Took some time off from texturing to do some modelling. Part of the pyro set also. Comments and crits are always welcome as i go back to finish my textures on the engine flamer. This needs a name, by the way.
Hey, I was making a syringe gun, and I was wondering how the reload animation would affect my model. Would I have to make the reload capsule in the same place as my reference?
Also I've gotten pretty good workflow with blender 2.5, I have some money saved up and I'm wondering what other 3D program has a workflow like blender? I was thinking of Maya but I'm not sure I want to take my chances without a second opinion.
Also I have Lightwave 10 and I've never touched it, got it as a gift.
All you need now is a fancy cigarette holder.
DO IT.
Believe me, I wanted to. It was in the original design specs, but because the spy throws his cigarettes when he taunts there isn't really a good way to get a cigarette holder in there. Implementing the cigarette holder would be way past the so lazy Valve could do it threshold.
Believe me, I wanted to. It was in the original design specs, but because the spy throws his cigarettes when he taunts there isn't really a good way to get a cigarette holder in there. Implementing the cigarette holder would be way past the so lazy Valve could do it threshold.
I was thinking that maybe Valve would make it so it always did the spycrab taunt instead, but then again you're right, they won't anyways.
@Rowinish: Oh hell yes, Also SPAM FRITTER SANDVICH FOR HEAVY!!
Also this isn't really entirely my own work but i've noticed a lot of "talk" about the HOUWAR (octopus hat) not having animations, So i figured i could have a crack at it myself; The animations don't work too well when jigglebones are specified so i had to do 2 versions, Animated and jiggleboned. Here's a video of it so far:
I don't even care about the promo items. I want to know why there haven't been any optimizations or LODs added to the new items, or any of the past ones implemented.
And why the worldmodel for the Heavy's boxing gloves haven't been fixed. Unless I'm only getting that problem. >_>
They've been adding LOD's and optimizing models every once in a while. I don't think they've done much lately though. Maybe someone could organize a community project to add LODs to all of the items that don't have them and Valve could add them in like they do with community kill items.
Also I've never had any problem with the boxing gloves world model I don't think.
I thought we were past all of the "THESE ITEMS DON'T FIT IN THE GAME AND ARE RUINING IT" shit. As long as they fit the style I'm fine with it.
I am an avid defender of TF2 having a style, but these items are very hard to defend.
I pretty much agree that these are some of the least fitting items in TF2 (except the short circuit, that one does).
I pretty much agree that these are some of the least fitting items in TF2 (except the short circuit, that one does).
Yeah, come to think of it the short circuit doesn't really even look Deus Ex themed (unless theres some similar weapon in Deus Ex, I'm not really a Deus Ex expert). It looks like a regular valve-made engy unlock.
Tf2's style is a language of materials, colors, and shapes. This DE stuff is solidly within it, which isn't surprising considering valve has a very good art team and works with very good freelancers. Saying the game has no style just because it's not within the narrow band of what YOU think suits tf2 thematically is dumb.
Tf2's style is a language of materials, colors, and shapes. This DE stuff is solidly within it, which isn't surprising considering valve has a very good art team and works with very good freelancers. Saying the game has no style just because it's not within the narrow band of what YOU think suits tf2 thematically is dumb.
Plus that revolver is SO COOOOOL
TF2 in its original vanilla form was a masterpiece of visual game design language and adhered strictly to a specific time period on top of that, and they explained and described this style in the in-game commentary. The style we are defending is what Valve originally intended the game to look like.
That was then, though, this is now and they've taken their game in a different direction. Fine, whatever, oh well, it's theirs, but as the original was so amazingly successful in its aesthetic and design, it's kind of sad for some of us who really saw a tight, solid appeal in the original. These new things fit the style only insofar as there are visible brushstrokes on the textures and they have flat shapes and a "cartoony" look, but they clash gravely when you lay them out next to the original items, and that's the issue. For me, the Deus Ex items break the visual more than anything else so far, but oh well, it isn't my game.
All they would really have to do is add in a "vanilla" server mode and all of us who have issues with it would be fine.
Couple of things to keep in mind when building things in the TF world.
Theme
Keeping the visual style consistent is important, in that we don't want anything out of theme or out of date. TF is a stylized world set some time in the 50's. Nothing modern, visually hyper-realistic, or overly "cartoony."
Maintain character personality as much as possible with items. Hats should maintain the character personality of the wearer (heavy ushanka, scout batter's helmet, etc.)
The thing I dislike the most about the Deus Ex update is that awful baseball cap, do we really need another reskin of that Ellis Cap? It's up to 5 or 6 now.
At least it's better than those promos for the RIFT mmo, these actually look good. Going by number of items added this promo update actually had more weapons/hats than most of the old class updates though, weird.
Textured the hat and mask. Doesn't look too bad but it needs work. I need to change the brim on the hat because I made it way too similar to the Charmer's Chapeau. The patterns on the skull need a bit of work too; it's difficult to get them to look good because the shape of the skull stretches them a bit.
Also have a plain mask with no patterns as a style. Both the mask and hat are paintable too.
Had a few seconds to finish up my drawings, Boomback Bomb Bag or something like that. Haha. I know the demoman already has a 'fro but I've always been a fan of HUGE 'fros.
really valve? really? I don't care how "important" dues ex was, I love gta but I wouldn't want tommy fucking vercetti running around TF2.. BUT OH NO... WE MUST HAVE PROMOS...
The art style died long ago but now as someone on the steam forums put it "they're seeing how much they can get away with before everybody stops playing"
Tf2's style is a language of materials, colors, and shapes. This DE stuff is solidly within it, which isn't surprising considering valve has a very good art team and works with very good freelancers. Saying the game has no style just because it's not within the narrow band of what YOU think suits tf2 thematically is dumb.
Plus that revolver is SO COOOOOL
Pretty much agree with what you said. We've been out of the "time period" for a long time. While that might have been arguable with the Righteous Bison for example (might be a bit too realistic or detailed, not sure), I think those items are fine.
Textured the hat and mask. Doesn't look too bad but it needs work. I need to change the brim on the hat because I made it way too similar to the Charmer's Chapeau. The patterns on the skull need a bit of work too; it's difficult to get them to look good because the shape of the skull stretches them a bit.
Also have a plain mask with no patterns as a style. Both the mask and hat are paintable too.
This is amazing ! Really love it. Are the little hanging skulls jiggleboned?
I know that guideline needs to be updated in some way to address the inconsistency that promo brought to the game. But, for me, i'm still going to stick this ole guidelines. Valve could be telling us that our submissions should be how TF2 items should look like in the TF2 universe and balances out the "other worldly" promo designs.
Somehow i kinda understand how this goes in valve's mind. The same can be seen in the comic book industry. Artists work for marvel, for example, try to keep the marvel studio design and art direction intact. But every now and then here comes a promotional "crossover" with other companies that introduces some elements from a different universe/dimension. I think this is how valve is rationalizing at the moment.
I don't think Valve is rationalizing anything at all. They know pretty much anything they do with items will cause some sort of outcry. So they just do it. It's not to be mean. They just don't care.
I don't think Valve is rationalizing anything at all. They know pretty much anything they do with items will cause some sort of outcry. So they just do it. It's not to be mean. They just don't care.
yeah i'm all for that and agree totally. I'm just saying that not just cuz valve let these deus ex items in that it means that the contributors can pretty much make whatever design they want (which really is going to happen i bet) I just think that sticking to the contribution guidelines could be a better route to take than ignoring it.
I don't think it's the promo that brought the "out of time period" items. I mean stuff like the Eyelander was already out of time period. I don't think people used swords to battle in the 50s.
Replies
Took some time off from texturing to do some modelling. Part of the pyro set also. Comments and crits are always welcome as i go back to finish my textures on the engine flamer. This needs a name, by the way.
@Habboi - nice idea and model!
The Spitfire?
I went with "The Bedeviled Bonecutter" in the end.
[ame]http://www.youtube.com/watch?v=74Ao-QNu9pg[/ame]
How's that looking?
Often I am asked: What does an artstyle truely need?
Hm Hm Hm
Much depends upon the artstyle.
Would you be simplistic
then for you I have easy recognition beyond measure.
Would you be HD
then I can grant you the rendering power to display any object.
Would you be stylistic
then come closer and I will unlock your inner potential.
What does an artstyle truely need?!
That is for you to decide.
am liking this a lot
great trailer too
someone should also make that axe the guy with the ridiculous face was sharpening
I am such a stranger to DOTA so if that was a faux pas inform me
@Ronin, that shotgun is looking pretty boss. You should do a particle for it to make it look like it's shooting flaming buckshot or something.
Quick update, played around with the colours a bit more, gonna leave it as it is and pass it onto my texture artist pal when he's back in business.
I also need a name for this greasy big boy. Ideas?
Texas T-Square?
[EMAIL="http://www.rankopedia.com/CandidatePix/22801.gif"][/EMAIL][EMAIL="http://www.rankopedia.com/CandidatePix/22801.gif"][/EMAIL]
DO IT.
Well back to concept stage!
Also I've gotten pretty good workflow with blender 2.5, I have some money saved up and I'm wondering what other 3D program has a workflow like blender? I was thinking of Maya but I'm not sure I want to take my chances without a second opinion.
Also I have Lightwave 10 and I've never touched it, got it as a gift.
Thanks,
Believe me, I wanted to. It was in the original design specs, but because the spy throws his cigarettes when he taunts there isn't really a good way to get a cigarette holder in there. Implementing the cigarette holder would be way past the so lazy Valve could do it threshold.
I'll... just leave this here.
pleasedon'thurtme
Continue? insert 25 cents
Also this isn't really entirely my own work but i've noticed a lot of "talk" about the HOUWAR (octopus hat) not having animations, So i figured i could have a crack at it myself; The animations don't work too well when jigglebones are specified so i had to do 2 versions, Animated and jiggleboned. Here's a video of it so far:
[ame]http://www.youtube.com/watch?v=kLZbpCJ6f14[/ame]
http://www.teamfortress.com/deus-ex/
Also, new unusual effects and Dota 2 items along the way as well.
Thoughts?
And why the worldmodel for the Heavy's boxing gloves haven't been fixed. Unless I'm only getting that problem. >_>
Also I've never had any problem with the boxing gloves world model I don't think.
I am an avid defender of TF2 having a style, but these items are very hard to defend.
I pretty much agree that these are some of the least fitting items in TF2 (except the short circuit, that one does).
Also there is a community LOD project:
http://173.230.130.208/LODUpdate/index.php
I bet the organizers would like it to be spread around more.
http://www.teamfortress.com/deus-ex/
(I've been lurking around here for a while, awesome stuff. Back to just watching)
So I'm NOT crazy. Good to know.
Also, now I wonder if the new Heavy arm has a viewmodel. Can anyone confirm this?
Yeah, come to think of it the short circuit doesn't really even look Deus Ex themed (unless theres some similar weapon in Deus Ex, I'm not really a Deus Ex expert). It looks like a regular valve-made engy unlock.
Those heavy arms are awful fucked up though. I haven't ever noticed it in game though.
Plus that revolver is SO COOOOOL
Actually, we may both be crazy. I just went in to check and the KGB looks fixed now? I swear the past month or so they were broke.
TF2 in its original vanilla form was a masterpiece of visual game design language and adhered strictly to a specific time period on top of that, and they explained and described this style in the in-game commentary. The style we are defending is what Valve originally intended the game to look like.
That was then, though, this is now and they've taken their game in a different direction. Fine, whatever, oh well, it's theirs, but as the original was so amazingly successful in its aesthetic and design, it's kind of sad for some of us who really saw a tight, solid appeal in the original. These new things fit the style only insofar as there are visible brushstrokes on the textures and they have flat shapes and a "cartoony" look, but they clash gravely when you lay them out next to the original items, and that's the issue. For me, the Deus Ex items break the visual more than anything else so far, but oh well, it isn't my game.
All they would really have to do is add in a "vanilla" server mode and all of us who have issues with it would be fine.
[ame]http://www.youtube.com/watch?v=sIikwDbZTCI[/ame]
Also what jellyfish said.
At least it's better than those promos for the RIFT mmo, these actually look good. Going by number of items added this promo update actually had more weapons/hats than most of the old class updates though, weird.
Just for kicks...
I guess on the upside you can submit pretty much whatever the hell you want now and have a chance of it getting in.
Bring on the Demo-man salt shaker hat, I say.
Needs this as a style:
Had a few seconds to finish up my drawings, Boomback Bomb Bag or something like that. Haha. I know the demoman already has a 'fro but I've always been a fan of HUGE 'fros.
The art style died long ago but now as someone on the steam forums put it "they're seeing how much they can get away with before everybody stops playing"
Pretty much agree with what you said. We've been out of the "time period" for a long time. While that might have been arguable with the Righteous Bison for example (might be a bit too realistic or detailed, not sure), I think those items are fine.
This is amazing ! Really love it. Are the little hanging skulls jiggleboned?
I know that guideline needs to be updated in some way to address the inconsistency that promo brought to the game. But, for me, i'm still going to stick this ole guidelines. Valve could be telling us that our submissions should be how TF2 items should look like in the TF2 universe and balances out the "other worldly" promo designs.
Somehow i kinda understand how this goes in valve's mind. The same can be seen in the comic book industry. Artists work for marvel, for example, try to keep the marvel studio design and art direction intact. But every now and then here comes a promotional "crossover" with other companies that introduces some elements from a different universe/dimension. I think this is how valve is rationalizing at the moment.
yeah i'm all for that and agree totally. I'm just saying that not just cuz valve let these deus ex items in that it means that the contributors can pretty much make whatever design they want (which really is going to happen i bet) I just think that sticking to the contribution guidelines could be a better route to take than ignoring it.