@larolaro The contribution is epic in all the ways @haters who think the sets are out of the tf2 style... IT IS SUPPOSED TO BE THAT WAY. These are PROMO items, they have to look more like the originals, and please don't tell me that the Machina doesn't look cartoony. These are not pure tf2, and they should stay that way.
P.S. @larolaro, did you make the "extra" models of Deus Specs for Pyro, Engi and Demo? Cause they look pretty great...
I like the third one because it reminds me of a skeleton in The Corpse Bride, but I think the problem most people have with it is that it completely gives another face to the pyro.
I think with other masks or hats covering his head, you can still see that it's the pyro wearing something. Here the mask might take over a bit too much, compared to the other pics, I really feel like it's another character in the third one.
@ronin Looks cool, but having this big bottle sticking out is quite... unusual I guess. Maybe you should make it a bit smaller ? I don't know.
I doubt anyone questions whether or not the items are done in TF2's art style. Laralaro is very good at it. It's thick shapes, simple textures...
Most people don't like the promo stuff because it doesn't match the 'timeframe/theme' if anything.
I'm not arguing that either way, just pointing out that matching the art 'style' is not the beef.
But no reason for everyone to keep quoting a post with 20 pics in it, it takes 2 minutes to scroll through...We have all seen it already, like 5 times.
Long overdue screen shot. Really early shade and no texture. Comments always welcome.
The model looks fine, but as a pyro player I do NOT want more items that stick out when I'm trying to hide for an ambush. The existing flamethrowers already clip through walls; I really don't want to use a shotgun that does the same.
Move the cannister somewhere other than the front and shorten the barrels. Looks like the barrel needs to be shortened anyway due to the hand not looking lined up correctly.
Damn it sucks when you don't know how to model, but when you have loads of ideas for weapons/hats/misc.
Just learn, man. There are lots of very good tuts out there, and all of the required software is free.
I taught myself how to model from scratch in January, having had no experience in digital art of any kind. I'm already able to put stuff together like this http://dl.dropbox.com/u/27092744/paintgunfinalfinal.jpg. No where near as good as the other experienced modelers here, but still pretty good for a noobie.
I've been progressing well on my claw however the animation seems bugged in thirdperson
I've bound the model to "arm_attach_R" like in the original but it seems to hang down weird
It appears to be stuck to his elbow and then goes down instead
any advice?
Hi guys! Newbie here. I love TF2 and if I see what kind of stuff you got into the game (as well as a lot that didn't), I thought I'd try it to, because how awesome would it be to get Dominated by a weapon you created?
Right, so basically, I'm getting the hang of modelling, although it's still bloody hard, and I made this technically very simple weapon:
Problem is, however, I am HORRIBLE at texturing, somehow I can't get things white due to ambient occlusion and stuff, but I'll sure I'll learn.
I love the stuff all of you made, specially the packs, and Valve better have a good reason all of them (well, most of them) are not in it.
Good luck getting all your stuff in! (Stuff, I love that word)
Concepting a nailgun replacement for the engie's pistol:
Two questions for you guys: should I go with the regular red/blue color scheme or the public works yellow used by engineers? And which seems better, profile-wise - the shorter/stubbier variant (lower left) or the other one (the rest)?
Concepting a nailgun replacement for the engie's pistol:
Two questions for you guys: should I go with the regular red/blue color scheme or the public works yellow used by engineers? And which seems better, profile-wise - the shorter/stubbier variant (lower left) or the other one (the rest)?
I like the longer version better, otherwise the handle seems to be attached to the ejector and that looks kinda weird. Also, I wouldn't go with yellow, I don't really think that works with weapons.
I've been progressing well on my claw however the animation seems bugged in thirdperson
I've bound the model to "arm_attach_R" like in the original but it seems to hang down weird
It appears to be stuck to his elbow and then goes down instead
any advice?
It looks about like this
If I'm not mistaken most c_models have a weapon_bone that's parented to c_weapon_bone. The x and y axis's on the c_arms are different from the player model, you're going to have to take this into consideration when making new items. I'd suggest opening the item you want to replace in model viewer(you'll be looking for c_dex_arm) and go to the bones tab, to see how they're done.
anyone know if they removed the need to input your steam id a second time on the submission page? i went to submit and hit the button and it brought me to the "Your submission was processed successfully." screen without asking me again for my steam id >_>
Long overdue screen shot. Really early shade and no texture. Comments always welcome.
Could you move the tank up to the top and have it lie parallel to the barrel? Sort of nestle it between the iron sight and the folded stock. And shorten the barrel, like others have said, it's going to stick out too much and make it harder to ambush.
I like the longer version better, otherwise the handle seems to be attached to the ejector and that looks kinda weird. Also, I wouldn't go with yellow, I don't really think that works with weapons.
I like the idea, but how is it going to reload?
Standard nailguns have a magazine that loads up in the front there, inside the foregrip.
anyone know if they removed the need to input your steam id a second time on the submission page? i went to submit and hit the button and it brought me to the "Your submission was processed successfully." screen without asking me again for my steam id >_>
last time i submitted (less than a month ago) it only asked me for my id once at the beginning. seems like they changed it back to asking one time.
@ Dashtoronto: Yes, you unwrap each object separately and after you're done, attach all the objects into one and UV it so all the islands are properly positioned within the square area. I also recommend that you get the TexTools plugin. It's free and makes unwrapping a lot easier.
Now, in a recent spark of genius I decided to make an engineer pack based around powertools and airtools and whatnot. The primary weapon is going to be a jackhammer-inspired nail rifle or something along those lines. I made a couple silhouettes to see what can be done. Luckily, since the Deus-Ex shotgun isn't pumped between shots I decided to go that way. #2 has two air tanks placed sideways and #7 is a variant made with the standard pump animation in mind. My personal favourites are #4 & #6.
@ Dashtoronto: Yes, you unwrap each object separately and after you're done, attach all the objects into one and UV it so all the islands are properly positioned within the square area. I also recommend that you get the TexTools plugin. It's free and makes unwrapping a lot easier.
Now, in a recent spark of genius I decided to make an engineer pack based around powertools and airtools and whatnot. The primary weapon is going to be a jackhammer-inspired nail rifle or something along those lines. I made a couple silhouettes to see what can be done. Luckily, since the Deus-Ex shotgun isn't pumped between shots I decided to go that way. #2 has two air tanks placed sideways and #7 is a variant made with the standard pump animation in mind. My personal favourites are #4 & #6.
7 is a real beauty. Coincidence, I am planning to make a Clockwork based item pack for the Engie. Got some good names, although I don't think Valve will go with Cogsucker.
@ Dashtoronto: Yes, you unwrap each object separately and after you're done, attach all the objects into one and UV it so all the islands are properly positioned within the square area. I also recommend that you get the TexTools plugin. It's free and makes unwrapping a lot easier.
Now, in a recent spark of genius I decided to make an engineer pack based around powertools and airtools and whatnot. The primary weapon is going to be a jackhammer-inspired nail rifle or something along those lines. I made a couple silhouettes to see what can be done. Luckily, since the Deus-Ex shotgun isn't pumped between shots I decided to go that way. #2 has two air tanks placed sideways and #7 is a variant made with the standard pump animation in mind. My personal favourites are #4 & #6.
6 or 7 definately. 5, 4 and 2 Will clip on the reload animation and 3 looks too much like a lazer rifle than a shotgun. However I think it would give it a more distinct silhoutte if you keep the trigger guard from 1-3 though.
Hi guys,this is my first weapon for the game,I was thinking to do a grenade launcher for the demoman,so i blocked out some cylinder then start modeling piece,I am doing it HP for the normal map,cause we could use the normal map for this stuff right?
so,my idea was that this grenade launcher has only 3 very powerful shells at time,but it have a pump/compressor (hope I have use the right words) on the bottom that allow to the 3 barrels to charge 3 shells at the same time & shoot them creating a barrage of fire/wall of death
Replies
Plz guys tell to the newbie, how to reduce this shine!!!
256 tex and only about 560 tris. (cream spirit here)
Also, love that hat.
I can lend a hand for some texturing if you would like.
Long overdue screen shot. Really early shade and no texture. Comments always welcome.
Damn it, I was supposed to write model. I even thought don't write texture. But that's what happened.
Trying to learn to model though. I'll ask for help with textures when I've learned to model (when hell freezers).
@ronin Are those final textures? Could be a little darker (for the red and brown) IMO.
Uhg, I feel really down right now for no good reason, so I made a shitty wrench to pass time.
Surprisingly cool despite not being one of Pyro's homemade variety, I could definitely see this in game (and I want to)
I've also discovered that Engineer still has his glove under there and that I may have to fix that
In game, compared to here the Engineer no longer possesses his right arm
This is good though I may have to adjust it in First and third person views.
In third person I bound the bones wrong and the Engineer looks like he's dragging the claw behind him like a heavy sword
Looks like mine
@haters who think the sets are out of the tf2 style... IT IS SUPPOSED TO BE THAT WAY. These are PROMO items, they have to look more like the originals, and please don't tell me that the Machina doesn't look cartoony. These are not pure tf2, and they should stay that way.
P.S. @larolaro, did you make the "extra" models of Deus Specs for Pyro, Engi and Demo? Cause they look pretty great...
I like the third one because it reminds me of a skeleton in The Corpse Bride, but I think the problem most people have with it is that it completely gives another face to the pyro.
I think with other masks or hats covering his head, you can still see that it's the pyro wearing something. Here the mask might take over a bit too much, compared to the other pics, I really feel like it's another character in the third one.
@ronin Looks cool, but having this big bottle sticking out is quite... unusual I guess. Maybe you should make it a bit smaller ? I don't know.
I doubt anyone questions whether or not the items are done in TF2's art style. Laralaro is very good at it. It's thick shapes, simple textures...
Most people don't like the promo stuff because it doesn't match the 'timeframe/theme' if anything.
I'm not arguing that either way, just pointing out that matching the art 'style' is not the beef.
But no reason for everyone to keep quoting a post with 20 pics in it, it takes 2 minutes to scroll through...We have all seen it already, like 5 times.
The model looks fine, but as a pyro player I do NOT want more items that stick out when I'm trying to hide for an ambush. The existing flamethrowers already clip through walls; I really don't want to use a shotgun that does the same.
Move the cannister somewhere other than the front and shorten the barrels. Looks like the barrel needs to be shortened anyway due to the hand not looking lined up correctly.
Mmm, well if you need assistance in either I have some spare time.
Just learn, man. There are lots of very good tuts out there, and all of the required software is free.
I taught myself how to model from scratch in January, having had no experience in digital art of any kind. I'm already able to put stuff together like this http://dl.dropbox.com/u/27092744/paintgunfinalfinal.jpg. No where near as good as the other experienced modelers here, but still pretty good for a noobie.
I recommend learning with Blender using Helljumper's tutorial at http://forums.steampowered.com/forums/showthread.php?t=1536668.
I've bound the model to "arm_attach_R" like in the original but it seems to hang down weird
It appears to be stuck to his elbow and then goes down instead
any advice?
It looks about like this
Right, so basically, I'm getting the hang of modelling, although it's still bloody hard, and I made this technically very simple weapon:
Problem is, however, I am HORRIBLE at texturing, somehow I can't get things white due to ambient occlusion and stuff, but I'll sure I'll learn.
I love the stuff all of you made, specially the packs, and Valve better have a good reason all of them (well, most of them) are not in it.
Good luck getting all your stuff in! (Stuff, I love that word)
Two questions for you guys: should I go with the regular red/blue color scheme or the public works yellow used by engineers? And which seems better, profile-wise - the shorter/stubbier variant (lower left) or the other one (the rest)?
I like the longer version better, otherwise the handle seems to be attached to the ejector and that looks kinda weird. Also, I wouldn't go with yellow, I don't really think that works with weapons.
I like the idea, but how is it going to reload?
I will never finish this.
If I'm not mistaken most c_models have a weapon_bone that's parented to c_weapon_bone. The x and y axis's on the c_arms are different from the player model, you're going to have to take this into consideration when making new items. I'd suggest opening the item you want to replace in model viewer(you'll be looking for c_dex_arm) and go to the bones tab, to see how they're done.
Dollars to donuts no one on this forum knew how to model and texture before they learned how.
PM me those ideas and I'll model them.
Could you move the tank up to the top and have it lie parallel to the barrel? Sort of nestle it between the iron sight and the folded stock. And shorten the barrel, like others have said, it's going to stick out too much and make it harder to ambush.
My $.02
Standard nailguns have a magazine that loads up in the front there, inside the foregrip.
last time i submitted (less than a month ago) it only asked me for my id once at the beginning. seems like they changed it back to asking one time.
Not sure why I made this. Yell at yyler. Also need to fix bones, firing animation looks like this
how do you unwrap UVW several objects all into one EDIT UVW map window?
it won't let me select more than one object when applying the Unwrap UVW modifier.
or do i have to have multiple unwraps for one model?
I prefer to uv each, move them off the center, then uv the next... when all the islands are indifferent areas I attach them, the uv edit again.
when you say 'move them off the center'...
you mean make a separate uv file for each separate object?
Now, in a recent spark of genius I decided to make an engineer pack based around powertools and airtools and whatnot. The primary weapon is going to be a jackhammer-inspired nail rifle or something along those lines. I made a couple silhouettes to see what can be done. Luckily, since the Deus-Ex shotgun isn't pumped between shots I decided to go that way. #2 has two air tanks placed sideways and #7 is a variant made with the standard pump animation in mind. My personal favourites are #4 & #6.
How do you make those pictures?
I personally really like 5, 6 and 7, with 6 being my favourite.
6 or 7 definately. 5, 4 and 2 Will clip on the reload animation and 3 looks too much like a lazer rifle than a shotgun. However I think it would give it a more distinct silhoutte if you keep the trigger guard from 1-3 though.
What can you say about the realization?
so,my idea was that this grenade launcher has only 3 very powerful shells at time,but it have a pump/compressor (hope I have use the right words) on the bottom that allow to the 3 barrels to charge 3 shells at the same time & shoot them creating a barrage of fire/wall of death