Update on the pack Grimbodan and I are working on (Umbrella + Hat + Pen + Lighter + maybe Misc). This is a replacement for the watch.
I couldn't find a reference to the cloak meter in the deadringer model or .qc (I found the vtfs in /vgui though), so I suppose Valve handles that in code, if that's true maybe it wouldn't have much chances because it would need more work from Valve.
Also, need to take care of the "draw" animation (need to talk to Sparkwire for help :P)
Bit of a mess. Is there an automatic way to sort this or do I have to do it by hand (not very precise and a lot of work, even with a checkerboard texture)?
Bit of a mess. Is there an automatic way to sort this or do I have to do it by hand (not very precise and a lot of work, even with a checkerboard texture)?
Looks like you need to re organize them, I'm not busy ATM if you would like me to show you the best way to organize.
Also you did the right thing, making seams may be time consuming but it's well worth it, it makes texturing 10 times more easy, also it minimizes stretching. though at some points of models the best thing to do is unwrap a small section with smart UV.
Hello. Want to join your TF2 community. I'm a new person in 3d modeling but i learn fast. So i decided to make a new flamethrower for pyro also new secondary and meele and even hat. All these weapons will work properly in set and they are made of parts of carrier rockets, satellites etc. I started to work today on the flamethrower that has a nozzle of a rocket.
@Xenu's Paradox, wow, thanks for all the references ! Maybe I could make something with the Horseshoe bat's ears, because of the very specific shape.
@CidTheNinja, I agree, one of my problems is, I'd need to make ears that people recognize as being bat ears, not just that look like real bat ears. But on the other hand, vampire bat's ears, once scaled down (I can't make them to scale, they'd be far too huge), also look like other animals' ears. Some dog ears for example
Anyway thanks everyone for the feedback, I'll keep you updated
he means bat as in the object/weapon not the animal
also your ears could be wider the way to do that would be to make the ears more teardrop shaped (wider at the base). Rabbits have thinner ears that's why it looks like a rabbit, bats have wider ears because they rely on their sense of hearing more than rabbits do and a wide funnel shapped ears focus sound waves into the ear canal easier also a flat teardrop shaped nose may help make a more convincing bat,
still anyone have any comments about the Dog Muzzle or is it ready for submission.
Hey guys! I've been a lurker for really long and really surprised at the amount of awesome textures and models posted here, especially those for TF2. I thought I'd try my hand at some weapon modelling..so I came up with this:
So I think that's it for the modelling..(please tell me you have c&c, I'm willing to change!) Now I have to start on the unwrapping. My main problem is..how do you guys do this? Do you work on the individual parts marking the seams and then build up, or do you do it all at once? Oh, thanks for looking at my pictures too! (:
Ronin, the gun itself looks great (although I really don't like its close resemblance to the SPAS-12), but why did you choose a purplish-brown for the main colour? It's very un-TF2ish and looks straight-up weird IMO.
@ Contre, thats a clamp on shop light
I'm done with the clown.
*All items are one accessory slot, except the hat which is hat slot.
*I pulled the headpiece further down on his head so the hair wouldn't clip as many hats. It only clips a few now and not too badly.
*Added jiggle bones to hair and flower.
* Darkend the feet to go with more of the original art style (less attention to feet), of course this is broken somewhat now with pink scout socks, etc... But I figured bringing down the tone would help. Also changed the main part of boot to black instead of white.
*I expanded the boots a bit so they encompass the original boots better (in case valve doesn't want to seperate pyros feet). There is a tiny bit of clipping on dead bodies, but that's all I could find.
*hat is 256x256 and 402 tris, the accessories are 256x512 and 1052 tris. So I'm not sure about LOD's. I guess I can shave the accessories down by a few hundred by deleting the shoelaces and a coupkle polys on the tie/hair. But is it even worth it?
Still need some names.
Darn, had forgot about this, should I give him 'clown eyebrows"? I meant to do that earlier. Now the uv's would be a bit rough
@ randomteddybear - I have no idea how that backpack works, but all I want to know is when it gets in the game.
@ Evil0live - Awesome gun, how did you do the holes in the barrel?
@ roninsmastermix - The colours of the wood and the metal are a bit dissonant, I think. Can't wait to hunt down some pesky Enforcer-Spies with it, though.
Ronin, is that a flamethrower that replaced the airblast with a shotgun? If so, I know of some people who think airblasting is useless who would totally use that.
Ronin, is that a flamethrower that replaced the airblast with a shotgun? If so, I know of some people who think airblasting is useless who would totally use that.
ronin doesn't work for valve, so JUST LIKE EVERYBODY ELSE HERE he doesn't decide the stats
Alright, I changed it up a little bit, I agree that it did seem a bit too..busy.
I think the muzzle is a little to complex too...but I'm not sure what to change. I want it to look like a square muzzle, but I don't want it to look like a slanted/cut cube.
Kazzy - It's actually just one brush that was edited vertex by vertex to get a hole, and then that was just rotated and duplicated (:
Ronin, is that a flamethrower that replaced the airblast with a shotgun? If so, I know of some people who think airblasting is useless who would totally use that.
This is an airblast-less setup. Shotgun that uses incendiary ammunition is more appropriate. Up to valve though.
slow progress on this guy after a thunderstorm fried our router and my pc's lan card.
I vaguely recall a sentry design quite similar to this some pages back, and while i can't deny being inspired by it, that certainly wasn't my intention. I like the result though, the goal while modelling was to get something a bit cleaner, properly designed with a sleek polished look while still being clearly recognizeable as an electricity-based sentry. Thats what the orange toroids represent: toroidal transformers.
Can anyone tell me if this has been done yet(to your knowledge)? I hope not!
It's not for the Halloween update, I just think it would be fun as hell to model. I whipped up the concepts over the course of the day. I'm thinking the throwable cloud could be built up by the time the Scout spends in the air and it will be a team buff he can throw into a group of people. Maybe give them all double jumps for 8-10 seconds(keep normal speeds of course)... or something. I'll work out the details after I model this stuff.
ugh i hate asking for help but i tried everything.when i export my hats i get an error and then it duplicates my hat.does any of you know what to do :poly136:
Finished the Vlad the Impaler hat. I need a name for it before I can send it off for submission.
You'd probably want to be pretty specific with the naming on that one given he's supposed to represent an actual person and one who's appearance isn't all that obvious. Calling it The Impaler or something equally "on the nose" is probably the best option. Failing that, maybe make a reference to Romania
I have question what is the best way to fit model of the flamethrower in pyro's hands? I'm not sure about scaling everything right. I'm a noob in modeling. So what is the best way? Should i import pyro's model in Maya or what?
Replies
It seems more typical of what people think of bat ears looking like, plus the whole vampire/Halloween motif.
and started this hanging eye thing
planning on doing a broom melee and cauldron-themed flamethrower
I couldn't find a reference to the cloak meter in the deadringer model or .qc (I found the vtfs in /vgui though), so I suppose Valve handles that in code, if that's true maybe it wouldn't have much chances because it would need more work from Valve.
Also, need to take care of the "draw" animation (need to talk to Sparkwire for help :P)
Suggestions?
Wasn't feeling the toilet paper model, so started work on skeleton legs for scoot (flippy-floppy replacement) as a possible submission for Halloween.
Jump_Float_Bomb
jump_Land_Bomb
Jump_Start_Bomb
Run_bomb
s_swimAlign_bomb
Stand_bomb
Swim_bomb
No clue when these were added, does anyone have a story on these?
Bit of a mess. Is there an automatic way to sort this or do I have to do it by hand (not very precise and a lot of work, even with a checkerboard texture)?
Anybody?
Looks like you need to re organize them, I'm not busy ATM if you would like me to show you the best way to organize.
Also you did the right thing, making seams may be time consuming but it's well worth it, it makes texturing 10 times more easy, also it minimizes stretching. though at some points of models the best thing to do is unwrap a small section with smart UV.
@Mr_Nice_Guy
Yup, which class?
Been here for three days, already love this place.
If you could, I would really appreciate it.
@CidTheNinja, I agree, one of my problems is, I'd need to make ears that people recognize as being bat ears, not just that look like real bat ears. But on the other hand, vampire bat's ears, once scaled down (I can't make them to scale, they'd be far too huge), also look like other animals' ears. Some dog ears for example
Anyway thanks everyone for the feedback, I'll keep you updated
Also tried a darker color
Still not sure it looks like a bat, but at least now it doesn't look like a rabbit :B
What would that be ?
he means bat as in the object/weapon not the animal
also your ears could be wider the way to do that would be to make the ears more teardrop shaped (wider at the base). Rabbits have thinner ears that's why it looks like a rabbit, bats have wider ears because they rely on their sense of hearing more than rabbits do and a wide funnel shapped ears focus sound waves into the ear canal easier also a flat teardrop shaped nose may help make a more convincing bat,
still anyone have any comments about the Dog Muzzle or is it ready for submission.
@roninsmastermix Add me as friends, please, i want to ask some things about your texture. And yes, i'm new at making weapons.
EDIT
just type Dizz3h, if i don't change my nick it should be Dizz3h [buying L4D2]
Yeah, I know, but I wonder what he has in mind when he says a "vampire bat". A bat that looks like a vampire ? :P
Thanks for the feedback btw
So I think that's it for the modelling..(please tell me you have c&c, I'm willing to change!) Now I have to start on the unwrapping. My main problem is..how do you guys do this? Do you work on the individual parts marking the seams and then build up, or do you do it all at once? Oh, thanks for looking at my pictures too! (:
@ Contre, thats a clamp on shop light
I'm done with the clown.
*All items are one accessory slot, except the hat which is hat slot.
*I pulled the headpiece further down on his head so the hair wouldn't clip as many hats. It only clips a few now and not too badly.
*Added jiggle bones to hair and flower.
* Darkend the feet to go with more of the original art style (less attention to feet), of course this is broken somewhat now with pink scout socks, etc... But I figured bringing down the tone would help. Also changed the main part of boot to black instead of white.
*I expanded the boots a bit so they encompass the original boots better (in case valve doesn't want to seperate pyros feet). There is a tiny bit of clipping on dead bodies, but that's all I could find.
*hat is 256x256 and 402 tris, the accessories are 256x512 and 1052 tris. So I'm not sure about LOD's. I guess I can shave the accessories down by a few hundred by deleting the shoelaces and a coupkle polys on the tie/hair. But is it even worth it?
Still need some names.
Darn, had forgot about this, should I give him 'clown eyebrows"? I meant to do that earlier. Now the uv's would be a bit rough
Updated with complete texture. Critz welcome
@ Evil0live - Awesome gun, how did you do the holes in the barrel?
@ roninsmastermix - The colours of the wood and the metal are a bit dissonant, I think. Can't wait to hunt down some pesky Enforcer-Spies with it, though.
I think the muzzle is a little to complex too...but I'm not sure what to change. I want it to look like a square muzzle, but I don't want it to look like a slanted/cut cube.
Kazzy - It's actually just one brush that was edited vertex by vertex to get a hole, and then that was just rotated and duplicated (:
This is an airblast-less setup. Shotgun that uses incendiary ammunition is more appropriate. Up to valve though.
I vaguely recall a sentry design quite similar to this some pages back, and while i can't deny being inspired by it, that certainly wasn't my intention. I like the result though, the goal while modelling was to get something a bit cleaner, properly designed with a sleek polished look while still being clearly recognizeable as an electricity-based sentry. Thats what the orange toroids represent: toroidal transformers.
I've been working on a pistol replacement.
Can anyone tell me if this has been done yet(to your knowledge)? I hope not!
It's not for the Halloween update, I just think it would be fun as hell to model. I whipped up the concepts over the course of the day. I'm thinking the throwable cloud could be built up by the time the Scout spends in the air and it will be a team buff he can throw into a group of people. Maybe give them all double jumps for 8-10 seconds(keep normal speeds of course)... or something. I'll work out the details after I model this stuff.
Comments/crits please...
The Weighty Warlord
The Comrade's Chapeau
The Russian Jewel
(:
Made an LOD for the accessories, bringing them down from 1120 to 800.
And decompiled the pyro for myself to get a better look at the real vert weights. Reweighted my shoes and now there is no clipping at all.
Boop de frekain' boop.