What is that white thing stuck in the end?
The handguard, handles and trigger all look too amorphous. Give them a more defined state.
Your texture looks too much like a colour block out. Open up one of the Valve models and hae a look at what they're doing.
The modelling on the sights looks unrefined. Check out he tsighes on the sniper SMG and the direct hit. Also what is going on with the shadows on the front sight?
The tiny rivets at the back are very small. How many polys have you used on them?
In general the modelling looks a bit toy like. Maybe try getting a more industrial feel.
Having said all that I think you're concept is strong, you just need to work on how its resolved. Go on image search and look at every gun sight you can find, then have a look at some real world rocket launchers to get some shapes.
Just a quick update, I made some changes to my 'lunar-launcher'. Mainly just visual changes within the FPV before I texture it... I think it improves the silhouette and character of the radar. does bringing it forward into view help the style or is it too distracting now? I wanted your thoughts, have i gone too far? Cheers.
Here is my wip, an "enhanced" version for the halo hat:
It's around 2000 tris at this time (I don't know if it is too much), wings won't be animated, just a skinning for this one.
Just one little issue : halo is a all_class item, and I wanted it to replace only the medic one...
leyto, you should at least add a couple jiggly bones, seems like valve prefers that.
The halo has a model for each class, so it's easy to just replace one. The name is something like halo_medic 9look in player/all_class folder in model viewer.)
Progress on the demo beard. I'd like to give a shout out to my co-contributor, Captain Chalky (who had the idea and provided some references and did the leg work on research for this) Hope you like it.
Progress on the demo beard. I'd like to give a shout out to my co-contributor, Captain Chalky (who had the idea and provided some references and did the leg work on research for this) Hope you like it.
It's like he's staring through my soul......Also, beard looks kickass. But god that eye is creepy.
Finished up The Havoc, a chaingun ripped from a Russian attack helicopter of the same name. I textured it, and Sparkwire modeled it. Click it to go to the workshop page and do what you please!
Finished up The Havoc, a chaingun ripped from a Russian attack helicopter of the same name. I textured it, and Sparkwire modeled it. Click it to go to the workshop page and do what you please!
I so want that. But tell me, does it come in pink? :P
Progress on the demo beard. I'd like to give a shout out to my co-contributor, Captain Chalky (who had the idea and provided some references and did the leg work on research for this) Hope you like it.
But you won't be able to wear it with the Buccaneer's Bicorne if you have those two huge silver earrings
@ roninsmastermix: this beard is pretty well done, is it normal mapped ?
@ Baddcog: thanks for advice I don't know if jigglebones would be very usefull with my item, because these are fake wings (as the halo), and here I'm rather going to replace the backpack by those wings...
@ roninsmastermix: this beard is pretty well done, is it normal mapped ?
@ Baddcog: thanks for advice I don't know if jigglebones would be very usefull with my item, because these are fake wings (as the halo), and here I'm rather going to replace the backpack by those wings...
I can see jiggle bones on where the wings connect to the back and the bottom feathers, if you know what I mean. Put veeeery little jiggle to the where the wings connect to the backpack, don't want it to much, just want it to bounce with him. Trust me, I've seen enough victoria's secret specials where they had those wings to know how they bounce (and I don't mean THEIR jiggled bones, if you catch my drift ;] ).
*Add On* You don't need to make your feather panels angled, that adds on tri's. Put them as a square and paint them in as a feather. If you look at the soldier/heavy Indian chief hats, you'll see that their actually rectangles with transparency in where there is no paint.
@Sexy Robot & AsPesquera
I have to say, that's great guys. Was it made for the Jurassic Pack? With that tooth/claw it certainly look like it's make a good addition. @roninsmastermix
You know I don't typically like the beards I see, but this looks like it could actually work in-game. @jakeharold
A clown with a mortar board? Is there some reference I'm not getting here? I think it might look better without the tuft of hair coming from the forehead.
So about 3-4 months ago, Colossal and I decided to re-vamp our circus themed items for the pyro. I honestly didn't post it anywhere because of what happened with the tomislav stuff.
So, now that TF2 contribute has changed to their new system, I will be posting them....now.
NOTE: All the pictures are actually screenshots from Mac, so they tend to be a little dark. If you need an example of how much darker...this is the brawler in-game: http://cloud.steampowered.com/ugc/650995607943903837/5D6B0A45FD60594C020C736993AA277AC758EF62/
Oh, and we decided to make more than just the pyro items.
Those were the pyro ones...Now for some other classes. Note, all models fit the animations except for the spy knife (which, if incorporated in the game, will have to be a projectile).
@jakeharold
A clown with a mortar board? Is there some reference I'm not getting here? I think it might look better without the tuft of hair coming from the forehead.
I'm working on a full update, including a set for each class and a comic to contextualise the sets. It's mainly a krusty the clown/homer simpsons goes to clown college reference. Engy goes to clown college as it's the only PHD he never got.
Hind sight is always 20/20, and in this case fore sight and side sight are too.
Man, this one worked me, always plan ahead. It started as an extrusion of the heavies head, so I was leaving some uv's intact. But it gave me a lot of seams, so I re-uved and re textured it and had the edge seam around it painted pretty well. But the in game shading was sucking. So I wrapped it with bandage. Then I was going to have the bandage on another texture but ended up deleting some polys under it, pushing the uv's onto the main texture, rebaking ao...
I also had the eyeballs as jigglebones but decided just to animate them since i was doing the eyelids anyway.
The eyes all blink and look around, hard to get a good screen of it... Seems like every shot I took ended up on the same frame.
I think I need to dirty up bandages a bit and submit.
Lol, the best part is the curly chest hair
So I'm having an issue with my Chernobyl LOD. The eyeballs and eyelids each have a bone. So I figure why not cut down on the used bones at a distance. They are still there and animating, but they are not deforming tris (moving hard to see eyeballs).
So LOD 1, the eyebones are still included (as to not cause missing bone issues if that is even an issue - guess I'll have to test).
But for some reason, the low LOD eyeballs are still being weighted to the bones, though somewhat messed up. So some clipping is occuring.
Has anyone dealt with this? Can I somehow have a different anim play when LOD changes?
edit
Looks like I may have to use bone tree collapse...
so bip_head>bip_eye> all the eyeball bones...
then with tree collapse remove all children of bip_eye.
Lol, the best part is the curly chest hair
So I'm having an issue with my Chernobyl LOD. The eyeballs and eyelids each have a bone. So I figure why not cut down on the used bones at a distance. They are still there and animating, but they are not deforming tris (moving hard to see eyeballs).
So LOD 1, the eyebones are still included (as to not cause missing bone issues if that is even an issue - guess I'll have to test).
But for some reason, the low LOD eyeballs are still being weighted to the bones, though somewhat messed up. So some clipping is occuring.
Has anyone dealt with this? Can I somehow have a different anim play when LOD changes?
edit
Looks like I may have to use bone tree collapse...
so bip_head>bip_eye> all the eyeball bones...
then with tree collapse remove all children of bip_eye.
Something for tommorrow
Wouldn't you be better off using the shader code from the standard eye shader. That way all of the eyes would be looking at the observer.
Don't ask me to grep the code though I'm lisdexic.
actually working on something again *I was working on that ninja mask but I'm not good with cloth as I've never done any before so I took a break so I can practice and do it right*
Was using the GRU's earlier and didn't like the way they looked with my loudout, I've got the skyrim helmet on and looking all knighty is epic *even with the minigun* but the boxing gloves killed it for me so I thought about making a reskin.
had a quick look at the axtinguisher to get an idea of how to do some barbed wire and this is a quick model test to see if it looked right, thoughts?
I'll be wrapping it around his fists *though I can't get his fists into 3ds max, it only imports the bones can anyone help?*
I like to keep things as low poly as possible so the wire its self is just a 3 sided smoothed cylinder and the barbs are 5 sided and deformed a tad. reckon that's too low poly?
My ninja mask, anyone got any ideas of how I should go about it?
here's where I got to but I'm not entirely sure where to go from here.. I kind of want it to wrap around his head then have the knot at the back similar to the duty rag *might look at it for an idea of how to do the knot* but yeah I just don't really know where to go from here? any suggestions? paint overs?
less tris, more evenly spaced. It shouldnt cover the back of the neck. The fists are in a separate file if i remember correctly ?
Quick blocking :
The stone is a bit small in first view imo, as usual due to focal length I'm affraid it will be too big in world view if i scale it up.
So, let the fun begins...
Heh that's amusing. I like the one with lights a lot more and they'll be nice once you add a glow ingame. Shouldn't the nose be a different colour? Not red I hope :P
I've been working on the position and shape for hours and this is the best position I can get without clipping.
Replies
What is that white thing stuck in the end?
The handguard, handles and trigger all look too amorphous. Give them a more defined state.
Your texture looks too much like a colour block out. Open up one of the Valve models and hae a look at what they're doing.
The modelling on the sights looks unrefined. Check out he tsighes on the sniper SMG and the direct hit. Also what is going on with the shadows on the front sight?
The tiny rivets at the back are very small. How many polys have you used on them?
In general the modelling looks a bit toy like. Maybe try getting a more industrial feel.
Having said all that I think you're concept is strong, you just need to work on how its resolved. Go on image search and look at every gun sight you can find, then have a look at some real world rocket launchers to get some shapes.
Hope this helps!
http://steamcommunity.com/sharedfiles/filedetails/?id=3534
Feel free to rate this item and give it name
Thought I'd do something fairly simple for a start t get the workflow down. Making a periscope for the Engi
Not too sure how to attach it to his head. the whole thing looks pretty unbalanced at this point.
Here is my wip, an "enhanced" version for the halo hat:
It's around 2000 tris at this time (I don't know if it is too much), wings won't be animated, just a skinning for this one.
Just one little issue : halo is a all_class item, and I wanted it to replace only the medic one...
The halo has a model for each class, so it's easy to just replace one. The name is something like halo_medic 9look in player/all_class folder in model viewer.)
1. does Valve still use the bite bodygroup for sandwich models?
2. where can I find the sandwich on a plate model in gcf?
What the hell? You can update your submission archive from within TF2. All this has done is reset your votes. Unless tony.exe helped rig it.
Progress on the demo beard. I'd like to give a shout out to my co-contributor, Captain Chalky (who had the idea and provided some references and did the leg work on research for this) Hope you like it.
It's like he's staring through my soul......Also, beard looks kickass. But god that eye is creepy.
I so want that. But tell me, does it come in pink? :P
Protip: that's only Photoshopped
I don't know who screams gay 70's porn star more, that sniper or Jeff Foxworthy, their kind of tied atm.
http://steamcommunity.com/sharedfiles/filedetails/?id=3573
But you won't be able to wear it with the Buccaneer's Bicorne if you have those two huge silver earrings
@ Baddcog: thanks for advice I don't know if jigglebones would be very usefull with my item, because these are fake wings (as the halo), and here I'm rather going to replace the backpack by those wings...
I can see jiggle bones on where the wings connect to the back and the bottom feathers, if you know what I mean. Put veeeery little jiggle to the where the wings connect to the backpack, don't want it to much, just want it to bounce with him. Trust me, I've seen enough victoria's secret specials where they had those wings to know how they bounce (and I don't mean THEIR jiggled bones, if you catch my drift ;] ).
*Add On* You don't need to make your feather panels angled, that adds on tri's. Put them as a square and paint them in as a feather. If you look at the soldier/heavy Indian chief hats, you'll see that their actually rectangles with transparency in where there is no paint.
http://steamcommunity.com/sharedfiles/filedetails/?id=3580
I have to say, that's great guys. Was it made for the Jurassic Pack? With that tooth/claw it certainly look like it's make a good addition.
@roninsmastermix
You know I don't typically like the beards I see, but this looks like it could actually work in-game.
@jakeharold
A clown with a mortar board? Is there some reference I'm not getting here? I think it might look better without the tuft of hair coming from the forehead.
Either is good in my opinion, I like it.
So, now that TF2 contribute has changed to their new system, I will be posting them....now.
NOTE: All the pictures are actually screenshots from Mac, so they tend to be a little dark. If you need an example of how much darker...this is the brawler in-game: http://cloud.steampowered.com/ugc/650995607943903837/5D6B0A45FD60594C020C736993AA277AC758EF62/
Oh, and we decided to make more than just the pyro items.
Those were the pyro ones...Now for some other classes. Note, all models fit the animations except for the spy knife (which, if incorporated in the game, will have to be a projectile).
Could be done.
I'm not feeling the mustache so much, but I think the body hair and chain go great with both classes.
Anywho, working on a new hat, the Jamaican's Jeep Cap;
put it on engie as well
Classic helm
I've got one rigged and used idle anim, and that appears to be what the houwar uses, but mine just doesn't play.
hmmm, maybe I forgot a loop command or something...
I'm working on a full update, including a set for each class and a comic to contextualise the sets. It's mainly a krusty the clown/homer simpsons goes to clown college reference. Engy goes to clown college as it's the only PHD he never got.
Hind sight is always 20/20, and in this case fore sight and side sight are too.
Man, this one worked me, always plan ahead. It started as an extrusion of the heavies head, so I was leaving some uv's intact. But it gave me a lot of seams, so I re-uved and re textured it and had the edge seam around it painted pretty well. But the in game shading was sucking. So I wrapped it with bandage. Then I was going to have the bandage on another texture but ended up deleting some polys under it, pushing the uv's onto the main texture, rebaking ao...
I also had the eyeballs as jigglebones but decided just to animate them since i was doing the eyelids anyway.
The eyes all blink and look around, hard to get a good screen of it... Seems like every shot I took ended up on the same frame.
I think I need to dirty up bandages a bit and submit.
I wasn't planning on sleeping anyway... but nice model, you should make a video to show the animation
"...prancing about with yer head full of eyeballs" :poly115:
I'm actually kinda disturbed by this.
@jakeharold
*does quick google search* huh, I didn't know clown college was an actual thing
"every square inch of me's covered with HAIR"
@Cid
"prancin' aboot with yer head fulla eyeballs"
that's way funnier than it has any right to be.
@Ben
can't sleep, clown'll eat me...
I also want that Minigun especially hard
@ronin
loving the beard. it 100% DESERVES to get in
@Habboi
is that Homer Simpson's anti-bear armor?
So I'm having an issue with my Chernobyl LOD. The eyeballs and eyelids each have a bone. So I figure why not cut down on the used bones at a distance. They are still there and animating, but they are not deforming tris (moving hard to see eyeballs).
So LOD 1, the eyebones are still included (as to not cause missing bone issues if that is even an issue - guess I'll have to test).
But for some reason, the low LOD eyeballs are still being weighted to the bones, though somewhat messed up. So some clipping is occuring.
Has anyone dealt with this? Can I somehow have a different anim play when LOD changes?
edit
Looks like I may have to use bone tree collapse...
so bip_head>bip_eye> all the eyeball bones...
then with tree collapse remove all children of bip_eye.
Something for tommorrow
Don't ask me to grep the code though I'm lisdexic.
Nice freaky eye hat btw.
Best
Mark
I made a little thing.
Was using the GRU's earlier and didn't like the way they looked with my loudout, I've got the skyrim helmet on and looking all knighty is epic *even with the minigun* but the boxing gloves killed it for me so I thought about making a reskin.
had a quick look at the axtinguisher to get an idea of how to do some barbed wire and this is a quick model test to see if it looked right, thoughts?
I'll be wrapping it around his fists *though I can't get his fists into 3ds max, it only imports the bones can anyone help?*
I like to keep things as low poly as possible so the wire its self is just a 3 sided smoothed cylinder and the barbs are 5 sided and deformed a tad. reckon that's too low poly?
My ninja mask, anyone got any ideas of how I should go about it?
here's where I got to but I'm not entirely sure where to go from here.. I kind of want it to wrap around his head then have the knot at the back similar to the duty rag *might look at it for an idea of how to do the knot* but yeah I just don't really know where to go from here? any suggestions? paint overs?
Quick blocking :
The stone is a bit small in first view imo, as usual due to focal length I'm affraid it will be too big in world view if i scale it up.
So, let the fun begins...
Just felt like doing something x-mas themed, any crits appreciated.
I've been working on the position and shape for hours and this is the best position I can get without clipping.
and not TF2 but TF2 related :P ported these 2 objects onto tommy and into Vice City for a friend