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Team Fortress 2 - Workshop Thread

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  • alfr3da
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    alfr3da polycounter lvl 9
    Hey all, I've been working with APesquera to model an energy sentry pack. He's posted some of his concepts up on the thread :) The coil inside will be textured like the gravelpit laser.

    The first model ready for texturing is the Level 3 sentry:
    Wvq5a.jpg

    I'll post back here with more as it gets done. Feedback always appreciated! You guys are doing great work here.

    EDIT: If any people who have done modified sentries could let me know if there's a good workflow for getting them animated and in game, I would truly appreciate it. I've done miscs and hats before, but nothing like this.
  • Rowinish
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    Rowinish polycounter lvl 8
    Hey,
    Back with a little shotgun replacement I've been working on. It's supposed to be a m14 in case anyone is wondering. I'm working on the wood grain and other details now.
    6222826679_87242aa081_b.jpg
  • Uber
    Rowinish wrote: »
    Hey,
    Back with a little shotgun replacement I've been working on. It's supposed to be a m14 in case anyone is wondering. I'm working on the wood grain and other details now.
    6222826679_87242aa081_b.jpg

    For what class?
  • Evil_Knevil
  • Dashtoronto
    i actually like this one better:

    draw.gif
  • Baddcog
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    Baddcog polycounter lvl 9
    @shawnchi

    manchu_demo_preview.png

    See how the demos collar is 'thick'. That's how everything in TF2 is, it's really easy to define shapes, and the phong mask shows really well, highlighting those rims good.

    Yours is paper thin, and won't have that good quality to it.

    The 'segments' are marked with blue x's. Notice how around his collar there are only about 8 segments. Your hat could save a lot of polys by being only 10-12 around and it'll look fine in game. Right now I think you must have 30-40 segments around the hat.

    You could save a ton of tris AND have a nice 'thick' brim. It doesn't need to be as thick as the demos collar, but it needs some depth. Look at other hats with brims, like the ellis hat, mann co hat, etc...
  • Sparkwire
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    Sparkwire polycounter lvl 9
    concept.jpg
    made a concept for my spytech revolver
    302667e3.png
  • Rowinish
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    Rowinish polycounter lvl 8
    Uber wrote: »
    For what class?

    It's just a shotgun replacement so I had no idea of which class specifically, but now that you ask I'm thinking of making it a Pyro item. Also I made the magazine fixed to the gun so it doesn't require a new reload animation.
  • Svdl
    Here's something I made earlier. A melee weapon.

    olPGm.jpg
    Kind of fits the the saw animations.
  • ScudzAlmighty
    Sparkwire wrote: »
    concept.jpg
    made a concept for my spytech revolver
    302667e3.png

    I approve of this concept :)
  • Doughnut Bear
    2011100800001q.jpg
    ok got it back in game, uvs almost completely fixed and some base coloring and minor texturing. crits/comments? also does anyone e know how to set up the pilot light cus i have no idea
  • Flat Face
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    Flat Face polycounter lvl 10
    first attempt in a while at making a concept, actually like how it came out :D

    lost a round we were decimating, due a ninja heavy cap and had to make this :D I'll start work on it soon

    Heavy_Weapons_Guy_by_spankwagon.jpg
  • Zipfinator
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    Zipfinator polycounter lvl 9
    @Doughnut, the pilot light is just a small cone on the actual model.
  • Svdl
    I went over Sparkwire's concept with him and touched it up

    I guess it's a huge air gun

    Ns92u.jpg
  • CidTheNinja
    @TeriyakiStyle
    Overall shape and size of that thing makes me think it's be better suited for heavy.
    Rowinish wrote: »
    It's just a shotgun replacement so I had no idea of which class specifically, but now that you ask I'm thinking of making it a Pyro item. Also I made the magazine fixed to the gun so it doesn't require a new reload animation.
    Wouldn't it make a bit more sense for the Sniper? I mean, it's a rifle. Rifles in general strike me as the kind of weapon that is far more suited for long range (as apposed to a shotgun) and would might make more sense if used in that way.
  • Watcher
    Hello all, I am a first time poster, first time lurker (aside from once during the huge contest a while back), and I'm here to get some comments on my stuff. Right now, I only have a single thing done; but I hope to finish this entire pack of weapons and hats and stuff and submit it to Valve for people to enjoy in game.

    The first thing I did was create a silver bullet for the Scout. I haven't textured anything yet, so i'll leave you with this quick-'n'-dirty render

    ibcTKuTrIeGpfn.png
    However, I'm fairly new to the world of tf2 modding, so I'm not sure how this will look in game, or even how to get it in game right. I can hardly texture in the right style. And that makes me sad.
  • shawnchi
    Thanks, Baddcog. I fixed the brim and made it thicker, however, I don't think I fixed the segments. I don't know how.
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    He just means reduce the number of sides on the hat so that it's a bit lower poly.
  • Baddcog
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    Baddcog polycounter lvl 9
    Yeah, you'll actually probably need to just remodel it, sucks to do but it's good practice.
  • Pogo
    Hey watcher, I've put together a list of tf2 related tutorials for creating and compiling props/weapons etc, I suggest you check it out.

    http://www.kritzkast.com/tf2_mod_guide
  • Rada
    K so it's been a while but Jzeeba and I are redesigning the Roman helmet we did a while back here is the latest version compared to the older version

    scaled.php?server=714&filename=romanredux.png&res=medium

    problem is it's 1672 tris any comments?
  • [Deleted User]
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    [Deleted User] insane polycounter
    The user and all related content has been deleted.
  • Evil0live
    Hey guys! Quick question...how do you make the posters displaying your new weapon? Do you just use model viewer and photoshop for hours? Thanks in advance!
  • Nzdjh
  • re.wind
    Got around to giving this a better gravelpit style barrel. tri count is around 4.5 -> 5k for lod0 but that'll oscillate as i add/change/remove/improve details and its silhouette.

    hvy_laser_gun_wip_07.jpg
  • [Deleted User]
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    [Deleted User] insane polycounter
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  • Sparkwire
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    Sparkwire polycounter lvl 9
    a796d59c.png

    texturing is coming along nicely. pretty much the only things left to do is the screws, handle, and lock.
    697a6655.png
  • Noors
  • roninsmastermix
    21dpl6u.jpg
    Went back to work on my scout set. Converted the engineer "otto" pistol for the scout. (i guess that "clips") Also made the vest slimmer yet bulkier.(less clipping but still a lot of rigging work to do.)
  • ev149
    Sparkwire - Looks nice, but the grey parts of the handle look a bit flat.
    Ronin - If you shorten up that magazine you wouldn't have those clipping issues. Looks awesome though!
  • roninsmastermix
    ev149 wrote: »
    Sparkwire - Looks nice, but the grey parts of the handle look a bit flat.
    Ronin - If you shorten up that magazine you wouldn't have those clipping issues. Looks awesome though!
    Shortening the clip is the easy way out of the problem. Right now i'm clueless to how to solve the problem but it will lose the identity of the gun if i shortened the gun's clip. I'll try not to compromise as much as i could for this one.
  • Rowinish
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    Rowinish polycounter lvl 8
    Hey, I've been working on texturing my M14 and I noticed something weird with my AO bake. I seems that one side of the gun is darker, at first I just thought it was just a light was making it render that way but I deleted all my lights and I'm still getting this issue. I'm using blender by the way, any ideas of how to fix this?

    Thanks,
  • roninsmastermix
    Rowinish wrote: »
    Hey, I've been working on texturing my M14 and I noticed something weird with my AO bake. I seems that one side of the gun is darker, at first I just thought it was just a light was making it render that way but I deleted all my lights and I'm still getting this issue. I'm using blender by the way, any ideas of how to fix this?

    Thanks,

    You have hidden objects while baking. make sure they are deleted or moved temporarily before baking.
  • Rowinish
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    Rowinish polycounter lvl 8
    You have hidden objects while baking. make sure they are deleted or moved temporarily before baking.

    I have, I made all other objects hidden and not rendered. Though i just deleted all the other objects and that seemed to fix it, thanks for answering my stupid question :).
  • roninsmastermix
    Rowinish wrote: »
    I have, I made all other objects hidden and not rendered. Though i just deleted all the other objects and that seemed to fix it, thanks for answering my stupid question :).

    When baking, Blender bakes everything on the scene, even the hidden ones. i usually just move my other models away as i bake then put them back to their place.
  • Sparkwire
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    Sparkwire polycounter lvl 9
    7a980212.png

    added some subtle color variations to the metal

    ev149 wrote: »
    Sparkwire - Looks nice, but the grey parts of the handle look a bit flat.
    Ronin - If you shorten up that magazine you wouldn't have those clipping issues. Looks awesome though!

    haha yea, the handle is still on the basecolor. gonna be working on it today.
  • Zalakzik
    Working on Propeller Behead for pyro :)
    Propeller_Behead.jpg
  • Ruskeydoo
    6231360182_90efa71262_b.jpg

    Concept sketch for heavy misc 'Ursa Major'. Thoughts?
  • V6th
    @Ruskey: Looking good, a bear head would go great with that. I was almost going to say too bad someone already made the beargloves, but that was you...
  • Uber
    Ruskeydoo wrote: »
    6231360182_90efa71262_b.jpg

    Concept sketch for heavy misc 'Ursa Major'. Thoughts?
    Really sweet!

    i'd love to use that with a russian bolt action :)
  • Elbagast
    @Rada: So long as it looks the part and isn't wildly unoptimised that won't really be a problem (the Jumper's Jeepcap is about that much). What you do want to make sure is that you aren't using massively more than you need to achieve the look you want. I think reducing the number of holes in the brush-thing on top (I have no idea what that's called...) so that you only have one or two would cut down the number a bit while still giving a bit of an impression of wear. Also, simplify the inside of the hat above the head if you haven't already.

    @re.wind: That's quite a big ray gun...

    @TeriyakiStyle: That seems like a rather overcomplicated design, would it not be a lot simpler to borrow from mortar designs if your goal is some form or artillery piece?

    @Sparkwire: I'm liking the texture work so far. At first glance the wood areas seemed a little small to me, but it seems there are ones out there with intricate woodwork so I guess it's not really an issue.

    @roninsmastermix: Your Scout's jacket is rather bugging me - you're getting in the way of the only solid team colour on him so you could be screwing with class identification. No implemented cosmetics get in the way of existing areas of colour this much. Personally I'd cut down the stuff on the belt to no more than two items on his left side (right seems to conflict with the bag strap) mostly because at the moment it's just feels like too much detail. I do like the gun's shape though, but then I've always liked the Mac 10...

    @Zalakzik: I hope the Pyro isn't going to play air guitar while that thing's spinning...

    @Ruskeydoo: You sure do like your Heavys. And bears. You can't really see the texture variations in your shot though - didn't somebody around make a shader setup for Maya that got pretty close to in game results? I'm wondering if maybe it should be bigger down his back?

    ----

    After a period of no productivity, stuff:

    engineer_pack_concept_2_wip_by_elbagast-d4cetua.png

    Ingame shots:
    Shotgun
    Wrangler
    Wrench

    This is a WIP of the second pass of the pack I'm working on, I ended up redesigning the shotgun to be a Widowmaker type weapon mostly because I wanted room to bulk it up (oilfield tools are generally quite big and the previous version wasn't conveying that) in addition to adding a flange with lots of bolts. You see that a lot when there's lots of big pipes around. The wrangler replacement has been refined and the wrench is mostly unwrapped so things are coming along. I've tested the tech for the hat to get the engravings with minimal distortion so I should be able to pull that off too, just need to finalise the design.

    As far as the image goes I still have to do some oil spatter tests I've been planning to do for a while, and I'll probably tweak the lighting a bit.

    The only thing I'm slightly unsure about for the actual designs the Jackhammer-esque fin on the shotgun, it feels off without it but needs some tweaks since I'm getting a bit of modern gun vibe from it (probably the similarity to the P90). Any comments there or elsewhere would be appreciated.

    Then after all this I might nave no reason to chicken out of doing the sentry...


    Also I've recently looked into rocket models:

    tf2_rocket_concepts_by_elbagast-d4cetax.png

    These are all paint-overs of high-poly (~1500tri each) models for the details to be baked down so I can easily play around with them. I was going to just do the Liberty Launcher one but actually getting the chance to design something when I know what it does proved infectious...

    The idea here is that the warhead changes with the effect, and the motor changes with the speed. I seem to have inadvertently colour coded them too.

    The biggest change I want to make from here is to shrink the Rocket Jumper warhead a bit, it's the biggest which makes no real sense for a non-combat round.

    After that the Black Box one is bugging me somehow, it might just need a bit of detail rearranging, or just be that it's similar in shape the the RJ round at the moment. Maybe if the man who made it's launcher could pop in for a moment? As far as I'm aware they won't apply contributed item changes not made by the author anyway.

    I'd be curious for any thoughts on these, and on whether people think the warhead/motor changes are enough on their own or if some of them need a little more.
  • larolaro
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    larolaro polycounter lvl 9
    Nice work Elbagast!
  • NeoDement
    Yeah they're fantastic, I really hope Valve implements them when they're done. Don't forget about the Original!
  • Seba
    Elbagast, have you considered doing this with the shotgun?

    68qBA.png
    (excuse the rough copypasta)

    Nice work, btw - I especially like the Wrangler.

    EDIT: herp, misread your post. Oh well, I'll just leave it here.
  • Tehrasha
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    Tehrasha polycounter lvl 11
    Sparkwire wrote: »
    7a980212.png

    added some subtle color variations to the metal




    haha yea, the handle is still on the basecolor. gonna be working on it today.


    So with the handle in the 'closed' position, there is still 3 inches of blade sticking out? :)
  • Baddcog
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    Baddcog polycounter lvl 9
    @Zalikzik,

    If that's a switch by the fan blades you might want to move it down further. You'd lose a hand turning it on/off.
  • Flat Face
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    Flat Face polycounter lvl 10
    21dpl6u.jpg
    Went back to work on my scout set. Converted the engineer "otto" pistol for the scout. (i guess that "clips") Also made the vest slimmer yet bulkier.(less clipping but still a lot of rigging work to do.)

    I have to say, that weapon really looks too big for the scout, his weapons are always smaller than their real life counterparts

    I just realised what I said and that I was wrong.. about his weapons being smaller, I still think this is too large though
  • Dewzie
    Ruskeydoo wrote: »

    Concept sketch for heavy misc 'Ursa Major'. Thoughts?

    If you weren't going to already, make the join at the front into knotted bear arms so it looks like he cut the Warrior's Spirit off them. You could also do a bear head hood if you ditch the lower jaw and have the rest of the head hang down his back.

    @roninsmastermix - Have you tried the vest in the same red colour as the water flask?
  • Sparkwire
  • CidTheNinja
    http://www.teamfortress.com/post.php?id=6483
    A way for community members to rate and recommend items to be put in-game? This does sound like it could be great, but also a bit concerning that it may turn into a popularity contest and that lesser known modelers could end up getting the shaft.
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