I've considered doing different designs but I think I'm going to stick with the stars even though it makes it seem American. Doing anything other than stars makes it unrecognizable as a Stuntman's Helmet and most of these Scottish symbols are complex and detailed which wouldn't work on a low resolution texture along with drawing too much attention to the hat.
I wonder if a very simplified scotch thistle motif might work. That's pretty iconically Scottish.
This seems to be the traditional design,
but you could rework it simply enough maybe lose the leaves and add some thorns to the pod to make it more star-like. It's the pod with the fluffy tuft on top that makes it recognisable.
Perhaps more like this one.
I dunno. I think your stars are probably fine, really. Just throwing the suggestion out there.
First add some photos of the cart, then ask what it needs
Sorry about this.
Anyway, the cart's in an early stage, but what I intend is a metal cart with a different type of bomb (the little boy bomb this time). I'd like to have straps around the bomb that tie the bomb down, like I drew it on the model. However, I have absolutely no clue how to go about this in 3ds max.
Anyway it looks awful nice in game. I'll get some proper pictures of it once I sort out this jigglebone problem.
easy fix, you need to link constrain the jiggly bones for the straps to either the head_bip or a root bone that is constrained to the head_bip, otherwise you get wierd rotation.. or that happening.. hope this works for you, hats looking good man :thumbup:
easy fix, you need to link constrain the jiggly bones for the straps to either the head_bip or a root bone that is constrained to the head_bip, otherwise you get wierd rotation.. or that happening.. hope this works for you, hats looking good man :thumbup:
How would I go about doing this? I don't mess around with bones and such too much.
I'll try out a different tone on the helmet but there isn't a "TF2 White". Look at the Heavy, Medic and Spy's undershirts. They're completely white. I think the Demoman's shirt is meant to be a cream color.
I do think you should make the white more tf2 tan like his sleeves. If u have a spec map then your white will completely blow out in the engine and blind people to death. Actually, that may work to your advantage, lol.
Nothing goes completely white- remember the color swatch below.
I followed the video Sparkwire made too but it really wasn't that much of a help. Anyway I sorted out the problem and submitted the item. I made it a tad more yellow and toned down the phong and specular maps. I'm happy with the outcome of this item.
Thanks for all of the feedback and help along the way! I might start a new item sometime over the week if I get a good idea. I really enjoy working on TF2 Items in the spare time I have when not working on other projects.
Results from further twiddling with my dragon hat/mask.
Completely redid the spikes and cheek flares.
Took out several unneeded edge loops, and got the count down to 1028.
Included the misc.items 'Whiskered Gentleman' and 'Ear-buds' to show possible clipping issues.
...still waiting on a response from Robin Walker about their official stance on model clipping.
(I was surprised to find the WG is 959 poly all by itself!)
Results from further twiddling with my dragon hat/mask.
Completely redid the spikes and cheek flares.
Took out several unneeded edge loops, and got the count down to 1028.
Included the misc.items 'Whiskered Gentleman' and 'Ear-buds' to show possible clipping issues.
...still waiting on a response from Robin Walker about their official stance on model clipping.
(I was surprised to find the WG is 959 poly all by itself!)
You'd be surprised how many poly the camera beard has...
I followed the video Sparkwire made too but it really wasn't that much of a help. Anyway I sorted out the problem and submitted the item. I made it a tad more yellow and toned down the phong and specular maps. I'm happy with the outcome of this item.
After taking comments into consideration, and playing around a lot with the positioning and shapes of several components, I've gotten to this:
The drum is still off-centre and to the right, but it's now visible in the viewmodel, making that side of the gun more interesting. The shape has also been changed to be slightly conical, after I had another look at other TF2 weapons to look at how some of the shapes are exaggerated for the style - the stickybomb launcher was the main reference for this.
I trialled some variations of locations of the shell ejection port, but it looked really weird having it over the top even slightly...so I decided to keep it where it was but mess with the shape.
The pump lever is essentially a view-model grade version of the regular scattergun's with a few tweaks. I've been kinda lazy with it since the other parts of the gun have a lot more impact on the design, so I should probably take a look at some lever-action rifles and see what other shapes there are out there.
It' not particularly obvious from these still-shots, but that light grey pin on the side of the gun is animated with the pump lever. I'm rather proud of it.:\
Anyway any comments are welcome.
@Zipfinator: I see your helmet turned out great, only thing it needs is a picture of the demoman stickyjumping over a row of trucks while wearing it...
@Tehrasha: Don't get too carried away with your optimisation, if you need more than 800 triangles to get the shapes you want then there isn't much point pushing for 800. It may even be worth adding a few if you can clear up clipping issues with them.
I had to link the bones together in Max. It was my first time doing jigglebones or messing around with more than a few simple bones so I missed that simple step.
heres a quick test, looks like im terrible at painted textures.. =p any thoughts?.. also i was thinking just a plain brown to reprisent the leather, but maybe with a better choice of colour than below.. blegh
Heres a spy hat im working on. Its one of those old jail hats you see in old movies are cartoons instead of black and white i made it team colored and the texture isnt to good now but im making it better.
Heres a spy hat im working on. Its one of those old jail hats you see in old movies are cartoons instead of black and white i made it team colored and the texture isnt to good now but im making it better.
I would recommend adding a label with a number on it, like all the prisoners had. Maybe make him nr.1 or any other number that looks awesome (maybe 1337 or 666 ) and add the name of the jail (maybe not).
Give it to me, I want it so bad!
Great job dude, not much crits going on in my head exept for the drumbarrel, like in previous comments (some pages ago, should have agreed earlier) i'd like it more to the left-hand side of the gun. But still, great model!
Seeing as it seems to be a sticking point, and I hadn't actually checked if the more developed design could get away with it, I had another player around with the drum's positioning. Turns out I can just about get away with it centred.
I put together a quick comparison of some positioning:
#1 is what's in the last pic I posted, drum is offset to the right quite a bit #2 drum is only slightly offset to the right #3 drum is centred
Now that I've done this I rather like #2, since it makes the shape more obvious and gives me enough flat space to include the plate with the screws in it.
Any thoughts?
@tex_cookiedough: If you're having trouble with a leather colour you could just take the one used on the Sniper's pouches, since that would definately work as it's already present.
@elementbam38: I'd recommend you take a look at the UV map setup and texture of the Engineer's train hat (called Engineer's Cap) since it's a hat with the same sort of texture. They've essentially painted the texture as a flat piece of fabric then laid out the polys as if the parts of it were actually cut from the cloth - it gives nice clean lines.
Got a lot of free time on my hands now that College is over so I thought I'd work on my 3D skills as well as trying to contribute to my favourite game. So here is the start of hopefully a few TF2 hats (got at least a couple more ideas for later).
Expanding on the whole "Demoknight" concept with a knightly helmet.
Hey I'm kinda new the site and this is the first real hat I've made for TF2 so far, I tried to add jiggle bones but after hours of error messages I just gave up and stuck in the static model as is.
Here is a toolbox skin im making. im gonna make more for all the other buildings but ive only done the sentry so far. The reason i made this is because i think it would be useful to see what buildings engineers on your team and on the enemy team are carrying.
You really don't need that normal map. It's just making the details soft and eating up memory that could be better used on another prop with another texture. Throw a few more tris at the model, give it some smoothing groups and don't worry about the normal map.
Replies
I'm presenting Demoman theme and first time doing this. Thanks!
This seems to be the traditional design,
but you could rework it simply enough maybe lose the leaves and add some thorns to the pod to make it more star-like. It's the pod with the fluffy tuft on top that makes it recognisable.
Perhaps more like this one.
I dunno. I think your stars are probably fine, really. Just throwing the suggestion out there.
Anyone know why the jigglebones are doing this?
Anyway it looks awful nice in game. I'll get some proper pictures of it once I sort out this jigglebone problem.
Anyway, the cart's in an early stage, but what I intend is a metal cart with a different type of bomb (the little boy bomb this time). I'd like to have straps around the bomb that tie the bomb down, like I drew it on the model. However, I have absolutely no clue how to go about this in 3ds max.
easy fix, you need to link constrain the jiggly bones for the straps to either the head_bip or a root bone that is constrained to the head_bip, otherwise you get wierd rotation.. or that happening.. hope this works for you, hats looking good man :thumbup:
How would I go about doing this? I don't mess around with bones and such too much.
Nothing goes completely white- remember the color swatch below.
Well, jiggle bones are a pain because sometimes the compiler will not recognize them. I used a video that Sparkwire created as reference-
http://www.fpsbanana.com/tuts/9351
Something I wanted to hit someone with...decided to make it for fun. I'm trying to figure out what to do with the handle. Any ideas?
ahh sorry, what program are you using? i can help if its 3ds and prob some others..
Thanks for all of the feedback and help along the way! I might start a new item sometime over the week if I get a good idea. I really enjoy working on TF2 Items in the spare time I have when not working on other projects.
Completely redid the spikes and cheek flares.
Took out several unneeded edge loops, and got the count down to 1028.
Included the misc.items 'Whiskered Gentleman' and 'Ear-buds' to show possible clipping issues.
...still waiting on a response from Robin Walker about their official stance on model clipping.
(I was surprised to find the WG is 959 poly all by itself!)
How did you fix the problem with the jiggles?
The drum is still off-centre and to the right, but it's now visible in the viewmodel, making that side of the gun more interesting. The shape has also been changed to be slightly conical, after I had another look at other TF2 weapons to look at how some of the shapes are exaggerated for the style - the stickybomb launcher was the main reference for this.
I trialled some variations of locations of the shell ejection port, but it looked really weird having it over the top even slightly...so I decided to keep it where it was but mess with the shape.
The pump lever is essentially a view-model grade version of the regular scattergun's with a few tweaks. I've been kinda lazy with it since the other parts of the gun have a lot more impact on the design, so I should probably take a look at some lever-action rifles and see what other shapes there are out there.
It' not particularly obvious from these still-shots, but that light grey pin on the side of the gun is animated with the pump lever. I'm rather proud of it.:\
Anyway any comments are welcome.
@Zipfinator: I see your helmet turned out great, only thing it needs is a picture of the demoman stickyjumping over a row of trucks while wearing it...
@Tehrasha: Don't get too carried away with your optimisation, if you need more than 800 triangles to get the shapes you want then there isn't much point pushing for 800. It may even be worth adding a few if you can clear up clipping issues with them.
I had to link the bones together in Max. It was my first time doing jigglebones or messing around with more than a few simple bones so I missed that simple step.
heres a quick test, looks like im terrible at painted textures.. =p any thoughts?.. also i was thinking just a plain brown to reprisent the leather, but maybe with a better choice of colour than below.. blegh
mm yeh also low res textures are unforgiving
colour revisit + different phong settings:
Heres a spy hat im working on. Its one of those old jail hats you see in old movies are cartoons instead of black and white i made it team colored and the texture isnt to good now but im making it better.
I would recommend adding a label with a number on it, like all the prisoners had. Maybe make him nr.1 or any other number that looks awesome (maybe 1337 or 666 ) and add the name of the jail (maybe not).
Great job dude, not much crits going on in my head exept for the drumbarrel, like in previous comments (some pages ago, should have agreed earlier) i'd like it more to the left-hand side of the gun. But still, great model!
I put together a quick comparison of some positioning:
#1 is what's in the last pic I posted, drum is offset to the right quite a bit
#2 drum is only slightly offset to the right
#3 drum is centred
Now that I've done this I rather like #2, since it makes the shape more obvious and gives me enough flat space to include the plate with the screws in it.
Any thoughts?
@tex_cookiedough: If you're having trouble with a leather colour you could just take the one used on the Sniper's pouches, since that would definately work as it's already present.
@elementbam38: I'd recommend you take a look at the UV map setup and texture of the Engineer's train hat (called Engineer's Cap) since it's a hat with the same sort of texture. They've essentially painted the texture as a flat piece of fabric then laid out the polys as if the parts of it were actually cut from the cloth - it gives nice clean lines.
Expanding on the whole "Demoknight" concept with a knightly helmet.
@Desperado - looks pretty good, not sure how well it will fit the game, will have to see texture good work on it tho XD
@ Limesimme - sure is jiggleboned=p
@anyone who wants to give crits - im looking at a more grey than yellow version still not too sure
Hey I'm kinda new the site and this is the first real hat I've made for TF2 so far, I tried to add jiggle bones but after hours of error messages I just gave up and stuck in the static model as is.
heres some a bunch of shots in game of the necklace, showing off final texture* / phong / lighting and different states of jigglebones..
http://img820.imageshack.us/img820/8287/woop.jpg
the image is pretty big
looking for crits here =p otherwise ill submit as is,
speak now or forever hold your peace =p
*maybe not final texture :P
de ja vu?
Here is a toolbox skin im making. im gonna make more for all the other buildings but ive only done the sentry so far. The reason i made this is because i think it would be useful to see what buildings engineers on your team and on the enemy team are carrying.
really stuck on a name tho.. got a few ideas but dunno if they fit, here they are (yay alliteration) -
Saltwater Slicers
Poachers Pendant
taxidermists trinket
leaning toward saltwater slicers.. thoughts? suggestions?
this, definitely.
One of my buddies asked me to make this for him.
I suggest to try and mix up the names you put op here, like:
1.Poachers Trinket
2.Taxidermists Slicers
3.Saltwater Pendant
4.Poachers Slicers
5.Saltwater Trinket
6.Taxidermists Pendant
I would go with the Poachers Trinket