Def better without the rail, imo. The wood texture is much better, but I would still add some wide solid brush strokes and scratches to the metal/spec map to make it look more aged.
@Sharksmite
The idea is excellent he'll still sound muffled. I love it. But yeah like the others said, I think it needs to be shaped more like Pyro's head, with or without the gas mask. @Tehrasha & Sharksmite
That idea is excellent. That model if modified might not be bad for Spy if he was given some sunglasses.
the gun just looks very realistic and modern, it's not exaggerated in any way you're kinda getting there with the texture, but the model still looks too real for me
Though I'm not a big fan of sandvich replacements, I have to admit that is one beautiful design and I would love to see it included in the halloween update this year.
By the way, I have some questions about all-class items.
There's a text in the itemtest screen that says you can make a single MDL all-class by adding different sequences.
But looking through the files, it seems some all class items have different mdl for each class (even some who aren't different from one class to another, for example the birthday hat).
So, what's the difference ? Which method do you people use when you submit ?
But I don't see the sequencing being any easier.
1: you'd have to add a bone that attached to head bone, I think only Soly has a 'hat bone', and that was originally for his helmet rock anim.
Then you have top have all meshes in one file so you can 'animate' the bone per frame for correct placement. Or just test positions in game and keep tweaking. I have to restart the game any time I recompile a model (maybe there's a reload models command?)
That Hammers needs a one time explode like an Ulla Pool, that would be sweet.
Submit with a missing rocket for that purpose. (and maybe a charcoaled front end.
you need to make the Foul Word mad long. That is what will set it apart from all the other prior swords. Its range will be longer. Thats what will make it more fun to equip it and stand out from all the rest of the words. Like, twice as long as it is in that image.
@eedobaba7726
Read this tutorial very thoroughly (it's awesome, thanks Swizzle). Then, study the guns that already exist in the game. The texturing of the weapon is the phase that took my longest on mine, and it was definitely the hardest. I probably re textured it from scratch about 3 times, and changed UV's and stuff several times as well.
Here are my crits on the gun:
-The wood of the handle itself seems ok. I don't like the hue very much though. It's desaturated, and sort of boring. Quick fix for it would be to just bring up the saturation in the dark value areas. Remember, it's TF2, it's cartoony. Being visually appealing > realism in this case.
-The curve underneath the hammer looks a bit wonky. Also, the gun itself seems really really thin. Post a few more angles, particularly the "fps" view, as that is how the player will see your gun 95% of the time.
-You have 4 screws all on the same "piece" of the gun. Just struck me as a little weird. The screw I circled in particular doesn't make sense to me.
-Your texture painting is not TF2 style. Check the tutorial I posted up there for more info. I know what you were going for, by painting in some wear underneath the screw, to simulate water damage or whatever, but thats not a typical visual que for TF2 items.
-The little bump/ridge above the trigger looks weird/out of place.
-The big grooves on the outside of the chamber appear to be just textured in. Not a big deal, I would have modelled those in though. It will be more apparent in the "fps" view than a side view.
-The AO bake of the rails is still there. Make sure you fix that up.
-The three rings around the base of the silencer have perfect edge highlights all the way around them seemingly. Break up those lines a bit.
-One of the biggest problems I see, which I don't think anyone mentioned, is how do you get the bullets in the chamber? I don't see any clear spot where the gun can break open, or for the chamber to come out, etc. Maybe there is, but the fact that it wasn't visually obvious is a concern. I would definitely work on that, as once I noticed this detail, it really changed my perspective on the weapon, and then I started questioning all kinds of other design choices.
Keep going, this should turn out to be really good. Give more angles, render on a grey background, give tri count and texture size.
How about the 'Double Injector' . I don't think the 'since' 1968 works all that well anyway since the game takes place then, not in the 2000's.
It's like saying 'In business since last year'.
Replies
Funny that even fraps would disable jiggle.
Make it look like the mask is wrapped up inside as well.
Pyro should definitely be a mummy. Goes with the "Mmmmhm mhmhmm!!"
The Spy should be a partially unwrapped Invisible Man.
Bandit's Bandana
Nerdy Neckerchief
Sheriff's Scarf
Clever Cloth
/too much alliteration?
Rigged. Uv'd.
The melee range is pretty huge, and the clipping has got to be pretty extreme. Perhaps scale it down? Or at least scale down portions of it.
That pyro one is exactly what I was thinking, love it!
That demoman shield looks a tad strange but maybe it's just me :P
Don't like that pyro melee/hat, they look terribly out of place
Engy scarf = win
The name in mind is Muffled Mangler.
This is amazing. If I could model at all this would be my first project for the Halloween community update.
What's too realistic about the texture? For the most part, it's solid colors with AO.
EDIT:
This any better? Ripped of the rails and simplified my texture some.
Btw, I'm pretty sure I like Muffled Mangler, but anybody have any other name ideas?
The idea is excellent he'll still sound muffled. I love it. But yeah like the others said, I think it needs to be shaped more like Pyro's head, with or without the gas mask.
@Tehrasha & Sharksmite
That idea is excellent. That model if modified might not be bad for Spy if he was given some sunglasses.
Ahhhh i see, thanks! I will try to keep that like the same range as the demoman skullcrutter.
Shitty smartphone vid of jigglebones :
[ame]http://www.youtube.com/watch?v=COU7txJpehk[/ame]
This is brilliant, and incredibly well crafted. Great work on this!
Totally agree,congratulations Ducksink
You could just call it The Silencer.
There's a text in the itemtest screen that says you can make a single MDL all-class by adding different sequences.
But looking through the files, it seems some all class items have different mdl for each class (even some who aren't different from one class to another, for example the birthday hat).
So, what's the difference ? Which method do you people use when you submit ?
But I don't see the sequencing being any easier.
1: you'd have to add a bone that attached to head bone, I think only Soly has a 'hat bone', and that was originally for his helmet rock anim.
Then you have top have all meshes in one file so you can 'animate' the bone per frame for correct placement. Or just test positions in game and keep tweaking. I have to restart the game any time I recompile a model (maybe there's a reload models command?)
I think it's 6 -12 or half a dozen...
Any feedback before sending? Oh and don't mind the saturated colors, Photoshop CS5 has some annoying color correction when you paste stuff in.
Submit with a missing rocket for that purpose. (and maybe a charcoaled front end.
Also I'll post this here.
DUDE.
you need to make the Foul Word mad long. That is what will set it apart from all the other prior swords. Its range will be longer. Thats what will make it more fun to equip it and stand out from all the rest of the words. Like, twice as long as it is in that image.
Read this tutorial very thoroughly (it's awesome, thanks Swizzle). Then, study the guns that already exist in the game. The texturing of the weapon is the phase that took my longest on mine, and it was definitely the hardest. I probably re textured it from scratch about 3 times, and changed UV's and stuff several times as well.
Here are my crits on the gun:
-The wood of the handle itself seems ok. I don't like the hue very much though. It's desaturated, and sort of boring. Quick fix for it would be to just bring up the saturation in the dark value areas. Remember, it's TF2, it's cartoony. Being visually appealing > realism in this case.
-The curve underneath the hammer looks a bit wonky. Also, the gun itself seems really really thin. Post a few more angles, particularly the "fps" view, as that is how the player will see your gun 95% of the time.
-You have 4 screws all on the same "piece" of the gun. Just struck me as a little weird. The screw I circled in particular doesn't make sense to me.
-Your texture painting is not TF2 style. Check the tutorial I posted up there for more info. I know what you were going for, by painting in some wear underneath the screw, to simulate water damage or whatever, but thats not a typical visual que for TF2 items.
-The little bump/ridge above the trigger looks weird/out of place.
-The big grooves on the outside of the chamber appear to be just textured in. Not a big deal, I would have modelled those in though. It will be more apparent in the "fps" view than a side view.
-The AO bake of the rails is still there. Make sure you fix that up.
-The three rings around the base of the silencer have perfect edge highlights all the way around them seemingly. Break up those lines a bit.
-One of the biggest problems I see, which I don't think anyone mentioned, is how do you get the bullets in the chamber? I don't see any clear spot where the gun can break open, or for the chamber to come out, etc. Maybe there is, but the fact that it wasn't visually obvious is a concern. I would definitely work on that, as once I noticed this detail, it really changed my perspective on the weapon, and then I started questioning all kinds of other design choices.
Keep going, this should turn out to be really good. Give more angles, render on a grey background, give tri count and texture size.
Life-O-suction: Sucking life out of people since 1968. don't think i'm going to find a better name & catchphrase (& reference) than that.
may or may not be for LoTLD community update.
edit: oops, forgot this guy.
How about the 'Double Injector' . I don't think the 'since' 1968 works all that well anyway since the game takes place then, not in the 2000's.
It's like saying 'In business since last year'.
Been working on a complete retexture, trying to better emulate the brushing style.