The candle looks cool, but the white is pretty boring. Are you planning on team colors, paintable, any colors?
Most candles aren't white anyway. Even a mild yellow/orange or something would be good imo.
Good call. Completely forgot to use a "TF2" white rather than just #ffffff. I wasn't planning to go down a pink-as-hell-candle route (I will if people prefer it and it's not too hard to implement) but I gave the yellow/orange a try. While I was sampling it from the contribute site I gave the cream surrounding them a go as well. It's probably my favourite of the two, definitely better than the original, but I'll see what everyone else thinks. Apologies for spamming yet more images of a candle.
Also upped the contrast of the texture but it still doesn't really show up in screenshots
@Rada: Thanks for the suggestions. I actually ended up calling them (respectively): "The Scaly Smasher", "The Pyrosaurolophus", and the "Triassic Tail". Also submitted a Raptor hat for the Scout, "The Clever Girl".
@Rada: Thanks for the suggestions. I actually ended up calling them (respectively): "The Scaly Smasher", "The Pyrosaurolophus", and the "Triassic Tail". Also submitted a Raptor hat for the Scout, "The Clever Girl".
I'd have to say yellow or orange tint for the lit up part, as well as some smoother emittance gradients, to simulate the lighting of non-emmitting areas.
Otherwise, nice work.
I think I'm pretty much done. But I should have taken a screen in a well lit area.
It looks great, undoubtedly even better in daylight :poly124:, but I agree with Tehrasha. Is it possible to make the skull and hands illuminated as well?
It may not be as obviously "Halloweeny" to some but I always associate candles with the occasion (mainly because we always have power outages at that time of year :poly127:). Many thanks to everyone who helped guide me this far. I managed to get the smoke effect working in the right place but it only shows up if you apply the Genteel Pipe Smoke in itemtest manually. I checked with the Mutton Chops and it has the same problem but works fine in a "proper" game so I'm assuming it's the same with my model as well? Also updated the wax drips to hang vertically now.
I may as well post this here seeing as many of you will be/have done it. Regarding submitting for the Night of the Living Update, do I have the right files in the right places?
Main folder > Materials folder, Models folder and README.txt
Materials folder > .vmt and .vtf
Models folder > .smd and .qc?
My .smd and .qc are currently in a TF2 Models/grill-o-wisp/output folder so if somebody else wanted to use it would they also need to create and put them in this place? Finally, do I need all the .dx80 .dx90 .sw .vvd and the original brain slug .mdl in the Models folder as well? I figured once I had all this sorted as a backup I could go and make changes without fear of completely missing the deadline, so let me know if you think making it paintable/more creamy etc would be worthwhile.
PS: Give the Engineer a cowboy revolver first, then we'll talk.
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.
Before you send it to us, try and extract your archive to a fresh copy of TF2. If your item doesn't work ingame, you packed it wrong.
Oops, I was thinking source files as in .blend and .psd haha. That makes a lot more sense now, I was wondering how it would work. Thanks for clearing that up. Tested it on a fresh copy of TF2 and it works! Although looking at the model again I noticed something else that needs changing. Dagnabit.
redesigned the helm again. Now based off of some tank helmet similar to the bombing run.
I don't know what it is but I want one. I guess the helmet part is a little plain but it's understandable with a badass camera/telescope/laser/miniature missile launcher on the side. What is the cube at the back for?
@erik Okay, wow. Erik I'm not even going to bother with you any more.
@chrisPR7 The only criticism I'd have is make the bone of the Baby T-rex Arm less white. Maybe try more light grey tones and a little beige? It just seems a little blaring to me.
So, back on topic. I posted my quick sketches for a weapon here a while ago but I need to know how to get the silhouettes of weapons for comparison with my sketches, because I have a feeling I'm no where near close to the right size, clipping wise. Or better yet, what's the best way to prevent clipping?
So, back on topic. I posted my quick sketches for a weapon here a while ago but I need to know how to get the silhouettes of weapons for comparison with my sketches, because I have a feeling I'm no where near close to the right size, clipping wise. Or better yet, what's the best way to prevent clipping?
Thanks, in advance.
This looks pretty cool, and that large patch of red on the side is really appealing. I like it!
A good idea would be to get the silhouette of the grenade launcher up in photoshop and overlay it onto the current design you have. That way things will line up well when you model it and you wont have to deal with clipping when the character is holding the gun.
Also, ignore Erik. He's either trolling or he's 10. It might be in our best interest to report him to an admin or something to keep the forum clear of spam. (Snf, etc)
This is an artist's forum where it's relatively serious business (we're trying to collaborate to make our work better) and memes/senseless posts don't help with that.
This looks pretty cool, and that large patch of red on the side is really appealing. I like it!
A good idea would be to get the silhouette of the grenade launcher up in photoshop and overlay it onto the current design you have. That way things will line up well when you model it and you wont have to deal with clipping when the character is holding the gun.
Oh dear... Back to the drawing board it is then! (It's team coloured by the way, not sure if I should keep it that way, some people don't like team colours on weapons)
Reshaping the stock, resizing the cylinder (adding clasps / holds), extending the barrel, moving forward the fore-grip. Fun!
Decided I wanted to remodel my Pray-n-Spray for a couple of reasons: Firstly, I wanted to optimize the model. Secondly, I thought the shape of the chassis was too generic and I wanted something a bit more unique.
Thoughts? The new model clearly isn't done, but I wanted input/crits on the shape of the remodel itself.
The new shape was supposed to be a handlebar. :P I haven't touched up any of the cables yet, and will eventually model tape onto the spare can to attach it to the weapon. The can serves the same purpose as in the original model, it's just a spare.
I'm least happy with how the new fuel line looks. Thoughts?
@eeb
I think you should scale up the size of the baton.
@Rada: Thanks for the suggestions. I actually ended up calling them (respectively): "The Scaly Smasher", "The Pyrosaurolophus", and the "Triassic Tail". Also submitted a Raptor hat for the Scout, "The Clever Girl".
there already is a raptor based thing for the sniper called the clever girl, you may have to talk to sparkwire about it cause i don't know if it was ever finished.
also requestiong iguanadon thumb weapon for soldier
At first I was like, "The end of your flamethrower is so different to the others that changing the body to make it more unique wouldn't really matter". Seeing it in first person though, I like the way it bends up next to the end canister. I say go for it, although those handle bars must've come from a monster bike.
Yeah, I like the use of the brake lever and caliper and everything, but they would be massive handlebars.
in fact the brake thing is genius the more that I look at it.
I do agree with what someone else said earlier, just too much cable, would look better with a cleaner straighter line imo.
I'm thinking I like the original one better too though. The handlebar though shaped properly just doesn't work because of the size. And it just seems noiseir (?)
It already has enough going on that it stands out on it's own quite fine imo. Things get too busy and they are just hard to read in game anyway.
@Eed, just a few crits. The hat looks way too high on heavy's head. Try to move it down a bit (maybe look at the team captain for reference.) Also, the moustache seems a bit small. Otherwise, looks great.
I told you!What did i tell you?Didnt i tell you?Cause i told you, m-mm.And when did i tell you?A long time ago.And what did i say what happen when im told you?Exactly what does happen.
@xCoiotex You know these guys only determine the way the weapon looks right? What you offer in terms of visuals (if anything) is very vague and not very helpful. If you want to talk about possible weapon stats SPUF would be the place to go to (and btw, WAY too many stat changes for most of those).
I don't think it should be a problem, general in game and on SPUF, the pack is called the meet the Medic set or simply the Uber update medic set, same goes for the average player on in game chat.
Even so, I'm open to any name ideas, incase I like them more, and/or for future reference.
Replies
Good call. Completely forgot to use a "TF2" white rather than just #ffffff. I wasn't planning to go down a pink-as-hell-candle route (I will if people prefer it and it's not too hard to implement) but I gave the yellow/orange a try. While I was sampling it from the contribute site I gave the cream surrounding them a go as well. It's probably my favourite of the two, definitely better than the original, but I'll see what everyone else thinks. Apologies for spamming yet more images of a candle.
Also upped the contrast of the texture but it still doesn't really show up in screenshots
Here's a video of most of them in action. It's a little old, so textures in it are not the final ones. Also, I couldn't get the Scout's headset off in the HLMV:
[ame="http://www.youtube.com/watch?v=pKTsrxX7MyI&feature=player_detailpage"]http://www.youtube.com/watch?v=pKTsrxX7MyI&feature=player_detailpage[/ame]
To get scouts headset off, I believe you choose headphones, submodel 2. Then choose hat. It should get them off.
Next texturing.
Also :
I think I'm pretty much done. But I should have taken a screen in a well lit area.
Otherwise, nice work.
PM me.
It looks great, undoubtedly even better in daylight :poly124:, but I agree with Tehrasha. Is it possible to make the skull and hands illuminated as well?
It may not be as obviously "Halloweeny" to some but I always associate candles with the occasion (mainly because we always have power outages at that time of year :poly127:). Many thanks to everyone who helped guide me this far. I managed to get the smoke effect working in the right place but it only shows up if you apply the Genteel Pipe Smoke in itemtest manually. I checked with the Mutton Chops and it has the same problem but works fine in a "proper" game so I'm assuming it's the same with my model as well? Also updated the wax drips to hang vertically now.
I may as well post this here seeing as many of you will be/have done it. Regarding submitting for the Night of the Living Update, do I have the right files in the right places?
Main folder > Materials folder, Models folder and README.txt
Materials folder > .vmt and .vtf
Models folder > .smd and .qc?
My .smd and .qc are currently in a TF2 Models/grill-o-wisp/output folder so if somebody else wanted to use it would they also need to create and put them in this place? Finally, do I need all the .dx80 .dx90 .sw .vvd and the original brain slug .mdl in the Models folder as well? I figured once I had all this sorted as a backup I could go and make changes without fear of completely missing the deadline, so let me know if you think making it paintable/more creamy etc would be worthwhile.
PS: Give the Engineer a cowboy revolver first, then we'll talk.
Hey. We don't want your source files (smd and qc), just your compiled files with their correct directory structure.
Something like:
models/player/items/pyro_pyrolean.mdl
models/player/items/pyro_pyrolean.dx80.vtx
models/player/items/pyro_pyrolean.dx90.vtx
models/player/items/pyro_pyrolean.phy
models/player/items/pyro_pyrolean.sw.vtx
models/player/items/pyro_pyrolean.phy
models/player/items/pyro_pyrolean.vvd
Before you send it to us, try and extract your archive to a fresh copy of TF2. If your item doesn't work ingame, you packed it wrong.
redesigned the helm again. Now based off of some tank helmet similar to the bombing run.
Oops, I was thinking source files as in .blend and .psd haha. That makes a lot more sense now, I was wondering how it would work. Thanks for clearing that up. Tested it on a fresh copy of TF2 and it works! Although looking at the model again I noticed something else that needs changing. Dagnabit.
I don't know what it is but I want one. I guess the helmet part is a little plain but it's understandable with a badass camera/telescope/laser/miniature missile launcher on the side. What is the cube at the back for?
The Cardiac Arrest? Both because it's a cop themed set and that it's probably going to give the Heavy one (if not his enemy) after he eats it.
started with the texturing, bunch of detail to add/trwwek but final unwrap. will hopefully have a few ingame screens tongiht
@erik Okay, wow. Erik I'm not even going to bother with you any more.
@chrisPR7 The only criticism I'd have is make the bone of the Baby T-rex Arm less white. Maybe try more light grey tones and a little beige? It just seems a little blaring to me.
So, back on topic. I posted my quick sketches for a weapon here a while ago but I need to know how to get the silhouettes of weapons for comparison with my sketches, because I have a feeling I'm no where near close to the right size, clipping wise. Or better yet, what's the best way to prevent clipping?
Thanks, in advance.
This looks pretty cool, and that large patch of red on the side is really appealing. I like it!
A good idea would be to get the silhouette of the grenade launcher up in photoshop and overlay it onto the current design you have. That way things will line up well when you model it and you wont have to deal with clipping when the character is holding the gun.
Also: here's a reference if you need it.
http://wiki.teamfortress.com/wiki/File:LochnLoadCept2.jpg
Also, ignore Erik. He's either trolling or he's 10. It might be in our best interest to report him to an admin or something to keep the forum clear of spam. (Snf, etc)
This is an artist's forum where it's relatively serious business (we're trying to collaborate to make our work better) and memes/senseless posts don't help with that.
Thanks! Exactly what I was looking fo...
Oh dear... Back to the drawing board it is then! (It's team coloured by the way, not sure if I should keep it that way, some people don't like team colours on weapons)
Reshaping the stock, resizing the cylinder (adding clasps / holds), extending the barrel, moving forward the fore-grip. Fun!
Old:
Decided I wanted to remodel my Pray-n-Spray for a couple of reasons: Firstly, I wanted to optimize the model. Secondly, I thought the shape of the chassis was too generic and I wanted something a bit more unique.
Thoughts? The new model clearly isn't done, but I wanted input/crits on the shape of the remodel itself.
(1) The...string? is kinda looking a little droopy to me. Maybe if it was tighter to the barrel it would look better (maybe some tape?)
And
(2)Just wondering, what's the significance of the spray can on the top? Is it meant for the airblast?
Anyways. Great model Keep going!
Oh. I love the spraying mechanism xD
The new shape was supposed to be a handlebar. :P I haven't touched up any of the cables yet, and will eventually model tape onto the spare can to attach it to the weapon. The can serves the same purpose as in the original model, it's just a spare.
I'm least happy with how the new fuel line looks. Thoughts?
@eeb
I think you should scale up the size of the baton.
there already is a raptor based thing for the sniper called the clever girl, you may have to talk to sparkwire about it cause i don't know if it was ever finished.
also requestiong iguanadon thumb weapon for soldier
The baton is intentionally small for the Heavy. I thought it best to make a melee weapon a bit comically small, to accentuate the Heavy's size.
I think I'm done. I'll submit it to the Night of the Living Update
oh god what has science done!!!!......
Remodel better than the original?
Beautiful :')
Well I'm not getting any sleep tonight.
At first I was like, "The end of your flamethrower is so different to the others that changing the body to make it more unique wouldn't really matter". Seeing it in first person though, I like the way it bends up next to the end canister. I say go for it, although those handle bars must've come from a monster bike.
in fact the brake thing is genius the more that I look at it.
I do agree with what someone else said earlier, just too much cable, would look better with a cleaner straighter line imo.
I'm thinking I like the original one better too though. The handlebar though shaped properly just doesn't work because of the size. And it just seems noiseir (?)
It already has enough going on that it stands out on it's own quite fine imo. Things get too busy and they are just hard to read in game anyway.
https://docs.google.com/document/pub?id=1-M96OwQ6WZN9zJZTiaU3B-NrOfcQQIu-N_AHVuKEulQ
name: The Gasoline Gossip
Desc: Shut'yo mouth
and I agree with Jzeeba
maybe make a particle effect of sparkles
As Jzeeba said, make the earings thicker and more noticable. Also make or add more hair so its touching together.
High power long distance Needle Projector. Based off a Sten gun.
You know these guys only determine the way the weapon looks right? What you offer in terms of visuals (if anything) is very vague and not very helpful. If you want to talk about possible weapon stats SPUF would be the place to go to (and btw, WAY too many stat changes for most of those).
Even so, I'm open to any name ideas, incase I like them more, and/or for future reference.
Textures by void, model by me.
You might also want to stick some more grain or colour variation on the wood, as it looks prety flat colour and detail wise.