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Team Fortress 2 - Workshop Thread

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  • tanka
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    tanka polycounter lvl 12
    aviatorgrab.jpg

    Here's my aviator cap.. It's looking a little plain though.. Maybe because it's lacking the fancy tf2 shader.
  • elementbam38
    DAMNIT i sumbitted my misc item but it had a clipping problem i didn't notice at first am i allowed to resubmit an updated version?
  • AAA_BATTERY
    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.

    coffeecolor.png
    DAMNIT i sumbitted my misc item but it had a clipping problem i didn't notice at first am i allowed to resubmit an updated version?

    yes, just say that you are resubmitting an updated version in the "anything else we should know" box.
  • KrowKoDiLe
    I think, you should make it with team coloured :
    610743d20e4df4d6b49c5eace3ed7.jpg
    Just an quickly-made example.
  • AAA_BATTERY
    no changes since the last screen shot, just an in game video to see what it looks like moving.

    [ame]http://www.youtube.com/watch?v=ddE55xi3eYY[/ame]
  • SXBIG
    no changes since the last screen shot, just an in game video to see what it looks like moving.

    http://www.youtube.com/watch?v=ddE55xi3eYY
    Looking good so far, but I agree with the idea to make it team colored.
  • Zipfinator
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    Zipfinator polycounter lvl 9
    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.
  • TheLastDesperado
    tanka wrote: »
    aviatorgrab.jpg

    Here's my aviator cap.. It's looking a little plain though.. Maybe because it's lacking the fancy tf2 shader.

    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.
  • AAA_BATTERY
    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.
  • Simski
    SXBIG wrote: »
    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.
    no changes since the last screen shot, just an in game video to see what it looks like moving.

    http://www.youtube.com/watch?v=ddE55xi3eYY
    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.
  • AAA_BATTERY
    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.
  • Simski
    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.

    It makes it all the more interesting.
  • Zipfinator
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    Zipfinator polycounter lvl 9
    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.
  • Simski
    Zipfinator wrote: »
    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.
  • AAA_BATTERY
    i will make team colored versions, as well as team colored secondary colors just to see what it looks like.
  • AAA_BATTERY
    all colors were taken directly from valve's color pallet, except black and orange.

    i still like orange the best.

    teamcoloredcoffeepot.png
  • Simski
  • SXBIG
    Scratch my last post, go orange.
  • Zipfinator
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    Zipfinator polycounter lvl 9
    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.

    Sorry about being so hostile about it earlier.
  • RedSheep
    Elbagast wrote: »
    After taking comments into consideration, and playing around a lot with the positioning and shapes of several components, I've gotten to this:

    TF2_Scattergun_WIP_2_by_Elbagast.png





    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 :D
  • Mutated
    I think the tertiary colors look just fine, they're subdued enough that they could conceivably be real coffee cup colors.

    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.
  • Sgt Pepper
    JoshuaC wrote: »
    Sgt Pepper, the texture looks good, but what does it look like in game?

    I tried to model the same gun recently, and eventually gave up on it.

    Not sure, Sparkwire is still working on the animations.
  • Tehrasha
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    Tehrasha polycounter lvl 11
    Why not Orange for red team, and black for blue team?
    Then you get a difference, and a reality all in one.
  • Simski
    Tehrasha wrote: »
    Why not Orange for red team, and black for blue team?
    Then you get a difference, and a reality all in one.
    But remove from Sniper's personality.
  • KrowKoDiLe
    Mutated wrote: »
    I think the tertiary colors look just fine, they're subdued enough that they could conceivably be real coffee cup colors.
    I prefer the tertiary colors too.
  • TankTaur
    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.

    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
    so does anyone have any issues with the coffee pot model? or can i call it done, and go on to textureing?
  • Elbagast
    @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.


    As for my stuff, the scattergun is done:

    TF2_Scattergun_Finished_by_Elbagast.png

    Larger version of the above.
  • AAA_BATTERY
    Elbagast wrote: »
    @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.

    OK thanks, BTW im lovin' your scattergun skin.
  • RedSheep
    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.

    @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.
  • Mr.Tomato
    renderus.png
    Bat replacement, WIP.
  • AAA_BATTERY
    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.
  • selentic
    Swizzle wrote: »
    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.

    Deal.

    Also,

    pubsignrelease.jpg

    Another British themed prop.
  • Thrillho
    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.

    pocketmedic1.jpg


    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!
  • Sharkisss
    knify.jpg

    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 ?
  • a gentlman
    Thrillho wrote: »
    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.

    pocketmedic1.jpg


    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! :)
  • Thrillho
    a gentlman wrote: »
    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! :-)
  • JoshuaC
  • Zipfinator
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    Zipfinator polycounter lvl 9
    Do you think you could post some information on what you're modeling JoshuaC? Posting only pictures is more annoying than mysterious.
  • JoshuaC
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    JoshuaC polycounter lvl 13
    A 1911 styled pistol replacement for the engie/scout.

    I apologize for that. I was thinking it was self explanatory.
  • RedSheep
    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.
  • JoshuaC
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    JoshuaC polycounter lvl 13
    Mmm, freshly baked AO.

    TF2_1911_08.png
  • Bullet
    That looks Great Josh!
    However, I'm in agreement that the triggerguard does look a bit small, but i'll wait to see it on a character.
  • JoshuaC
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    JoshuaC polycounter lvl 13
    It fits fine.

    TF2_1911_fit.png
    TF2_1911_fit2.png
    TF2_1911_fit3.png

    Ignore the finger placement on the last pic. From the actual first person view it looks fine.
  • OMGod
    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.
  • JoshuaC
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    JoshuaC polycounter lvl 13
    The texture was a temporary one I made so I didn't go through the process of UVing, and texturing a model that wasn't gonna work.
  • tex_cookiedough
    mm i love the smell of freshly baked AO in the morning, lookin good josh
  • Tehrasha
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    Tehrasha polycounter lvl 11
    JoshuaC:

    That looks remarkably like a cap-gun I had when I was 7. :)
  • PatrickL
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    PatrickL polycounter lvl 9
    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!

    It's looking great so far.
  • kevlar jens
    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.

    Q6G4s.jpg

    mtDtV.jpg
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