post an HLMV shot so we can see how it looks compiled with alpha.
That looks much better Cooljay. The texture still needs a lot of refining, though. And post an HLMV shot so we can see how it looks compiled with alpha.
Thanks, I might need some work extra help to give it those final tweaks to it
I think it might work better if you reduce the contrast in your patchy bits quite significantly. They're typically slight discolorations rather than big, highly visible patches of colour.
@sharc and hugh: Conceptually, I think it'll be very difficult to get a paint-themed flare gun or boolet weapon. I really don't want Valve to have to design a completely new weapon type just for my model.
Paintballs are nowhere near the correct era and much too modern. The only thing I could come up with is a paint launcher to replace the flare gun, with a flaming ball of paint instead of the flare shell. I looked up some paint sprayers for concept ideas. Still not quite happy with any individual design, maybe combining elements would be best.
There's also the problem that none of the designs would support current flare reload animations. I can't come up with any form of "reloadable" paint weapons to replace the secondary.
I beg to differ. The first patented paintball gun was made in 1970, which is around the later part of the period tf2 is vaguely in. Besides, it doesn't have to be super accurate to the time period. I'm pretty sure we don't have anything like the medigun, even today.
Anyway, I made this paintball marker for the engie a while ago:
This is AWESOME, I know I've seen it before but I just imagined it as a pistol replacement that leaves paint splatter where it shoots, this way you can use it to mark spies!! similar to fire, they can get health or water to wash it off!!!
got the uvs sqaured away and layed down some base colors to certain parts and a bad flame paint job to the muffler . should have a base color for the rest of it tomorrow. crits? comments?
@Zipfinator, @Flat Face, @Sexy Robot: Thanks for the feedback guys. I decided to remove the bayonet, based on the feedback. I still think the idea might be worth something, but I just didn't execute it very well. I've also worked on this for a quite a while now, and would like to finish it up. Thanks again.
Another update - all that's really left is a bit more texture work based of feedback (I think). C&C appreciated
got the uvs sqaured away and layed down some base colors to certain parts and a bad flame paint job to the muffler . should have a base color for the rest of it tomorrow. crits? comments?
Yeh, it looks good....apart from that flame...
1. allow a little more uv space for it
2. the flames need more polish, and more "full bodied"
cover a little more area.
If you have the SDK installed, you'll find the character models in C:\Program Files\Steam\steamapps\(your username)\sourcesdk_content\tf\modelsrc\player. If you don't see them there, press the "Refresh SDK Content" button on the SDK main menu.
guys, when i pull up SDK and turn on model viewer to access the heavy character model, the Source SDK only pulls up Half Life model files. When i try to go to C:Program Files/Steam/
the program says that the Steam File doesn't exist.
is there something I have to do? I tried the refresh command. Didn't work.
Also, when i click on Model Viewer. It says 'Half-Life Model Viewer v1.22' and only lets me access Half-Life Model files.
@CoolJay I can't help but feel that your model is a bunch of pieces stuck together. You still need to practice a whole ton to get that brunch stroke style down, as well.
@Zipfinator, @Flat Face, @Sexy Robot: Thanks for the feedback guys. I decided to remove the bayonet, based on the feedback. I still think the idea might be worth something, but I just didn't execute it very well. I've also worked on this for a quite a while now, and would like to finish it up. Thanks again.
Another update - all that's really left is a bit more texture work based of feedback (I think). C&C appreciated
One of the best work i've seen in recent memory. Subtle but very very TF2 feeling design and amazing texture work. Definitely something that should be put in the game.
One of the best work i've seen in recent memory. Subtle but very very TF2 feeling design and amazing texture work. Definitely something that should be put in the game.
Spycoat blu texture. Pretty much done here. Couldn't see the stripes on these shots but they are there. Also tweaked the gun's texture and ditched the intricate carvings out in favor of a simpler design. Special thanks to SVDL for the vmt that the new gun shade is derived from. Probably done with the gun as well.
I think the body looks very boring
I'm thinking of a do-over for the grey body
It reloads with a battery
For some reason it won't show the BLU viewmodel and also won't show the weapon in third person view
It's based on the pistol but given my problems I might just go with the lugermorph
fun fact: I made the battery the wrong way around
it shows a lightning bolt but the way the Engineer inserts it into the pistol it is facing away from the player
Replies
What about keeping the original color scheme of the flag, but making whichever color isn't that team faded to almost a gray?
Know what's cooler than wearing a pair of goggles? Wearing TWO pairs.
What? If you're referring to the texturing, it 'aint textured, that's max diffuse colours.
No, I meant in my comment, you asked what it was.
You should probably take his statement as don't use an American flag in your design, not it's OK to use it as long as you miscolor it. I would suggest using another symbol (even an enlisted or officer rank insignia), or risk having it changed like the Uncle Sam hat.
I havent quite got the art style down yet I guess.
Also would like to know if others have made same/similar items (read through the whole thread just cant remember everything.).
Scout:
Bowling pin melee
Bowling shoes and glove misc.
Sniper:
Fishing set;
Bow made out of a fishing rod (possibly fishbone arrows)
Can of Worms throwable
"Noscopers Net" net melee weapon (the handheld type)
Jawbone necklace
Fishhead or skull hat
Spy:
"Ice Cold Killer" Popsicle or ice cream stick knife.
"Pubstar" Dart knife.
Still gotta model (read learn to model) them. Got some drawings I've made (not the best drawer either) and I might upload some later.
So far to do:
Learn to model
Do everything else.
Paintballs are nowhere near the correct era and much too modern. The only thing I could come up with is a paint launcher to replace the flare gun, with a flaming ball of paint instead of the flare shell. I looked up some paint sprayers for concept ideas. Still not quite happy with any individual design, maybe combining elements would be best.
There's also the problem that none of the designs would support current flare reload animations. I can't come up with any form of "reloadable" paint weapons to replace the secondary.
I've been working on this model(my first modelling experience ever) and I finally figured out how to compile it and preview it in-game. There is a problem though, in the shop it looks correct but in-game the colors are off a bit and it looks much darker. I'd like it to look in-game how it looks in the shop because those are the correct texture colors.
In shop:
In game:
I'm quite the noob with this so I hope you guys can bestow upon me your great wisdom. Thanks in advance!
Correct me if I'm wrong but I've never seen chrome used in Team Fortress 2-verse before. That's not to say it won't work, just that you should always consider something that matches. I mean, look at the Cow Mangler, if you bring something that doesn't quite fit in like that, things aren't gonna go down well.
Anyway, try texturing the other parts, you might come to a problem with rendering things in the Team Fortress 2 art style next to the chrome, bright 'n' shiny doesn't tend to go well next to simple 'n' stylistic. But, no harm in trying / experimenting.
I beg to differ. The first patented paintball gun was made in 1970, which is around the later part of the period tf2 is vaguely in. Besides, it doesn't have to be super accurate to the time period. I'm pretty sure we don't have anything like the medigun, even today.
Anyway, I made this paintball marker for the engie a while ago:
AO bake came out really badly, I guess it's because I just didn't have enough geometry.
I'm still having difficulty accepting a paintball gun as fitting with the painter theme; painter's don't use paintball markers. I think I might be able to get the paint sprayer idea to work though, and I can see how implementing visual elements from a paintball marker might work.
*EDIT*
Here's a very basic start to a possible flaregun replacement. General shape look OK? Obviously lots of details and refining to be done.
Thanks, I might need some work extra help to give it those final tweaks to it
Yup.
For Soldier, obv.
4 and 6 both look good IMO.
"rrrrrrr"
"where's mai ark?"
This reminds me of the war in Iraq, far too modern in my opinion.
This is AWESOME, I know I've seen it before but I just imagined it as a pistol replacement that leaves paint splatter where it shoots, this way you can use it to mark spies!! similar to fire, they can get health or water to wash it off!!!
ZOMG I can see it now
got the uvs sqaured away and layed down some base colors to certain parts and a bad flame paint job to the muffler . should have a base color for the rest of it tomorrow. crits? comments?
Another update - all that's really left is a bit more texture work based of feedback (I think). C&C appreciated
Yeh, it looks good....apart from that flame...
1. allow a little more uv space for it
2. the flames need more polish, and more "full bodied"
cover a little more area.
http://www.chuckbauman.com/hot-rod-flames-white.jpg
guys, when i pull up SDK and turn on model viewer to access the heavy character model, the Source SDK only pulls up Half Life model files. When i try to go to C:Program Files/Steam/
the program says that the Steam File doesn't exist.
is there something I have to do? I tried the refresh command. Didn't work.
Also, when i click on Model Viewer. It says 'Half-Life Model Viewer v1.22' and only lets me access Half-Life Model files.
@CoolJay I can't help but feel that your model is a bunch of pieces stuck together. You still need to practice a whole ton to get that brunch stroke style down, as well.
Could you show us your Diffuse?
I think i'll have to start with simpler shapes and work out from there.
Yes sir.
hell yeah !
Spycoat blu texture. Pretty much done here. Couldn't see the stripes on these shots but they are there. Also tweaked the gun's texture and ditched the intricate carvings out in favor of a simpler design. Special thanks to SVDL for the vmt that the new gun shade is derived from. Probably done with the gun as well.
THE LOOMING THREAT OF MAD SCIENCE!
I think the body looks very boring
I'm thinking of a do-over for the grey body
It reloads with a battery
For some reason it won't show the BLU viewmodel and also won't show the weapon in third person view
It's based on the pistol but given my problems I might just go with the lugermorph
fun fact: I made the battery the wrong way around
it shows a lightning bolt but the way the Engineer inserts it into the pistol it is facing away from the player
The body and the texture are two things I'll redo
@RedSheep - that's a cool looking beard+mustache
yeah. i think maybe i have the wrong SDK.
Now pip-boy friendly.