made the entire coffee pot and handle a lot larger, and removed even more liquid. also did an orange test, i will have to clean up the AObake a bit if use the orange version. if anyone wants to do custom animations for me just say so. and i will give you the files once the model is done.
You definitely need custom animations for this. The way he's holding it just looks stupid and completely kills its chance of being chosen to be in game in my opinion. Seeing that melee weapon, could you maybe try putting it in as a melee weapon just to see it in that different hand grip? That would be much closer to what your custom animations should be I'd say.
i don't know, i don't really care for the team colored idea, i have never in my life seen a coffee pot that was that color.
and i am now looking for someone to do custom animations, if anyone's interested, or i could do them my self, I'm not half bad animating. but i have no clue how to decomlipe a working animated model in Maya, or how to export animations.
Looking good so far, but I agree with the idea to make it team colored.
I disagree.
I think he should keep it orange with decaf.
It fits Sniper's personality better when it's orange, not to mention how I personally think colors may make it look less good looking.
Have you considered making the coffee look more like the Jarate does jiggleboned?
I know the jarate jigglebone is more limited and the way it jiggles makes it look kinda thick... however that's just the thing I think your coffee should be acting like.. strong coffee is somewhat thick compared to normal coffee, so having it look thicker implies that Sniper likes his coffee strong. Not to mention how it also looks a bit less boring than the coffee moving in a completely flat manner, it makes it look more like a liquid rather than jello.
i think i am going to keep it orange, i like the look of the orange over the black and team colors, but i just don't like the idea of it representing decaf, i guess i will just have to get over it. also considering the majority of tf2 players are probably like 16 and don't drink coffee yet, so they wouldn't really know anyway. the sniper is also drinking decaf in meet the sniper, we still don't really know why, but at least it matches.
i think i am going to keep it orange, i like the look of the orange over the black and team colors, but i just don't like the idea of it representing decaf, i guess i will just have to get over it. also considering the majority of tf2 players are probably like 16 and don't drink coffee yet, so they wouldn't really know anyway. the sniper is also drinking decaf in meet the sniper, we still don't really know why, but at least it matches.
Like I said, the decaf thing gives it more personality.
It implies that Sniper drinks coffee for the taste, not for the effects.
You've never seen a coffee pot that color? Have you ever seen a group of soldiers/mercenaries wearing bright Red and Blue uniforms? Have you ever seen a Blue fireman's helmet?
My point is, nearly all of the items with color in TF2 are mostly Red and Blue even if their real life counterparts aren't. I checked the Wiki and the only item I saw with color that wasn't mostly Red or Blue was the Sniper's headband which is completely yellow. Everything else was nearly all Red and Blue with the stripes/minor details colored yellow. If you're going to have large parts colored, it should be Red and Blue colors off of the TF2 Color Swatch.
In the end it's your choice but it's a mistake in my opinion, especially after comparing all of the current TF2 items.
You've never seen a coffee pot that color? Have you ever seen a group of soldiers/mercenaries wearing bright Red and Blue uniforms? Have you ever seen a Blue fireman's helmet?
My point is, nearly all of the items with color in TF2 are mostly Red and Blue even if their real life counterparts aren't. I checked the Wiki and the only item I saw with color that wasn't mostly Red or Blue was the Sniper's headband which is completely yellow. Everything else was nearly all Red and Blue with the stripes/minor details colored yellow. If you're going to have large parts colored, it should be Red and Blue colors off of the TF2 Color Swatch.
In the end it's your choice but it's a mistake in my opinion, especially after comparing all of the current TF2 items.
Making it teamcolored would be a mistake.
Team colors is a good thing when it makes sense the way it is applied.
However it makes less sense that it would be teamcolored in this situation, especially since Valve has obviously implied that Sniper likes his coffee decaf.
Not only does it look very good in orange and would possibly look worse in some other color, having it be another color goes against how Valve portrays the Sniper. If he makes it another color, Valve might dismiss it simply because they feel it doesn't fit the character.
It would be like making the Master's Headband team colored.
It would ruin the joke and the item would make less sense on that class.
When the entire thing is colored Orange is definitely the best. I think maybe doing a more vibrant yellow for Blu would be good but Orange would still be fine.
Greetings, fine folk of Polycount who have chosen very wisely amongst the available games to mod!
Now, I know how you guys feel about "ideas people", but I am merely here, not as a helpless and pitiful requester of idea-realisation, but as a provider of a simple spark of inspiration. Nothing else.
(I could also mention that I am in fact going to study 3-D modeling and animation this very fall, but until then I am unable to create anything myself)
I recently got into the game Alien Swarm, and decided to check out the game's wiki. Reading up on all the weapons, it hit me how similar some design traits and touches were to those used in TF2 (some of the shades of black and white, the rounded shapes, and so on), and the idea struck me that maybe it would be possible to recreate some of them for use in TF2, with the proper skills.
On a second thought, the weapons would probably be quite difficult to fit into the hands of the TF2 classes. One could still take inspiration from the designs, and apply them to the regular weapons of TF2.
I hope someone feels even the tiniest bit of inspiration. If not, and/or if this has already been suggested, I am sorry to have wasted your time (and forum space).
And with that I bid you adieu.
Gentlemen... *cloaks*
@RedSheep: I actually finished it earlier in the week, but didn't get around to putting any images of it up due to being quite busy, so see below.
@AAA_BATTERY: You could make the handle wider, yours seems a bit thinner than the one in Meet the Sniper. Given that all of the grips/handles in the game are exaggerated to fit the exaggerated hands you can probably get away with it, and it might help with the way he appears to hold it.
@AAA_BATTERY: You could make the handle wider, yours seems a bit thinner than the one in Meet the Sniper. Given that all of the grips/handles in the game are exaggerated to fit the exaggerated hands you can probably get away with it, and it might help with the way he appears to hold it.
That scattergun is awesome.
Now that it's finished are you going to contribute it? I'd love to have it as a scattergun skin seeing as there are practically NONE.
i fixed up the handle scaling a little more, and started work on the texture, but dont expect a progess update for a long time, i am leaving on a work trip tommorow and wont have computer or internet access for the next 10 days.
You really don't need that normal map. It's just making the details soft and eating up memory that could be better used on another prop with another texture. Throw a few more tris at the model, give it some smoothing groups and don't worry about the normal map.
Hey guys... There's a lot of excellent work on display in this thread!
I'm working on a misc. item right now for Heavy called 'The Pocket Medic'. The plan is to add jigglebones so that it flops around while Heavy moves.
However, my work on The Pocket Medic isn't going so well. I'm having a lot of trouble importing the model to Source so that I can test the Jigglebones. Therefore, I'm willing to make a proposal... if anyone wants to aid me with the importing process, I'll list you as a contributor when I submit it, meaning that if the item is added to the game, you will get a self-made version of it as well. If anyone is interested, please send me a PM. You must be familiar with the process of importing a model from Maya.
Hi all, wanna show you on what Me and my modeling friend Mr.Hamster are working on. It will be a knife for spy, but still needs work. Any thoughts or suggestions ?
Hey guys... There's a lot of excellent work on display in this thread!
I'm working on a misc. item right now for Heavy called 'The Pocket Medic'. The plan is to add jigglebones so that it flops around while Heavy moves.
However, my work on The Pocket Medic isn't going so well. I'm having a lot of trouble importing the model to Source so that I can test the Jigglebones. Therefore, I'm willing to make a proposal... if anyone wants to aid me with the importing process, I'll list you as a contributor when I submit it, meaning that if the item is added to the game, you will get a self-made version of it as well. If anyone is interested, please send me a PM. You must be familiar with the process of importing a model from Maya.
Thanks in advance!
Hehe, you always have such unique and creative ideas man, I like it
Btw I just got my first hat about 2 weeks ago after playing pretty actively (~120hr since drop system) for 2 years and it was none other than the Whoopee Cap, thanks, I love it!
Hehe, you always have such unique and creative ideas man, I like it
Btw I just got my first hat about 2 weeks ago after playing pretty actively (~120hr since drop system) for 2 years and it was none other than the Whoopee Cap, thanks, I love it!
I really like the pistol, nice model.
I would love the pocket medic to get in game, it'd be an awesome heavy misc. in my opinion. @sharkiss, I feel as though the hand guard is too small, try making it wider, I think it would look nicer.
Ahhh, very dizzying with whatever texture file you slapped on there; could you put a less busy texture on there please? I like how it looks on the Scout so far.
Oddly enough, I got started in 3d art by making custom weapons for a Half-Life mod called The Specialists. I customized every weapon and every player model 40 some odd times. That a carried over into CS 1.6, which carried over into CS:S, which ended up with me being on a HL2 Mod team.
And the funny thing is... since working on that mod, I haven't customized any games since. All my games are vanilla now, and I really, REALLY avoid custom skins and models... But damn it all, if I don't want a 1911 replacement for the Scout and Engineer!
Hi, long time lurker here.
I'm working on this hat, which fellow Facepunchers may have seen in the TF2 Emporium, and figured it would be a good idea to get some feedback from the talented folks here at Polycount.
Replies
Here's my aviator cap.. It's looking a little plain though.. Maybe because it's lacking the fancy tf2 shader.
yes, just say that you are resubmitting an updated version in the "anything else we should know" box.
[ame]http://www.youtube.com/watch?v=ddE55xi3eYY[/ame]
Agh! Damn you! That was my idea after I finished my demoman helm.. and I'd already started...
Ah well, yours is probably better than what I would have come up with.
and i am now looking for someone to do custom animations, if anyone's interested, or i could do them my self, I'm not half bad animating. but i have no clue how to decomlipe a working animated model in Maya, or how to export animations.
I think he should keep it orange with decaf.
It fits Sniper's personality better when it's orange, not to mention how I personally think colors may make it look less good looking.
Have you considered making the coffee look more like the Jarate does jiggleboned?
I know the jarate jigglebone is more limited and the way it jiggles makes it look kinda thick... however that's just the thing I think your coffee should be acting like.. strong coffee is somewhat thick compared to normal coffee, so having it look thicker implies that Sniper likes his coffee strong. Not to mention how it also looks a bit less boring than the coffee moving in a completely flat manner, it makes it look more like a liquid rather than jello.
It implies that Sniper drinks coffee for the taste, not for the effects.
It makes it all the more interesting.
My point is, nearly all of the items with color in TF2 are mostly Red and Blue even if their real life counterparts aren't. I checked the Wiki and the only item I saw with color that wasn't mostly Red or Blue was the Sniper's headband which is completely yellow. Everything else was nearly all Red and Blue with the stripes/minor details colored yellow. If you're going to have large parts colored, it should be Red and Blue colors off of the TF2 Color Swatch.
In the end it's your choice but it's a mistake in my opinion, especially after comparing all of the current TF2 items.
Team colors is a good thing when it makes sense the way it is applied.
However it makes less sense that it would be teamcolored in this situation, especially since Valve has obviously implied that Sniper likes his coffee decaf.
Not only does it look very good in orange and would possibly look worse in some other color, having it be another color goes against how Valve portrays the Sniper. If he makes it another color, Valve might dismiss it simply because they feel it doesn't fit the character.
It would be like making the Master's Headband team colored.
It would ruin the joke and the item would make less sense on that class.
i still like orange the best.
Sorry about being so hostile about it earlier.
Wonder what happened to this...
Liking the coffee so far, I'd say use orange or the secondary colors.
Can't wait for the 1887 to be finished
Perhaps tone down the orange a tad (although this is obviously not an in-game render, maybe it's just the lighting), but the orange definitely works.
Not sure, Sparkwire is still working on the animations.
Then you get a difference, and a reality all in one.
Now, I know how you guys feel about "ideas people", but I am merely here, not as a helpless and pitiful requester of idea-realisation, but as a provider of a simple spark of inspiration. Nothing else.
(I could also mention that I am in fact going to study 3-D modeling and animation this very fall, but until then I am unable to create anything myself)
I recently got into the game Alien Swarm, and decided to check out the game's wiki. Reading up on all the weapons, it hit me how similar some design traits and touches were to those used in TF2 (some of the shades of black and white, the rounded shapes, and so on), and the idea struck me that maybe it would be possible to recreate some of them for use in TF2, with the proper skills.
And proper skills are plentiful around here
Here's the wiki, with the list of all weapons:
http://alienswarm.wikia.com/wiki/Weapons
And here are some weapons I feel could possibly work pretty well in TF2 (with some modifications to fit with the character models and animations of course):
http://alienswarm.wikia.com/wiki/Model_35_Pump-action_Shotgun
http://alienswarm.wikia.com/wiki/Medical_Gun
http://alienswarm.wikia.com/wiki/Minigun
http://alienswarm.wikia.com/wiki/M868_Flamer_Unit
http://alienswarm.wikia.com/wiki/Grenade_Launcher
On a second thought, the weapons would probably be quite difficult to fit into the hands of the TF2 classes. One could still take inspiration from the designs, and apply them to the regular weapons of TF2.
I hope someone feels even the tiniest bit of inspiration. If not, and/or if this has already been suggested, I am sorry to have wasted your time (and forum space).
And with that I bid you adieu.
Gentlemen... *cloaks*
PS: Nice work on the coffee pot!
@AAA_BATTERY: You could make the handle wider, yours seems a bit thinner than the one in Meet the Sniper. Given that all of the grips/handles in the game are exaggerated to fit the exaggerated hands you can probably get away with it, and it might help with the way he appears to hold it.
As for my stuff, the scattergun is done:
Larger version of the above.
OK thanks, BTW im lovin' your scattergun skin.
Now that it's finished are you going to contribute it? I'd love to have it as a scattergun skin seeing as there are practically NONE.
@AAA_BATTERY I think that the coffee pot handle should be a tad bit longer, http://media.giantbomb.com/uploads/3/36943/1117329-meetthesniper3_super.png
notice how the handle is almost as tall as the actual pot. That's the only suggestion I can think of, other than that it's great.
Bat replacement, WIP.
Deal.
Also,
Another British themed prop.
I'm working on a misc. item right now for Heavy called 'The Pocket Medic'. The plan is to add jigglebones so that it flops around while Heavy moves.
However, my work on The Pocket Medic isn't going so well. I'm having a lot of trouble importing the model to Source so that I can test the Jigglebones. Therefore, I'm willing to make a proposal... if anyone wants to aid me with the importing process, I'll list you as a contributor when I submit it, meaning that if the item is added to the game, you will get a self-made version of it as well. If anyone is interested, please send me a PM. You must be familiar with the process of importing a model from Maya.
Thanks in advance!
Hi all, wanna show you on what Me and my modeling friend Mr.Hamster are working on. It will be a knife for spy, but still needs work. Any thoughts or suggestions ?
Hehe, you always have such unique and creative ideas man, I like it
Btw I just got my first hat about 2 weeks ago after playing pretty actively (~120hr since drop system) for 2 years and it was none other than the Whoopee Cap, thanks, I love it!
Glad to hear it, bro! :-)
I apologize for that. I was thinking it was self explanatory.
I would love the pocket medic to get in game, it'd be an awesome heavy misc. in my opinion.
@sharkiss, I feel as though the hand guard is too small, try making it wider, I think it would look nicer.
However, I'm in agreement that the triggerguard does look a bit small, but i'll wait to see it on a character.
Ignore the finger placement on the last pic. From the actual first person view it looks fine.
That looks remarkably like a cap-gun I had when I was 7.
And the funny thing is... since working on that mod, I haven't customized any games since. All my games are vanilla now, and I really, REALLY avoid custom skins and models... But damn it all, if I don't want a 1911 replacement for the Scout and Engineer!
It's looking great so far.
I'm working on this hat, which fellow Facepunchers may have seen in the TF2 Emporium, and figured it would be a good idea to get some feedback from the talented folks here at Polycount.