The strokes for the hat still look weird the way they just stop before they get to the badge. Also, are the shades textured to have that reflection? If so that could end up odd when indoors, etc. Love the pack otherwise.
The strokes for the hat still look weird the way they just stop before they get to the badge. Also, are the shades textured to have that reflection? If so that could end up odd when indoors, etc. Love the pack otherwise.
The strokes for the hat still look weird the way they just stop before they get to the badge. Also, are the shades textured to have that reflection? If so that could end up odd when indoors, etc. Love the pack otherwise.
I'll try and extend those strokes in the hat texture. And yeah, those reflections are in the texture. Went ahead and tried out a style of texture closer to the "Hound Dog", with just a brown/black gradient.
Better or worse?
I'd say it loses some of the classic Aviator mirror style, but it does seem like it would agree with more scenes.
Since I'm having a hard time modeling a bat head from scratch and Sexy Robot has already done one, I've decided to go back to my original plan for the time being and see where that takes me.
@ComfyCushion: Looks good thus far. Personally, I would have added a bit more plumage to the back there, but I am not sure of your current polycount and how much it would be affected by it.
@BuzzBrad: I think a good substitute for the American Flag would be the Gadsden Flag (Yellow flag with a Rattlesnake and the caption "Don't Tread on Me" from very Early America). I think, with the right alteration, it could be cool to have in game.
@Zalakzic: Damn that's large. I'm pretty sure that would end up being too flashy for a hat. Good luck though.
@SexyRobot: That is one awesome crossbow. Wouldn't want to meet a sniper wielding that. Are you going to add more panels to the front of your Gas Pump? It looks somewhat bare without it.
@GunnyBoy: Interesting concept, as long as it is given to the Pyro. I don't think Valve would give another class the opportunity to ignite people. It would be a cool to have the Pyro have it, and have some sort of effect like "Burn Duration Increased The Longer The Arrow Travels."
Also it looks better without the Bat Head.
@eedobaba7726: I personally like the gradient better than the sharp contrast, as it seems more overall natural. If you want the "Aviator" look, you may want to make it a gradient from blue to brown. With the right color scheme, it could be very effective. However, I would be wary nonetheless, as blue is a team color, and Valve doesn't want too much team color mixing on their cosmetic items.
Anyways, I unwrapped and did a very basic texture of my Bat Hat:
Definitely not the final texture, but a basic premise. Comments and Critiques Appreciated.
@SaltyMcShivers: I think in it's current state it will have to be for the Sniper. Maybe it can ignite people, but only for 1/4 of the burn duration compared to the flare gun. It could be an interesting concept for the Pyro, just not at the moment,
Hi guys, sorry to be a pain I just wanted to bump my trapper/huntsmans knife as I really would love some crits of it, its my first go at any tf2 stuff and u guys clearly know more about it than me!! Thanks
Hi guys, sorry to be a pain I just wanted to bump my trapper/huntsmans knife as I really would love some crits of it, its my first go at any tf2 stuff and u guys clearly know more about it than me!! Thanks
Your model is kinda simple, my only crit would be that the handle is just too.. detailed.. keeping textures simple is what makes tf look nice.
Thanks for the feedback. I kinda wanna go a bit more crazy with the weapons but its meant to be a set of base weapons for a new class so they have to be fairly standard I'm told. I think I'm going to have to take the tally off the knife even though I quite like it. I'm gonna simplify the wood more too.
Hi guys, sorry to be a pain I just wanted to bump my trapper/huntsmans knife as I really would love some crits of it, its my first go at any tf2 stuff and u guys clearly know more about it than me!! Thanks
those cuts in the wood should probably preferably be modeled into the handle instead of the texture. Similarly for the screw and the other metal hole, at least i'm guessing they are texture as its hard to tell from the single screenshot.
I find the blood splat to be confusing. Because the hook shape at the tip, it looks as though the splat is still 'in the air' and falling on a regular drop-point blade. The hook just doesn't really register as being part of the blade.
was bored, crappy unwrap and shitty texture. its what the pyro would sorta look like if he were frank the rabbit >_>
Thank you for doing this. I saw that someone requested it on the Emporium, but I didn't think it'd get made.
Concerning the model, you should make the ears higher poly - they're very jagged right now. Also I think you should widen the snout and make the teeth less uniform (like how Frank looks like in the movie) - scatter them around and vary their size a bit.
that would be a waste of polys ^ the ambassador looks fine with a bump map and so would this, though she said she was removing the tally anyway
considering that very few weapons since the ambassador have their own normal maps, and that a few dozen extra triangles probably won't affect performance noticable or increase the size dramatically, its the better option. IMO. and apparently valve's too due to the ever increasing size of tf2 archives.
Hi guys, sorry to be a pain I just wanted to bump my trapper/huntsmans knife as I really would love some crits of it, its my first go at any tf2 stuff and u guys clearly know more about it than me!! Thanks
I personally think this is great, texture is pretty awesome, not too detailed, yet not too simple. I say throw it in-game and give us some screens!
Would you say I'm ok for texturing ? The model is pretty simple, but I don't want to make it too busy either.
I was thinking maybe rework the model at the bottom of the pumpkin so it looks more like the handle was forced through it, but on the other hand nobody would ever see that in game so...
Maybe some kind of piece of cloth around where the hand holds the weapon, similar to what's around the axtinguisher and the pain train ?
Thank you for doing this. I saw that someone requested it on the Emporium, but I didn't think it'd get made.
Concerning the model, you should make the ears higher poly - they're very jagged right now. Also I think you should widen the snout and make the teeth less uniform (like how Frank looks like in the movie) - scatter them around and vary their size a bit.
Ok, I really need help trying to compile. The last time I did this, it was a hat, and I had a ton of help. Now it's a weapon with multiple textures and I'm completely lost.
Modeling for the shotgun is, for all intents and purposes, done. Apart from a few minor tweaks (like tilting the screen as per ColonelBD's suggestion) - this is the final shape. The screen is animated.
And in-game:
Currently wracking my brain for a good-looking-yet-unique color palette for this.
Would you say I'm ok for texturing ? The model is pretty simple, but I don't want to make it too busy either.
I was thinking maybe rework the model at the bottom of the pumpkin so it looks more like the handle was forced through it, but on the other hand nobody would ever see that in game so...
Maybe some kind of piece of cloth around where the hand holds the weapon, similar to what's around the axtinguisher and the pain train ?
I actually really like that you should make it like the pumpkin head so that the pumpkin glows as if it had a candle inside. Great idea and cant wait to see more screenshots!
I was thinking maybe rework the model at the bottom of the pumpkin so it looks more like the handle was forced through it. Maybe some kind of piece of cloth around where the hand holds the weapon?
You could probably get away with adding both. Even though in reality it would probably go through it quite smoothly, I think the bottom should be peeling back just to break it up a bit (so it doesn't just look like a sphere with a stick out the bottom). From the screenshots it looks like it'd be noticeable from the user's point of view and the Scout holds it back over his shoulder in third person anyway. Oh and have pumpkin juice dripping down the nail thing.
Currently wracking my brain for a good-looking-yet-unique color palette for this.
Team coloured yellow! There's so many awesome Engineer weapons now, if they can't find something they like from recent submissions their contribution site has obviously been sending everyone's stuff to France.
Just finished my "Pharaoh Curse"
Your opinion is important
It's pretty cool, but there are two main things I'd work on.
1: I feel like it needs larger blades, maybe the skull could be smaller. I don't know it the outside needs to be bigger, just more blade.
2: tex. The skull should probably just be metal. Brown is OK or the handle, but maybe it's a bit too dark. That would be wood. But the pieces beside the skull should be metal too imo. Maybe mix that up with steel and gold for color accents.
oh, and I'm not fond of the handle offset, I would just put the handle straight into the skull base.
I'm going to be perfectly honest. The model looked awesome but this texture just ruins it I was imagining something more akin to the snipers veil but maybe it's just me
I actually really like that you should make it like the pumpkin head so that the pumpkin glows as if it had a candle inside. Great idea and cant wait to see more screenshots!
Glad you like it, I will definitely try to make it look as "glowy" as possible
You could probably get away with adding both. Even though in reality it would probably go through it quite smoothly, I think the bottom should be peeling back just to break it up a bit (so it doesn't just look like a sphere with a stick out the bottom). From the screenshots it looks like it'd be noticeable from the user's point of view and the Scout holds it back over his shoulder in third person anyway. Oh and have pumpkin juice dripping down the nail thing.
I'm going to be perfectly honest. The model looked awesome but this texture just ruins it I was imagining something more akin to the snipers veil but maybe it's just me
We went through several iterations with the texture, honestly this thing was a real bugger to get looking nice at all texture wise.
If you think this texture looks bad, just think about what it could have been.
Almost finished my new "Separatist" hat for sniper .
In-game screens:
Also it supports jiggle bones:
previous version
I've cancelled it, because camouflage doesn't fit very much to tf2 style, and phong shading also not a good idea to use
Question, if I submitted a materials zip that was 3.26 MB and the website said submission was successful, is it true? In the past, it would just ask for SteamID again and it'd be a never ending loop but they removed that so I'm just concerned.
Replies
I guess the next step is... *gulp*... compiling.
I'll try and extend those strokes in the hat texture. And yeah, those reflections are in the texture. Went ahead and tried out a style of texture closer to the "Hound Dog", with just a brown/black gradient.
Better or worse?
I'd say it loses some of the classic Aviator mirror style, but it does seem like it would agree with more scenes.
@BuzzBrad: I think a good substitute for the American Flag would be the Gadsden Flag (Yellow flag with a Rattlesnake and the caption "Don't Tread on Me" from very Early America). I think, with the right alteration, it could be cool to have in game.
@Zalakzic: Damn that's large. I'm pretty sure that would end up being too flashy for a hat. Good luck though.
@SexyRobot: That is one awesome crossbow. Wouldn't want to meet a sniper wielding that. Are you going to add more panels to the front of your Gas Pump? It looks somewhat bare without it.
@GunnyBoy: Interesting concept, as long as it is given to the Pyro. I don't think Valve would give another class the opportunity to ignite people. It would be a cool to have the Pyro have it, and have some sort of effect like "Burn Duration Increased The Longer The Arrow Travels."
Also it looks better without the Bat Head.
@eedobaba7726: I personally like the gradient better than the sharp contrast, as it seems more overall natural. If you want the "Aviator" look, you may want to make it a gradient from blue to brown. With the right color scheme, it could be very effective. However, I would be wary nonetheless, as blue is a team color, and Valve doesn't want too much team color mixing on their cosmetic items.
Anyways, I unwrapped and did a very basic texture of my Bat Hat:
Definitely not the final texture, but a basic premise. Comments and Critiques Appreciated.
Your model is kinda simple, my only crit would be that the handle is just too.. detailed.. keeping textures simple is what makes tf look nice.
otherwise it's pretty good.
was bored, crappy unwrap and shitty texture. its what the pyro would sorta look like if he were frank the rabbit >_>
I agree but at the same time, as it is such a simple model, the extra detail helps it.
In saying that, the wood on the handle could be more TF2 and just have more blocky colours rather than that realistic grain
EDIT: looking at it, it's not really "Realistic" but it's still very detailed
those cuts in the wood should probably preferably be modeled into the handle instead of the texture. Similarly for the screw and the other metal hole, at least i'm guessing they are texture as its hard to tell from the single screenshot.
Thank you for doing this. I saw that someone requested it on the Emporium, but I didn't think it'd get made.
Concerning the model, you should make the ears higher poly - they're very jagged right now. Also I think you should widen the snout and make the teeth less uniform (like how Frank looks like in the movie) - scatter them around and vary their size a bit.
considering that very few weapons since the ambassador have their own normal maps, and that a few dozen extra triangles probably won't affect performance noticable or increase the size dramatically, its the better option. IMO. and apparently valve's too due to the ever increasing size of tf2 archives.
I personally think this is great, texture is pretty awesome, not too detailed, yet not too simple. I say throw it in-game and give us some screens!
Waiting for your feedbacks
finally started to texture this thing
Man this thing looks like a beast, I hope if they put it in game, they don't attach some wimpy stats to it. Great work.
in-game pic here :
http://cloud.steampowered.com/ugc/576681145039830401/DF42D24AE30812F2D0B59F8720AB91CF94299C2B/
Would you say I'm ok for texturing ? The model is pretty simple, but I don't want to make it too busy either.
I was thinking maybe rework the model at the bottom of the pumpkin so it looks more like the handle was forced through it, but on the other hand nobody would ever see that in game so...
Maybe some kind of piece of cloth around where the hand holds the weapon, similar to what's around the axtinguisher and the pain train ?
And in-game:
Currently wracking my brain for a good-looking-yet-unique color palette for this.
Your opinion is important
I actually really like that you should make it like the pumpkin head so that the pumpkin glows as if it had a candle inside. Great idea and cant wait to see more screenshots!
You could probably get away with adding both. Even though in reality it would probably go through it quite smoothly, I think the bottom should be peeling back just to break it up a bit (so it doesn't just look like a sphere with a stick out the bottom). From the screenshots it looks like it'd be noticeable from the user's point of view and the Scout holds it back over his shoulder in third person anyway. Oh and have pumpkin juice dripping down the nail thing.
Still love the Part-Timer.
Team coloured yellow! There's so many awesome Engineer weapons now, if they can't find something they like from recent submissions their contribution site has obviously been sending everyone's stuff to France.
I don't really like the shade of red you've chosen. Maybe dark brown/wood instead?
Thanks a lot to Randomteddybear for helping with compiling.
Haha that looks like the simpsons donut:
Anyways thats amazing i love it i would so use it.
I think I said, but the set is inspired by Chief Wiggum from Simpsons. :poly142:
The shiny pink donut is definitely also a result of that.
It's pretty cool, but there are two main things I'd work on.
1: I feel like it needs larger blades, maybe the skull could be smaller. I don't know it the outside needs to be bigger, just more blade.
2: tex. The skull should probably just be metal. Brown is OK or the handle, but maybe it's a bit too dark. That would be wood. But the pieces beside the skull should be metal too imo. Maybe mix that up with steel and gold for color accents.
oh, and I'm not fond of the handle offset, I would just put the handle straight into the skull base.
excuse the rough hack job paintover
Call it "The Prisoner of The Sun" anf follow Baddcog's paintover.
I'm going to be perfectly honest. The model looked awesome but this texture just ruins it I was imagining something more akin to the snipers veil but maybe it's just me
Now, better or worse?:)
Old
New
Glad you like it, I will definitely try to make it look as "glowy" as possible
Yeah I'm gonna try that. Thanks !
We went through several iterations with the texture, honestly this thing was a real bugger to get looking nice at all texture wise.
If you think this texture looks bad, just think about what it could have been.
In-game screens:
Also it supports jiggle bones:
previous version
I've cancelled it, because camouflage doesn't fit very much to tf2 style, and phong shading also not a good idea to use
At least the beard imagery i'm having has inspired me a bit.
---
As for this guy, i reworked the barrel from scratch, it looks better, but the barrel still isn't large enough to be noticed ingame.
C&C welcome.
currently around 5400 tris, optimized, and i can easily shave of thousands of triangles for lods.
almost done, just need to finish the lods.