Testing all 3 (4?) items in-game to see how it reads, even if the angles, positions, textures, and models are by no means good enough for submission.
I forgot the trousers: dammit.
TODO list:
(in no particular order)
- wolf-skin hat eyes & seam
- Beard.
- axe texture
- leather strap for the shield(?)
- shield uvmap texture &
- tweak axe & shield positions so that they properly fit
- trousers: everything.
@eedobaba
I like the design, but I noticed that there's only a damage penalty against enemy players.
grenades that steer themselves towards buildings and do the same amount of damage as standard grenades sounds OP in ways I can barely comprehend...
still, looks mighty nice though, I especially like the detail to the grenades.
@eedobaba
I like the design, but I noticed that there's only a damage penalty against enemy players.
grenades that steer themselves towards buildings and do the same amount of damage as standard grenades sounds OP in ways I can barely comprehend...
still, looks mighty nice though, I especially like the detail to the grenades.
The idea is that it's a weapon specialized to deal with buildings, while being much less useful for enemy player combat. You're sacrificing damage on an important combat weapon to gain a strategic advantage towards buildings.
@eedobaba
yeah, but considering grenades can do so much damage to buildings as it is... I dunno, maybe something like a slower fire rate.
and it all depends on how attracted to buildings these are.
were you thinking something like a gradual curve towards the building's direction?
or just a flat-out 90 degree turn if it goes past a sentry?
you know most engines today render quads into tris upon import/compiling right??? That doesn't mean an artist models in tris. In fact they'd be nuts to work in tris. So who exactly follows this rule? Modeling in quads is generally easier/faster
Yes I do know this. And like the others before me have stated, Model in Quads, count the tris.
Loch 'n load and normal grenades are more than sufficient for taking out sentries, especially the loch when it hits. Also stickies. anti-building grenade launcher is rather redundant.
how about a grenade launcher equivalent of the cow mangler? slightly longer reload, less damage, lower velocity, and lower damage after the grenade first makes contact with the world geometry. A direct contact hit with a sentry disables it for a second or so.
Hey, I'd like to offer you a little critique on your style, as I've been looking at the couple of things you posted recently.
You are a skilled modeller, that much is reflected in your work, so I'd like to give you kudos on that one. However, where I feel your models may need a little work, is in the texturing and smoothing. You should try to use slightly more blockier shapes rather than polished curved ones.
The other part, the texturing, your works all seem a little bit off from the traditional colour scheme / brush style of Team Fortress and a bit too "realistic". I can tell you're trying to mimic the style but your rim highlights are way too distinct and there are hardly any flat colours on your models (I'm just looking at your grenade launcher now as a reference for this comment), you should try to cut back a bit on the edge fading and emphasise the darker tones and lighter tones and try to use less "dulled" colours (the coil and batteries).
I know all the worlds a critique and I don't have anything to show for myself to prove my words are worth their salt but I just thought I'd put it out there if you wanted any public opinion. Sorry if this is in any way offensive, it is not meant to be.
Well after watching and reading various tutorials, HellJumpers Blender tutorial being the one that helped me the most (thank you!) I thought I'd give the TF2 item making a shot. This was my first attempt at modeling/texturing something and I would like you to vote on what you think. Cheers!
I use those heads in max as a reference while working on my hats before. Once I'm finished I rotate the hat 90º forward and export them as an obj with the Flip YZ-axis checkbox off.
Then I use the itemtest tool from the SDK in order to compile the obj and the tgas. Finally I use the itemtest level to test the hats. This has worked flawlessly so far for my soldier and sniper hats.
But there is something wrong with the engineer's hat! When I finally get it into the game it is clearly offset and even rotated a bit from where it should be.
First I thought I messed up with the pivot point when rotating for the export, but I have double checked everything. What has me totally confused now is that that very same hat that is causing trouble on the engineer's head is correctly aligned if I put it on the soldier for example. (There are some obvious issues, clipping here and there. It is expected since it shouldn't fit the soldiers head in the first place, but the overall alignment is correct).
What I believe is happening is that the engineer's head from the zip file does not match the one ingame. Could somebody compare the engineer's head in that zip file with another engineer head reference model?
@Norman, not surre about engie... but Valve used Maya (y up) and Max is Z up... Can't recall atm, but i think what you need to do is rotate the bip_head bone 270* in the Y plane. Then skin, you don't need to rotate hat.... (just bone before skin)
just had an idea mate, those goggles replace the engineers yeah? why not simply change the texture on the original ones and use the lower polycount to un square the sentry?
Apparently there's a ratio vote/time in the workshop because i'm already in page 4, though i don't have incredible vote counts (yet )
So the system looks fair.
It seems to be bouncing around a bit but the star system doesn't tell me how many people like/dislike it so as far as I'm concerned the ratings system is as clear as mud when it comes to actual feedback.
So far I have 3 counts of plagerism of my own work in the workshop (though they thankfully all seem to have been removed now) and I've twice been accused of stealing my own work. Apparently the Howitzer's being used in a mod and I was never informed of that, I should probably get ahold of the guy who runs it.
I use those heads in max as a reference while working on my hats before. Once I'm finished I rotate the hat 90º forward and export them as an obj with the Flip YZ-axis checkbox off.
Then I use the itemtest tool from the SDK in order to compile the obj and the tgas. Finally I use the itemtest level to test the hats. This has worked flawlessly so far for my soldier and sniper hats.
But there is something wrong with the engineer's hat! When I finally get it into the game it is clearly offset and even rotated a bit from where it should be.
First I thought I messed up with the pivot point when rotating for the export, but I have double checked everything. What has me totally confused now is that that very same hat that is causing trouble on the engineer's head is correctly aligned if I put it on the soldier for example. (There are some obvious issues, clipping here and there. It is expected since it shouldn't fit the soldiers head in the first place, but the overall alignment is correct).
What I believe is happening is that the engineer's head from the zip file does not match the one ingame. Could somebody compare the engineer's head in that zip file with another engineer head reference model?
Am I going nuts? :P
Ok!! I just figured it out! The head bone of the engineer is rotated "-80,459" degrees. In order to get the hat aligned properly I have to rotate it by the same amount before exporting.
I think i posted this before but i needed som advice from you guys about it: Which lightwarp do you think works best?
I personally prefer the one on the left (that's what it was originally, But i had to change it to the one on the right, Which i DON'T like). Now i'm able the VMT with a different lightwarp i wanted to ask you guys which you prefer.
Yeah I'd go with the left. Is it the "pyro_lightwarp" texture? I used that on the Airborne Armaments because of the same thing really, it looked a lot better on the green than "weapon_lightwarp".
re.wind, why not simply the Viking Vandyke? It's pretty self-explanatory.
Macgta, I personally prefer your original one, but I don't think any player is ever going to notice and chances are Valve is just going to go with the default lightwarp to cut down on the number of files.
His explanation for stealing it (and deleting my comments saying it's stolen):
"u didnt make nothing u made the hat alone and the gals and mustach alone so i just made it together"
This is so awesome that is just screams "You're going to LOVE ME!" Really great model, textures are absolutely fitting as well. I'd love to have a proper crossbow in TF2 especially if it was that one.
@Roninsmastermix: While I'd rather have a different looking shotgun for the Pyro, I have to say that this paintjob makes it look really fitting. Maybe even to the point of not needing a different model. Great work, as with all your stuff.
Now, me.
Here's a very quickly done model for the Halloween (probably too late, but it never hurts to try). Planning to make a ladle as a melee replacement. Base model is 1180 tris with 3 LODs with 944, 600ish and 400ish tris.
while i'm at it, i'm cautious to comment on submitted items due to the potential of plagiarism and stealing work, except the (really obvious) ones that i've seen here.
Going to start working on a new Demoman hat, but first I have a question.
How do you set up textures to make hats paintable? Is there a special texture to mask the paint color?
Going to start working on a new Demoman hat, but first I have a question.
How do you set up textures to make hats paintable? Is there a special texture to mask the paint color?
@Elbagast: Yeah the one on the left is "pyro_lightwarp"; itemtest uses "weapon_lightwarp" (which is the one on the right) by default which felt didn't really work with this particular hat.
@ Mad Mike, the Kettle is cool, but it seriously needs a third leg.
Updated my demo crown. Wasn't getting much feedback and the little I got was it's 'Meh'.
So went back to what I was originally doing. I changed mid way due to polycount, but I'd rather have more polys and have it look good.
So it's 1400 instead of 850ish, but it has 3 LOD's.
Replies
I forgot the trousers: dammit.
TODO list:
(in no particular order)
- wolf-skin hat eyes & seam
- Beard.
- axe texture
- leather strap for the shield(?)
- shield uvmap texture &
- tweak axe & shield positions so that they properly fit
- trousers: everything.
Keep an eye on your target with this battery operated headgear! **Batteries not included**
http://steamcommunity.com/sharedfiles/filedetails/?id=2429
YOU MODELED MY IDEA!
IT LOOKS EFFING AWESOME!!!
!
The Destruction Worker
A highly modified grenade launcher which fires magnetic grenades.
Proposed Stats:
+ Grenades are magnetically attracted to enemy buildings.
- Grenades do %30 less damage to players.
*Part of the "High Tech Demoman" set. (placeholder title)
http://steamcommunity.com/sharedfiles/filedetails/?id=2573
I like the design, but I noticed that there's only a damage penalty against enemy players.
grenades that steer themselves towards buildings and do the same amount of damage as standard grenades sounds OP in ways I can barely comprehend...
still, looks mighty nice though, I especially like the detail to the grenades.
http://steamcommunity.com/sharedfiles/filedetails/?id=2580
The idea is that it's a weapon specialized to deal with buildings, while being much less useful for enemy player combat. You're sacrificing damage on an important combat weapon to gain a strategic advantage towards buildings.
yeah, but considering grenades can do so much damage to buildings as it is... I dunno, maybe something like a slower fire rate.
and it all depends on how attracted to buildings these are.
were you thinking something like a gradual curve towards the building's direction?
or just a flat-out 90 degree turn if it goes past a sentry?
Yes I do know this. And like the others before me have stated, Model in Quads, count the tris.
how about a grenade launcher equivalent of the cow mangler? slightly longer reload, less damage, lower velocity, and lower damage after the grenade first makes contact with the world geometry. A direct contact hit with a sentry disables it for a second or so.
Hey, I'd like to offer you a little critique on your style, as I've been looking at the couple of things you posted recently.
You are a skilled modeller, that much is reflected in your work, so I'd like to give you kudos on that one. However, where I feel your models may need a little work, is in the texturing and smoothing. You should try to use slightly more blockier shapes rather than polished curved ones.
The other part, the texturing, your works all seem a little bit off from the traditional colour scheme / brush style of Team Fortress and a bit too "realistic". I can tell you're trying to mimic the style but your rim highlights are way too distinct and there are hardly any flat colours on your models (I'm just looking at your grenade launcher now as a reference for this comment), you should try to cut back a bit on the edge fading and emphasise the darker tones and lighter tones and try to use less "dulled" colours (the coil and batteries).
I know all the worlds a critique and I don't have anything to show for myself to prove my words are worth their salt but I just thought I'd put it out there if you wanted any public opinion. Sorry if this is in any way offensive, it is not meant to be.
Well after watching and reading various tutorials, HellJumpers Blender tutorial being the one that helped me the most (thank you!) I thought I'd give the TF2 item making a shot. This was my first attempt at modeling/texturing something and I would like you to vote on what you think. Cheers!
EDIT: Fixed link
http://steamcommunity.com/sharedfiles/filedetails/?id=2124
Finished modeling the first of three items:
http://steamcommunity.com/sharedfiles/filedetails/?id=2588
love it!
we need a Wicked Witch of the West hat.
"The Mannwitch"
I suck at names.
Or, considering it's for the Demo, the "Second Eye" could work as well.
I'm using these heads as references in 3dsmax:
http://media.steampowered.com/apps/tf2/workshop/TF_heads.zip
I use those heads in max as a reference while working on my hats before. Once I'm finished I rotate the hat 90º forward and export them as an obj with the Flip YZ-axis checkbox off.
Then I use the itemtest tool from the SDK in order to compile the obj and the tgas. Finally I use the itemtest level to test the hats. This has worked flawlessly so far for my soldier and sniper hats.
But there is something wrong with the engineer's hat! When I finally get it into the game it is clearly offset and even rotated a bit from where it should be.
First I thought I messed up with the pivot point when rotating for the export, but I have double checked everything. What has me totally confused now is that that very same hat that is causing trouble on the engineer's head is correctly aligned if I put it on the soldier for example. (There are some obvious issues, clipping here and there. It is expected since it shouldn't fit the soldiers head in the first place, but the overall alignment is correct).
What I believe is happening is that the engineer's head from the zip file does not match the one ingame. Could somebody compare the engineer's head in that zip file with another engineer head reference model?
Am I going nuts? :P
Ok It doesn't look that bad after being rendered in the Source Engine does it? Sans completed textures of cousre
I think its 100 times better now.
So the system looks fair.
i'd be glad if you could take a peak!
http://steamcommunity.com/sharedfiles/filedetails/?id=2103
Edit: This is obviously stolen. *cough* idiots.
http://steamcommunity.com/sharedfiles/filedetails/?id=2077
It seems to be bouncing around a bit but the star system doesn't tell me how many people like/dislike it so as far as I'm concerned the ratings system is as clear as mud when it comes to actual feedback.
So far I have 3 counts of plagerism of my own work in the workshop (though they thankfully all seem to have been removed now) and I've twice been accused of stealing my own work. Apparently the Howitzer's being used in a mod and I was never informed of that, I should probably get ahold of the guy who runs it.
Ok!! I just figured it out! The head bone of the engineer is rotated "-80,459" degrees. In order to get the hat aligned properly I have to rotate it by the same amount before exporting.
I personally prefer the one on the left (that's what it was originally, But i had to change it to the one on the right, Which i DON'T like). Now i'm able the VMT with a different lightwarp i wanted to ask you guys which you prefer.
http://steamcommunity.com/sharedfiles/filedetails/?id=2687
/me being paranoid with watermarks.
Now in the workshop, spooky monsters from another dimension!
Ok, I reworked some polys, and now the sentry has a more rounded shape on the back..... but now I have to adjust the textures.....
Macgta, I personally prefer your original one, but I don't think any player is ever going to notice and chances are Valve is just going to go with the default lightwarp to cut down on the number of files.
Should I finish this heavy weapons pack for the heavy after my spytech set?
My hat and glasses I made for heavy:
http://steamcommunity.com/sharedfiles/filedetails/?id=175
http://steamcommunity.com/sharedfiles/filedetails/?id=204
A person stealing a render of both, which I posted in this forum:
http://steamcommunity.com/sharedfiles/filedetails/?id=1569
His explanation for stealing it (and deleting my comments saying it's stolen):
"u didnt make nothing u made the hat alone and the gals and mustach alone so i just made it together"
I hear you on that
http://steamcommunity.com/sharedfiles/filedetails/?id=523
I didn't make this but a friend did, released it on gamebanana years ago
same guy upped this, he couldn't even spell his "own" hat's name right
http://steamcommunity.com/sharedfiles/filedetails/?id=1151
Report button BADLY NEEDED.
What do you guys think?
Neither why the new itemtest tool is so.. basic....
This is so awesome that is just screams "You're going to LOVE ME!" Really great model, textures are absolutely fitting as well. I'd love to have a proper crossbow in TF2 especially if it was that one.
@Roninsmastermix: While I'd rather have a different looking shotgun for the Pyro, I have to say that this paintjob makes it look really fitting. Maybe even to the point of not needing a different model. Great work, as with all your stuff.
Now, me.
Here's a very quickly done model for the Halloween (probably too late, but it never hurts to try). Planning to make a ladle as a melee replacement. Base model is 1180 tris with 3 LODs with 944, 600ish and 400ish tris.
http://steamcommunity.com/sharedfiles/filedetails/?id=2735
while i'm at it, i'm cautious to comment on submitted items due to the potential of plagiarism and stealing work, except the (really obvious) ones that i've seen here.
How do you set up textures to make hats paintable? Is there a special texture to mask the paint color?
http://www.polycount.com/forum/showthread.php?p=1446449#post1446449
Updated my demo crown. Wasn't getting much feedback and the little I got was it's 'Meh'.
So went back to what I was originally doing. I changed mid way due to polycount, but I'd rather have more polys and have it look good.
So it's 1400 instead of 850ish, but it has 3 LOD's.
Also cleaned up my items presentations a bit.
Finally! A way to become increasingly drunk WHILE blowing things up!
http://steamcommunity.com/sharedfiles/filedetails/?id=2762