On the pyro, over the mask, it should be an obvious -fake- beard w/ ear hooks and string to hold in place, as per the women at the stoning in Monty Python's:Life Of Brian.
I'm still fairly new to the particle editor of Team Fortress 2, so try not to be too harsh. In any case, I've made a few particles and I'd like thoughts back on them.
Additionally, while unrelated, I also am working on a taunt improvement project. Now, the sad setback is that I can't animate worth crap, but I do have the engine-side aspect of adding, blending, sequencing, and weapon assigning all down. So, I am half the equation. I'd like some feedback on the overall aspect of the project--and if you're looking to animate, by all means, I'd love the help! [ame=http://www.youtube.com/watch?v=DxoVtBSSQBs]Here it is[/ame].
@a gentlman: Thanks, really appreciate it. @Pegabrony: Thanks a lot mate, i'll be sure to try it out later.
Anyhow, have a few questions and not sure if this is the best place to post them, but whatever.
What are the limitations on textures when doing hats? Can one have transparency and have the item be paintable? What characteristics does an item need in order to be paintable?
Is clipping much of a problem if the item is intended to be usable by several classes?
Any help would be appreciated, as always.
@Vanlande,
Paint sections take up the alpha channel on the diffuse. I haven't tried paint/trans on one model yet so I'm not sure how that would work. I can't think of any official hats with that combo.
Specular can be pushed to the normal maps alpha, I don't think transparency can.
You could use two matrials, and keep the paint/trans in seperate spots.(ie: glasses lenses are trans, but frame is paintable).
Not sure what you mean by characteristics. Paintable sections are just the AO on the diffuse (white) and the vmt file has a spot where you can add the rgb for the color it starts with (ie: blu /red), one vmt per team and the paint overrides that with the paints rgb color.
There is some clipping on many things in game, probably best to try and minimize as much as possible. It's still up to Valve what class gets the hat.
Thanks for the heads up. Got another quick one. I'm not sure where i read this but someone said that most hats don't use normal maps. Does that mean that one could provide a normal map for a hat (details and such)?
I was planning to add details in the diffuse map, but it would be great to have a normal map for it with details from a high poly version.
@Gamemaster1379: I absolutely love the taunts! keep up the taunts and you should submit them to Valve. I would recommend doing taunts for weapons that don't have taunts
As for Engi, you can make it a Taunt kill. Here's an Idea: The Engi presses the control slowly, as if someone's saying "NONONONONO" and the Engi is torturing him!
As for Spy, It's just too 'Fancy' and fast. Also, it's too closely related to the original Fencing taunt.
As for Heavy, it's kinda weird... The original Pumping taunt is good enough.
As for Medic... His healing taunt is much better. The waves are just effects to show that the players have been healed. Instead, try focusing on one theme of taunts. For example, the 'Director's Vision' taunt. All the classes make a 'Camera View' with their hands.
However, you can try to improve, and make a Taunt Kill action pack. Here's a good one for Heavy:
started texturing, obviously screwy uvs in a lot of areas(handle,ignition/ all that black and fugly messued up areas dont worry they;ll be fixed :P) but posting anyways cus i wont really be able to work on it till the weekend. Crits/comments?
started texturing, obviously screwy uvs in a lot of areas(handle,ignition/ all that black and fugly messued up areas dont worry they;ll be fixed :P) but posting anyways cus i wont really be able to work on it till the weekend. Crits/comments?
Looks like something the Demo will go insane to trade for.
Additionally, while unrelated, I also am working on a taunt improvement project. Now, the sad setback is that I can't animate worth crap, but I do have the engine-side aspect of adding, blending, sequencing, and weapon assigning all down. So, I am half the equation. I'd like some feedback on the overall aspect of the project--and if you're looking to animate, by all means, I'd love the help! Here it is.
These are great. I particularly like the heavy posing animation. Not entirely sure about the engineer joystick throw. The animation itself needs some finessing as it doesn't look quite right but beyond that you might be able to do something a bit more "punchy" with it.
I would recommend doing taunts for weapons that don't have taunts
Seconding this, here's a list of weapons that need some taunt love:
Bonk! Atomic Punch
Crit-a-Cola
Righteous Bison
Scotsman's Skullcutter
Ullapool Caber
Pain Train (when equipped by demoman)
Sandvich
Dalokohs Bar
Buffalo Steak Sandvich
Fishcake
Wrangler
Short Circuit
Build Tool
Demolish Tool
Crusader's Crossbow
Solemn Vow (no, hippocrates is not a violin)
The lunchbox items really need a better taunt, the current 'just consume the item and maybe say something' is a real cop-out.
Also, even though the miniguns all technically have a taunt, they could really use a new one as well. Maybe something that doesn't clip as badly with the new miniguns and offers a bit more variety.
Thanks for the heads up. Got another quick one. I'm not sure where i read this but someone said that most hats don't use normal maps. Does that mean that one could provide a normal map for a hat (details and such)?
I was planning to add details in the diffuse map, but it would be great to have a normal map for it with details from a high poly version.
Most hats don't use one. The only one I can think of that uses it for a normal map is thye Reggelator, so the cornrows have shape.
Probably best not to use one, but if you are using one for a specular pass anyway...
Most hats don't use one. The only one I can think of that uses it for a normal map is thye Reggelator, so the cornrows have shape.
Probably best not to use one, but if you are using one for a specular pass anyway...
Thanks mate, I'm still a little lost here, but I'm sure it will be much more clear once I get a grasp of how the materials work in game. Haven't got to that part yet. If I have any more questions, ill be sure to let you know
Strong concept, simple but elegant modelling. Assuming they make a feet slot for the spy, I'll be very surprised if they don't get in.
One thing I would like to see would be a little shading on them... bit of amb occ around the buttons, etc.
I'll take a look at the shading. I had AO around the buttons but I had to remove that because it messed up the texture when he moves due to the skinning
Seconding this, here's a list of weapons that need some taunt love:
Bonk! Atomic Punch
Crit-a-Cola
Righteous Bison
Scotsman's Skullcutter
Ullapool Caber
Pain Train (when equipped by demoman)
Sandvich
Dalokohs Bar
Buffalo Steak Sandvich
Fishcake
Wrangler
Short Circuit
Build Tool
Demolish Tool
Crusader's Crossbow
Solemn Vow (no, hippocrates is not a violin)
The lunchbox items really need a better taunt, the current 'just consume the item and maybe say something' is a real cop-out.
Also, even though the miniguns all technically have a taunt, they could really use a new one as well. Maybe something that doesn't clip as badly with the new miniguns and offers a bit more variety.
I'd love to see taunts for those, though I can't animate, unfortunately. I'd have to see active contributors to start submitting animations for it to go through. :poly124:
As for Engi, you can make it a Taunt kill. Here's an Idea: The Engi presses the control slowly, as if someone's saying "NONONONONO" and the Engi is torturing him!
As for Spy, It's just too 'Fancy' and fast. Also, it's too closely related to the original Fencing taunt.
As for Heavy, it's kinda weird... The original Pumping taunt is good enough.
As for Medic... His healing taunt is much better. The waves are just effects to show that the players have been healed. Instead, try focusing on one theme of taunts. For example, the 'Director's Vision' taunt. All the classes make a 'Camera View' with their hands.
However, you can try to improve, and make a Taunt Kill action pack. Here's a good one for Heavy:
As much as I'd love to do tauntkills, they're hardcoded in. That's up to Valve.
I like the wrangler taunt the best, but I sort of felt that most the animations were a bit rubbery, they could do with a little more weight too. It's shame the latest taunts, the schadenfreude, and the grordbort animations were quite poor and unatural compared the quality ones they've done before. So yeah I think you can improve on these, though I appreciate how difficult it is making convincing animations with 3D characters.
Calling this done. Tweaked the colors a bit. Added some shots with my robot arm + pip-boy. (Although the smoothing groups error on that model still is not fixed) Pretty happy with it and, barring any glaring errors is ready to ship for valve. Comments and crits are always welcome.
fantastic work ronin, the effort you put into it all really shows. he's more machine than man now you made so much stuff
made some muddy graveyard rain boots for my halloween items, added a style for the hat, and made LODs for the weapons. ready to submit if there's no suggestions for improvements:
Finished this one up. Going to call it the Incendiary Inhaler. Don't worry if you dislike the matches; I contributed 4 styles (normal, matches only, matchbox only, matches + matchbox). Also the balaclava is paintable.
fantastic work ronin, the effort you put into it all really shows. he's more machine than man now you made so much stuff
made some muddy graveyard rain boots for my halloween items, added a style for the hat, and made LODs for the weapons. ready to submit if there's no suggestions for improvements:
Replies
Click to download.
Wonderful work. Finally the scout as a worthy item to collect.
http://3.bp.blogspot.com/_PTgrJP5lSQU/S6_gYpgTgJI/AAAAAAAAACI/IVCUXV01oX0/s1600/blackbeard.jpg
is more pirate'y than yours. Maybe it's the colour but I see more viking than pirate.
[ame="http://www.youtube.com/watch?v=eBL27-pOpiA"]Circling Harvest Moon[/ame]
[ame="http://www.youtube.com/watch?v=qnju-oBiuyM&feature=related"]Light Bulb[/ame] (Yes, it does actually light up)
[ame="http://www.youtube.com/watch?v=G2gs754spuk"]Circling Bats (WIP, working on containment)[/ame]
Additionally, while unrelated, I also am working on a taunt improvement project. Now, the sad setback is that I can't animate worth crap, but I do have the engine-side aspect of adding, blending, sequencing, and weapon assigning all down. So, I am half the equation. I'd like some feedback on the overall aspect of the project--and if you're looking to animate, by all means, I'd love the help! [ame=http://www.youtube.com/watch?v=DxoVtBSSQBs]Here it is[/ame].
@Pegabrony: Thanks a lot mate, i'll be sure to try it out later.
Anyhow, have a few questions and not sure if this is the best place to post them, but whatever.
What are the limitations on textures when doing hats? Can one have transparency and have the item be paintable? What characteristics does an item need in order to be paintable?
Is clipping much of a problem if the item is intended to be usable by several classes?
Any help would be appreciated, as always.
Paint sections take up the alpha channel on the diffuse. I haven't tried paint/trans on one model yet so I'm not sure how that would work. I can't think of any official hats with that combo.
Specular can be pushed to the normal maps alpha, I don't think transparency can.
You could use two matrials, and keep the paint/trans in seperate spots.(ie: glasses lenses are trans, but frame is paintable).
Not sure what you mean by characteristics. Paintable sections are just the AO on the diffuse (white) and the vmt file has a spot where you can add the rgb for the color it starts with (ie: blu /red), one vmt per team and the paint overrides that with the paints rgb color.
There is some clipping on many things in game, probably best to try and minimize as much as possible. It's still up to Valve what class gets the hat.
I was planning to add details in the diffuse map, but it would be great to have a normal map for it with details from a high poly version.
Those taunts... They're just... 'Unfit' for their personalities. You can read about them on here.
As for Engi, you can make it a Taunt kill. Here's an Idea: The Engi presses the control slowly, as if someone's saying "NONONONONO" and the Engi is torturing him!
As for Spy, It's just too 'Fancy' and fast. Also, it's too closely related to the original Fencing taunt.
As for Heavy, it's kinda weird... The original Pumping taunt is good enough.
As for Pyro... His original taunt is Hadouken...
As for Medic... His healing taunt is much better. The waves are just effects to show that the players have been healed. Instead, try focusing on one theme of taunts. For example, the 'Director's Vision' taunt. All the classes make a 'Camera View' with their hands.
However, you can try to improve, and make a Taunt Kill action pack. Here's a good one for Heavy:
Beard looks like it's made out of wood...?
started texturing, obviously screwy uvs in a lot of areas(handle,ignition/ all that black and fugly messued up areas dont worry they;ll be fixed :P) but posting anyways cus i wont really be able to work on it till the weekend. Crits/comments?
Looks like something the Demo will go insane to trade for.
mmmmm sweet sweet alcohol
I thought it was beer.
the main fuel tank is a keg of beer and the ignition system is fueld by a bottle of wine
[Spy] SCREW THE SAPPING... PYRO! FLAME MMMMMEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
That's what I'm thinking of right now.
Seconding this, here's a list of weapons that need some taunt love:
Bonk! Atomic Punch
Crit-a-Cola
Righteous Bison
Scotsman's Skullcutter
Ullapool Caber
Pain Train (when equipped by demoman)
Sandvich
Dalokohs Bar
Buffalo Steak Sandvich
Fishcake
Wrangler
Short Circuit
Build Tool
Demolish Tool
Crusader's Crossbow
Solemn Vow (no, hippocrates is not a violin)
The lunchbox items really need a better taunt, the current 'just consume the item and maybe say something' is a real cop-out.
Also, even though the miniguns all technically have a taunt, they could really use a new one as well. Maybe something that doesn't clip as badly with the new miniguns and offers a bit more variety.
Most hats don't use one. The only one I can think of that uses it for a normal map is thye Reggelator, so the cornrows have shape.
Probably best not to use one, but if you are using one for a specular pass anyway...
Thanks mate, I'm still a little lost here, but I'm sure it will be much more clear once I get a grasp of how the materials work in game. Haven't got to that part yet. If I have any more questions, ill be sure to let you know
One thing I would like to see would be a little shading on them... bit of amb occ around the buttons, etc.
I'll take a look at the shading. I had AO around the buttons but I had to remove that because it messed up the texture when he moves due to the skinning
Should be red. Always. On both teams.
Why? Well, you know...
As much as I'd love to do tauntkills, they're hardcoded in. That's up to Valve.
I like the wrangler taunt the best, but I sort of felt that most the animations were a bit rubbery, they could do with a little more weight too. It's shame the latest taunts, the schadenfreude, and the grordbort animations were quite poor and unatural compared the quality ones they've done before. So yeah I think you can improve on these, though I appreciate how difficult it is making convincing animations with 3D characters.
Haha, as in the WHOLE hat should be red? I'll think about it :P
I think he may have meant to quote the guy below you.
The Cold Reception
The Spine Chiller?
The Lobotomizer
Larger image here.
Calling this done. Tweaked the colors a bit. Added some shots with my robot arm + pip-boy. (Although the smoothing groups error on that model still is not fixed) Pretty happy with it and, barring any glaring errors is ready to ship for valve. Comments and crits are always welcome.
The Cold Killer
Edit: THE CHILLER KILLER!
made some muddy graveyard rain boots for my halloween items, added a style for the hat, and made LODs for the weapons. ready to submit if there's no suggestions for improvements:
in-game:
painted:
Not a final model, just a quickly done concept.
Finished this one up. Going to call it the Incendiary Inhaler. Don't worry if you dislike the matches; I contributed 4 styles (normal, matches only, matchbox only, matches + matchbox). Also the balaclava is paintable.
No secondary weapon? What a shame.
Ha, you're right. Certainly going to have to fix that. EDIT: and fix it I did
Just base colors on the finished high poly