@Elbagast Oh man that is looking sweet. I can feel those sentry guns packing quite a punch, but shooting slower. I am liking the Oilfield set too. I say keep the pistol, he hasn't gotten a new one in like...never
Well, ask and ye shall receive. Progress shots for my Pyro's Painter Pack flaregun replacement. Considering how difficult it was coming up with a flaregun-like weapon using paint tools, I'm happy with how it turned out. Disregard the colors; Blender's AO is acting up at the moment. I'm pretty much done with the modeling. Need to unwrap it still.
Hey everyone, I think I'm pretty much going to call this done (although any crits are always appreciated). Since the last post, I just cleaned up the texture a bit, made the texture 512 x 512, added a grenade in there, added a little piece of tape, darkened the iron sight, and then just lighting and rendering tweaks.
I just wanted to say thanks to everyone here for the advice and encouragement throughout the process
@SgtR007 - Looks great! I do wonder about a couple of things though; firstly, how does the paint tank look in first-person? It seems quite big, so I wonder if it might take a bit too much screen-space? Secondly, the curved hook on the back seems a little out of keeping with the sharp angles on the rest of the gun. That's a very small niggle though. In general it looks excellent, as does the rest of your pack
@Cooljay - Looking good, with a little more polish you could have a nice item
@SgtNasty - Looks amazing, every bit as good as any of the weapons Valve have made themselves. Will make it into the game for sure.
Yeah that's a quad-mount sentry. I worked out most of the details while the Saxxy's were on but there's probably still things to do. I have the animations laid out in my mind so next order of business will probably be to get them out of my head in draft form either as a storyboard or a block out.
The design borrows from quad-mount anti-air machine guns, bofors guns and oilfield donkey pumps.
/me is very very jelous
Guess i'll have to kick my own sentry design into overdrive this weekend.
Does anyone already have .obj files (or something that works in Blender without PC-only plugins) for the stock weapons that they wouldn't mind/are allowed to make available for download? The character models in the first post are great but still a little difficult to work out proportions (e.g. thickness of a Scout bat replacement so that it doesn't clip when he holds it). I've tried myself but being limited to a Mac seems to have a lot of drawbacks when it comes to this kind of thing. I'm surprised they aren't already on the contribute page or something.
Also, I really don't envy the TF2 guys that have to choose which items make it in. The stuff in this thread is depressingly good.
Does anyone already have .obj files (or something that works in Blender without PC-only plugins) for the stock weapons that they wouldn't mind/are allowed to make available for download? The character models in the first post are great but still a little difficult to work out proportions (e.g. thickness of a Scout bat replacement so that it doesn't clip when he holds it). I've tried myself but being limited to a Mac seems to have a lot of drawbacks when it comes to this kind of thing. I'm surprised they aren't already on the contribute page or something.
Also, I really don't envy the TF2 guys that have to choose which items make it in. The stuff in this thread is depressingly good.
Totally good idea.
I would also like to have all the weapons decompiled.
MDLDecompiler is not working on my PC.
The inevitable, stubborn, daily update from ronin.
Added rivets and ignition line. Made the whole body 15% smaller in size. Added some more base colors for the joystick and buttons. Improved the nozzle shape and gave some "afterburner" colors to it. Tried out some phong and envmapping on the tubes.
I've decided to texture this myself, however. Thanks to those offering their help. I appreciate your interest.
Taking suggestions still though. I still have space for changes and a cool, kick ass sounding name would be nice.
@SgtNasty
Gotta say the quality on this is really amazing. The grip looks to be at an odd angle, though, like it would be very uncomfortable to hold and pull the trigger.
Time to hop on the Engineer Item Creation Bandwagon!
I really like how this turned out.
It's bloody oversized, but SURPRISINGLY fits the Engy's hands very well! Lemme know what you think and what I could change before I start unwrapping this bad boy.
Svdl that model is so "Scooby Doo"esque, I love it!
Has anyone tried their hand at making camera-based weaponry yet? I might attempt to sketch some up and "eventually" [read: most probably never] get a chance to model them. Maybe a pack for the Sniper
I know most of these are kinda, the reverse of a camera gun (a gun camera). Obviously Team Fortress 2 would have a much more scrapped together approach. Possible "RED and BLU found the Director's cameras and decided to lure each other into a false sense of security by making weapons out of them."
Or maybe it's too hard of an idea to create imaginative weapons for... S:
Crits & Comments always welcome and anyone that wants to do something with this idea in mind can go right ahead!
@Paullo, @Ruskeydoo, @Svdl - Thanks guys, appreciated. Svdl, the handle was by far the most challenging element on this weapon (for me at least). I think I remodelled it about 4 times, maybe 5. I bounced between real life references before just deciding to go with something a bit more stylish. Not 100% happy with the handle, but it was time to move on and work on some new stuff. Cheers
Charge guns suck, now there's more than one and I'm still using the bow waiting. Maybe just a scope change to replace secondary, more accurate unzoomed (Like the scout in Cstrike, perhaps it will be better as a primary upgrade)
I'm thinking number two on this... http://wiki.teamfortress.com/w/images/7/78/Sniperrifle_concept3.jpg
@SgtNasty
Gotta say the quality on this is really amazing. The grip looks to be at an odd angle, though, like it would be very uncomfortable to hold and pull the trigger.
ok bit more texture work done, gotta tweak the phong map/some cleanup and im pretty much done. now here is the big question: do i want to have a fuel line leading to the internal ignition as shown or keep it as before?
getting steamID errors in mdldecompiler, it's in the bin folder and restarted steam, anyone feel like helping me over chat? first time but I'm determined to work it out
Also, update, sort of two versions, now getting error unable to load model, dont get hex editing but apparently need to do this...
Hello all! I've lurked this thread for a long time in admiration of all your awesome creations. You guys make some incredible stuff. I'm posting here for the first time with a question about my own art. Last weekend I finished my first TF2 model(really my only modeling experience so far) and I just had a question about how it is showing up in-game. So basically it is showing up how I want it to in the loadout screens and in the store but when it comes to in-game it is just too dark. I was wondering if that had to do with the shader or something(but then I barely know what I'm talking about at this point). I'd like it to be lighter in-game so one can make out the texture/colors easier.
Here it is in the store:
Side view:
and.. here is how it is in-game:
Do you see what I mean? I don't know if I should just go make the texture lighter or if perhaps this has something to do with how the coding is telling it to render under the lighting in-game. I want it to look in-game like how it does in the store. Any advice? Thanks in advance and glad to finally be posting here
You probably need to adjust your vmt file, you can post it here so we know what it looks like.
I thought it may have something to do with the vmt though I wasn't sure which value could be the problem. I put a copy on google docs so I don't have to clutter this page with a bunch of text.
Replies
Looking at that concept art, who was 'NF'?
I freakin' love this. The pistol is great, so if you can't think of a Wrangler option, you've still got an amazing fallback.
The suggestions re: oil spatter could be cool.
Crits please.
Decided to make a video for my weapon that I made previously
I just wanted to say thanks to everyone here for the advice and encouragement throughout the process
Final renders (probably)
@SgtR007 - Looks great! I do wonder about a couple of things though; firstly, how does the paint tank look in first-person? It seems quite big, so I wonder if it might take a bit too much screen-space? Secondly, the curved hook on the back seems a little out of keeping with the sharp angles on the rest of the gun. That's a very small niggle though. In general it looks excellent, as does the rest of your pack
@Cooljay - Looking good, with a little more polish you could have a nice item
@SgtNasty - Looks amazing, every bit as good as any of the weapons Valve have made themselves. Will make it into the game for sure.
/me is very very jelous
Guess i'll have to kick my own sentry design into overdrive this weekend.
Also, I really don't envy the TF2 guys that have to choose which items make it in. The stuff in this thread is depressingly good.
Totally good idea.
I would also like to have all the weapons decompiled.
MDLDecompiler is not working on my PC.
@ant, holy crap that's a cool sentry design! (it's the bees knees!)
the more i work with it the more ideas i get.
The inevitable, stubborn, daily update from ronin.
Added rivets and ignition line. Made the whole body 15% smaller in size. Added some more base colors for the joystick and buttons. Improved the nozzle shape and gave some "afterburner" colors to it. Tried out some phong and envmapping on the tubes.
I've decided to texture this myself, however. Thanks to those offering their help. I appreciate your interest.
Taking suggestions still though. I still have space for changes and a cool, kick ass sounding name would be nice.
the Firefly/er
P.S. It isn't specifically for the medic, It works with most of the other classes anims, But the medic's allclass melee animation works best.
Also I like the sudden outburst of sentries.
Sentries are fun.
@roninsmastermix
The new size is so much better.
@SgtNasty
Gotta say the quality on this is really amazing. The grip looks to be at an odd angle, though, like it would be very uncomfortable to hold and pull the trigger.
Sure valve will buy it !
Mwahahahaha!
I really like how this turned out.
It's bloody oversized, but SURPRISINGLY fits the Engy's hands very well! Lemme know what you think and what I could change before I start unwrapping this bad boy.
Has anyone tried their hand at making camera-based weaponry yet? I might attempt to sketch some up and "eventually" [read: most probably never] get a chance to model them. Maybe a pack for the Sniper
Sniper
Camera sniper rifle
SMG with ammo fed through reels to imitate film
Mixed
Grenade launcher
Camera pistol
Larger calibre pistol
I know most of these are kinda, the reverse of a camera gun (a gun camera). Obviously Team Fortress 2 would have a much more scrapped together approach. Possible "RED and BLU found the Director's cameras and decided to lure each other into a false sense of security by making weapons out of them."
Or maybe it's too hard of an idea to create imaginative weapons for... S:
Crits & Comments always welcome and anyone that wants to do something with this idea in mind can go right ahead!
wonder why this hasn't gotten into the game yet, anyone submitted anything similar?
EDIT: or this even http://wiki.teamfortress.com/w/images/3/3c/Sniperrifle_concept.jpg
a rifle that you don't feel useless running around with
I'm thinking number two on this...
http://wiki.teamfortress.com/w/images/7/78/Sniperrifle_concept3.jpg
So since unwrapping my shotgun is taking forever, I decided to take a break and focus on the other engy weapons I've been meaning to make.
Here's some concept doodles for a wrangler replacement:
I'm really not sure which design I should use, although I'm leaning towards 2 or 4. I dunno, what do you guys think?
I'd have started modelling now, but it's 3 AM and I should have been asleep 2 hours ago. :T
Damn you Adventure Time for being so awesome...
[ame]http://www.youtube.com/watch?v=FUfUdIMy3No[/ame]
Reminds me of that for some reason "S-S-S-SWAMP MONSTER!"
and @ macgta, I'd suggest doing more TF2 style blood, that looks good but it looks like it's been converted.
ok bit more texture work done, gotta tweak the phong map/some cleanup and im pretty much done. now here is the big question: do i want to have a fuel line leading to the internal ignition as shown or keep it as before?
Also, update, sort of two versions, now getting error unable to load model, dont get hex editing but apparently need to do this...
Here it is in the store:
Side view:
and.. here is how it is in-game:
Do you see what I mean? I don't know if I should just go make the texture lighter or if perhaps this has something to do with how the coding is telling it to render under the lighting in-game. I want it to look in-game like how it does in the store. Any advice? Thanks in advance and glad to finally be posting here
I thought it may have something to do with the vmt though I wasn't sure which value could be the problem. I put a copy on google docs so I don't have to clutter this page with a bunch of text.
https://docs.google.com/document/d/1GxreesCYYeplZrhlBpaf9kgkawe9GO_zCI9jlLwgEzQ/edit?hl=en_US
PIN THE TAIL ON THE DONKEY
Either have a big ass pin for brutality or a normal sized pin for humor.
Unwrapped and AO Mapped. The AO map has some slight faults, but those will be fixed once it's textured.
There is working patched and fixed version of mdldecompiler.
http://www.polycount.com/forum/showthread.php?t=87680