Ok Ronin, first off, I love your stuff in this set, high quality stuff. But I am going to say that I think the melee weapon doesn't entirely fit the color scheme of this set. Look at the metal on the cover of the jet engine, its that purple-ish color. I would recommend that you change some of the colors on your melee so that it would fit the set better, so you could recognize that the melee is definitely part of that set.
Also on the melee, I think it would be cooler if you actually had some tires...But that's my thought.
Hat looks great, but the bright colored metal seems too...odd to me. Could you try maybe that purple-ish color? maybe give us some different colors that you would think match the set?
i considered having a color scheme to match the melee with the other weapons but i don't think it will do the melee any good. It forces the design scheme too much and doesn't appear to be natural for the a landing gear as a functioning object. Let's face it, nobody paints the landing gear of any plane unless its a non-retractable version. It's meant to be hidden and if i painted this melee in anyway other than caution stripes, it loses the personality too much. Having it rust a bit also creates the same problem. Thats why i left it out as is and added more scratches.
Also, adding tires makes it too bulky where in it already is bigger than the other melees out there.
I just noticed on FP that ronin only began modelling recently... 0.0 I feel even worse about my abilities :P
On a serious note. Do you think melee weapons that don't surround the heavies fists are worth time? I've had the idea of him swinging heavy objects in medieval mode
Because it's so boring, and would need so much re working to fit into a TF2 environment; I might as well design a whole new rifle if I were to do that.
I just noticed on FP that ronin only began modelling recently... 0.0 I feel even worse about my abilities :P
On a serious note. Do you think melee weapons that don't surround the heavies fists are worth time? I've had the idea of him swinging heavy objects in medieval mode
i'm yet to see a melee for the heavy that is interesting enough for my taste at least. Give it a try.
@Flat Face
I agree about the sword, in first person it's be confusing. and yes I'd say giving heavy a swinging weapon would definitely be worth the time, there are nearly none of them and I feel the saxxy animation potential is being wasted.
@Sexy Robot If you want your other rifle to be good, you need to change the stock of it, currently it's very,very, wierd so go ahead and change it. :poly127:
@Sexy Robot If you want your other rifle to be good, you need to change the stock of it, currently it's very,very, wierd so go ahead and change it. :poly127:
It's a witches broom styled stock, and plus I'm not going to change it. It's not even my concept, a friend of mine made the concept; if you think it's odd, go bring it up with him, I think it's fine.
@Sexy Robot now i thought about it a bit and it kinda looks sweet, i can indeed imagine that to be use by myself and pwning heavies , is there coming a melee?
One of my other friends made the melee, don't know what happened to it mind you.
It's a witches broom styled stock, and plus I'm not going to change it. It's not even my concept, a friend of mine made the concept; if you think it's odd, go bring it up with him, I think it's fine.
Just name it Broomstick BAM instant awesomeness and explains the form
Hey guys, new guy here. I've seen all 400+ pages on this thread and the work posted here is amazing. I've been working on some stuff of my own and would appreciate critiques.
That's some nice work but if I recall, Valve are reluctant to use anything "silly" on any other class besides the Pyro.
Anyway ComfyCushion, when you applied the texture to your model, did you apply a multi-texture? I'm only familiar with 3DS Max so I just apply a multi-sub material. The first material "must" have the same name as the first line in the QC so soldier_aztec when you export it. You don't have to worry about the second name.
Also, check the VMT's of both textures to make sure there isn't a spelling mistake or sometimes missed a / at the end of cdmaterials when there shouldn't be one.
Haha, it has nothing to do with D-day or the Tell Tale JP game. Although it would be extremely cool if Valve accepted the items and used them a as promo items for any of those two.
Also, the fingers on the Rex Arm, the ankylosaurus tail and stegosaurus tail all have jigglebones.
@Chris, those are some pretty fancy dinosaur snappers. The only thing that looks off to me are the teeth on the T-Rex head. They look like thin little alpha planes even though I don't think they are. Thicker teeth, maybe with some broken or knocked out similar to Ol' Snaggletooth, would look a lot better I think.
@Kazzy, let me put it on record that I did not submit Nessie's Nine Iron with the intention of it decapitating people in such a rascal fashion! I'm honestly fine with it decapitating people though. I just wish it didn't have stats copied from The Eyelander that are displayed incorrectly so it looks like it only has negatives...
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.
Love it! I've been trying to do something similar but haven't gotten it to work, how did you manage the animated texture?
Need to mess with the texture more to get it to fit, what do you think?
Creepy! I like it
I really think you should make the flaps of the bag not tuck into the pyro's collar. Possibly a bit longer and torn with jigglebones
And perhaps give it a little scarecrow feeling:
(That's from Batman Begins)
I have read that Valve didn't like covering up the character's faces with hats, but it's probably fine for the pyro since he doesn't have one, plus they've already done that killing floor mask and also... this... thing...
Rowinish - Thanks! Luckily, thanks to Valve, I had to do almost no work at all. I was inspired to do the effect after I saw Valve's use of animated screens for the 2fort intel room radar and fully-upgraded dispensers (there may be more cases that I have yet to notice):
Since there may be other people wishing to replicate this effect, I'll just explain it here: Valve uses the UnlitTwoTexture shader for the screen material files, in which two textures are combined and the second texture is transformed using Source's material proxies (list thereof here). For example, the textures in the two aforementioned cases look like so:
The downside to this method is that the textures will not be lit by the world around them (hence the Unlit part of the name); so always keep that in mind when doing this.
As you can probably tell, I simply put the dispenser's texture onto my shotgun's screen. While still a placeholder, I am considering making it final as it would neatly reuse a material already in the game and happens to fit rather well with the concept.
For reference, the material files for the radar screen are (starting in the materials/models/ directory):
@re.wind: Thanks, man! I'm pretty excited about them.
@allebasi: Those look nice so far. I think you could do with less polygons on that ribbon, since that detail will barely be visible from above.
@aivanov: Thanks a lot for the brief tutorial. The screen looks very cool on the gun. It would be really cool if you could make it react to things in-game, like turning red as your health goes down, etc.
@aivanov: Thanks a lot for the brief tutorial. The screen looks very cool on the gun. It would be really cool if you could make it react to things in-game, like turning red as your health goes down, etc.
@erikrotable Have you ever tried you hand at modelling? You should give it a go, that's what I'm doing instead of posting on this forum with useless nothings. You seem to be posting a whole lot of filler posts and not giving any real or significant feedback, apart from pushing horrible stock photos and badly conceptualised weaponry on people for them to model. I hate to be a nob jockey but this is a creative art forum for a reason.
On that note I'll add a sketch that I worked on recently to this post once I wake up in the morning. Sorry about the random post but scrambling through the past few pages I just felt I should say something about that guy.
Anyway ComfyCushion, when you applied the texture to your model, did you apply a multi-texture? I'm only familiar with 3DS Max so I just apply a multi-sub material. The first material "must" have the same name as the first line in the QC so soldier_aztec when you export it. You don't have to worry about the second name.
I just use 2 materials and that works fine also. Easier than multis imo.
@Zipfinator - I didn't know you made it, and even then I don't blame you since you have nothing to say about the stats. It just bugs me that I'm walking around with a Golf Club whispering heaaaads. Great model, but it has to be fixed.
@Zipfinator - I didn't know you made it, and even then I don't blame you since you have nothing to say about the stats. It just bugs me that I'm walking around with a Golf Club whispering heaaaads. Great model, but it has to be fixed.
What needs to be fixed? the model? The model is perfectly fine. Now if you are talking about it saying heeaadds, just ignore it.
Also, I don't think telling Zipfinator can really change anything, he doesn't work at Valve. Just send an email to Valve if it's bugging you that much.
You really need to take a screen of the demo tail when he's doing the (a shit, what's the crappy stickie launcher named???? oh yeah) Scottish Resistance taunt when he shakes his butt around.
Success? I gave it my best shot at a "TF2 style" texture but it doesn't show up very much. Should I make it more noticeable? Also, due to the Pyro holding their head differently in game the wax drips aren't completely vertical anymore. Should I change it? They are meant to be solidified but I'm not sure if it just looks odd.
The next job is to work out how to get the Genteel Pipe Smoke effect on it. Is it a qc thing? I'm hoping it's just a case of copying a line from the Mutton Chops qc file and changing the coordinates...
Lol, soap, yep, I 3D printed it into soap. No, not really.
It's printed out of some sort of flexible plastic.
its about 5 inches from the back of the gun, to the barrel.
I printed it from shapeways, great place.
Replies
Also, adding tires makes it too bulky where in it already is bigger than the other melees out there.
On a serious note. Do you think melee weapons that don't surround the heavies fists are worth time? I've had the idea of him swinging heavy objects in medieval mode
Because it's so boring, and would need so much re working to fit into a TF2 environment; I might as well design a whole new rifle if I were to do that.
Which I'm not going to do.
I agree about the sword, in first person it's be confusing. and yes I'd say giving heavy a swinging weapon would definitely be worth the time, there are nearly none of them and I feel the saxxy animation potential is being wasted.
It's a witches broom styled stock, and plus I'm not going to change it. It's not even my concept, a friend of mine made the concept; if you think it's odd, go bring it up with him, I think it's fine.
One of my other friends made the melee, don't know what happened to it mind you.
Might have to remake it for him.
Need help with palette, dont know what colors suit to this.
Also crits are needed
Just name it Broomstick
BAM instant awesomeness and explains the form
I would also like to know what files, regarding the compiled ones, I need to submit.
Thanks in advance for the help!
Anyway ComfyCushion, when you applied the texture to your model, did you apply a multi-texture? I'm only familiar with 3DS Max so I just apply a multi-sub material. The first material "must" have the same name as the first line in the QC so soldier_aztec when you export it. You don't have to worry about the second name.
Also, check the VMT's of both textures to make sure there isn't a spelling mistake or sometimes missed a / at the end of cdmaterials when there shouldn't be one.
Post the VMT if you can't find the error.
http://wiki.teamfortress.com/wiki/Exquisite_Rack
http://wiki.teamfortress.com/wiki/Hard_Counter
http://wiki.teamfortress.com/wiki/Clockwerk%27s_Helm
I'd say Valve has long since given up the right to claim that.
Also, the fingers on the Rex Arm, the ankylosaurus tail and stegosaurus tail all have jigglebones.
@Kazzy, let me put it on record that I did not submit Nessie's Nine Iron with the intention of it decapitating people in such a rascal fashion! I'm honestly fine with it decapitating people though. I just wish it didn't have stats copied from The Eyelander that are displayed incorrectly so it looks like it only has negatives...
Love it! I've been trying to do something similar but haven't gotten it to work, how did you manage the animated texture?
Thanks,
On the pyro...
Need to mess with the texture more to get it to fit, what do you think?
I really think you should make the flaps of the bag not tuck into the pyro's collar. Possibly a bit longer and torn with jigglebones
And perhaps give it a little scarecrow feeling:
(That's from Batman Begins)
I have read that Valve didn't like covering up the character's faces with hats, but it's probably fine for the pyro since he doesn't have one, plus they've already done that killing floor mask and also... this... thing...
Does this look like it was made by someone who knows what they're doing?
Since there may be other people wishing to replicate this effect, I'll just explain it here: Valve uses the UnlitTwoTexture shader for the screen material files, in which two textures are combined and the second texture is transformed using Source's material proxies (list thereof here). For example, the textures in the two aforementioned cases look like so:
The downside to this method is that the textures will not be lit by the world around them (hence the Unlit part of the name); so always keep that in mind when doing this.
As you can probably tell, I simply put the dispenser's texture onto my shotgun's screen. While still a placeholder, I am considering making it final as it would neatly reuse a material already in the game and happens to fit rather well with the concept.
For reference, the material files for the radar screen are (starting in the materials/models/ directory):
props_spytech/computer_radar.vmt (Pastebin)
props_spytech/computer_radar.vtf
props_spytech/computer_radarsweep.vtf
and for the dispenser screen:
buildables/dispenser/dispenser_upgrades_animated.vmt (Pastebin)
buildables/dispenser/dispenser_upgrades_animated.vtf
buildables/dispenser/dispenser_upgrades_animated2.vtf
And here's great Nodraw.net article on proxies if you wish to explore it a bit further.
Enjoy!
@allebasi: Those look nice so far. I think you could do with less polygons on that ribbon, since that detail will barely be visible from above.
@aivanov: Thanks a lot for the brief tutorial. The screen looks very cool on the gun. It would be really cool if you could make it react to things in-game, like turning red as your health goes down, etc.
And flat-line when you kill someone with it
@erikrotable Have you ever tried you hand at modelling? You should give it a go, that's what I'm doing instead of posting on this forum with useless nothings. You seem to be posting a whole lot of filler posts and not giving any real or significant feedback, apart from pushing horrible stock photos and badly conceptualised weaponry on people for them to model. I hate to be a nob jockey but this is a creative art forum for a reason.
On that note I'll add a sketch that I worked on recently to this post once I wake up in the morning. Sorry about the random post but scrambling through the past few pages I just felt I should say something about that guy.
I just use 2 materials and that works fine also. Easier than multis imo.
'snf' or So not funny? well Gtfo then.
Going back a page, your that much of a lazy sod you've posted it three times when people dont agree with your bullshit. Go be a brat somewhere else.
Actually i won't feed the trolls.
What needs to be fixed? the model? The model is perfectly fine. Now if you are talking about it saying heeaadds, just ignore it.
Also, I don't think telling Zipfinator can really change anything, he doesn't work at Valve. Just send an email to Valve if it's bugging you that much.
"Anklyo Appendage"
"Sleek Saurolophus"
"The In-stego-tor
The next job is to work out how to get the Genteel Pipe Smoke effect on it. Is it a qc thing? I'm hoping it's just a case of copying a line from the Mutton Chops qc file and changing the coordinates...
Most candles aren't white anyway. Even a mild yellow/orange or something would be good imo.
The Cossacks
Cavalry sword
Moustached Ruslan
Waiting for crits
It's printed out of some sort of flexible plastic.
its about 5 inches from the back of the gun, to the barrel.
I printed it from shapeways, great place.
Agreed.