can't figure out exactly why I'm not happy with the way this looks.. any ideas?
I know I need to remake it so it's over the right areas *the knuckles etc* but yeah
I think the weapon itself would hurt the heavy more than his opponent. maybe the design would work better as some kind of glove under the wire? or a metal plate over his knuckles with a strap that wraps around his fingers? Could use leather/bloody gause instead of metal for the plate.
Also the way it's wrapped looks more like string than wire. Maybe bulk out the who think, what would thick wire look like if heavy had bent it with his huge hands? None of the classes would have been able to twist wire that tiny.
The other thing with the flags is that they're tiny and won't read well in-game anyway. Why not make an embossed Hammer and Sickle design on the Heavy helmet, and an embossed Star or Eagle on the Soldier one? Still obvious what they represent, with the added bonuses of being more readable, and (potentially) more likely to be accepted.
I think the weapon itself would hurt the heavy more than his opponent. maybe the design would work better as some kind of glove under the wire? or a metal plate over his knuckles with a strap that wraps around his fingers? Could use leather/bloody gause instead of metal for the plate.
Also the way it's wrapped looks more like string than wire. Maybe bulk out the who think, what would thick wire look like if heavy had bent it with his huge hands? None of the classes would have been able to twist wire that tiny.
yeah I'll thicken it up this time and I'll double the amount wrapped around, I think those 2 things were the problem
As for them hurting him, I'm making these as a replacement for the gloves of running urgently or a reskin for then :P so pain is the name of the game
Prolly a lil thick now, but is the wrapping any better?
[php][/php]
Fixed the mobile pack as per what valve wanted. Now the gun modules are in bodygroups. Special thanks to Bay Raitt for the codes and qc edits.
yeah I'll thicken it up this time and I'll double the amount wrapped around, I think those 2 things were the problem
As for them hurting him, I'm making these as a replacement for the gloves of running urgently or a reskin for then :P so pain is the name of the game
Prolly a lil thick now, but is the wrapping any better?
This is more what I meant.
Jaged, thick, spikey. It looks like wire, not thread. This would fit heavys personality, the games artstyle, and the polycount of the item a lot better.
Fixed the mobile pack as per what valve wanted. Now the gun modules are in bodygroups. Special thanks to Bay Raitt for the codes and qc edits.
Are you
Actually
Telling us.
That VALVE might consider your items to be more than cosmetic stuff, to be REAL items with unique stats.
That's awesome, both for alternative playstyles and for you!
i was dissatisfied with the first one so i remade it, but because its so different i made a new upload (will probably fix the original one up sometime later)
Oh good, you finally got your ass in gear and released that beast. Kudos.
Oh and could anyone do me a favour and link me to a tutorial on how to load multiple weapons in mdlviewer. It involves the registry but I cannot find it on google anywhere.
Here's the second item for the pack I'm currently working on. Air wrench crossed over with a nailgun. Working name is The Screw-up. Model is almost done, trying to come up with something fitting for the sides (drill holder mosk likely) And then an air tank on the side and I'm set.
So I found some time to texture the lunar_launcher. This is my first crack at a TF2 texture so ANY crits or suggestions would be appreciated!
Also, I have absolutely no idea how to go about compiling the two seperate textures so they load for each team colour? If anyone knows where I can get this info that would kick ass! Cheers.
Here's the second item for the pack I'm currently working on. Air wrench crossed over with a nailgun. Working name is The Screw-up. Model is almost done, trying to come up with something fitting for the sides (drill holder mosk likely) And then an air tank on the side and I'm set.
Your pack is coming along great so far.
Make sure not to make the model too busy though
Bloody hell, Sparkwire. What's your turn around time on items these days? Seems like you have something new up practically every other day.
Nice watch, by the way.
EDIT:
Question - I'm making an engi hat that's built on top of the original hard hat mesh. Am I going to need to throw the hard hat texture on to the new sheet, given that it's already on the engi's base texture?
Ugh, I've just spent half my day modeling this. Started again twice! I'm happy with how it's going though. It's going to be a mother fucker to unwrap! Currently clocking in at 2,500 tris
Ugh, I've just spent half my day modeling this. Started again twice! I'm happy with how it's going though. It's going to be a mother fucker to unwrap! Currently clocking in at 2,500 tris
Never uved a character before?
yeah, it can be a bitch. http://www.jawa9000.com/Technical/UVs/UVs.htm That is a tutorial for basics of uv mapping in Maya. Youtube also has alot of video tutorials http://tinyurl.com/googlesearchforuvmaping
My suggestion, unwrap the arms and legs each and lay them out so you know which is which. then the torso and lastly the head/neck. Then the base.
Also, for future reference, all characters, weather posed or not, are better off modeled in a T pose, or any other starter pose. Then uv mapped, then either rigged and posed into place, or move the verts into place. if rigged, the model can be posed, then (and I forgot how to do this exactly) the pose can then become the base position.
Was originally supposed to be all-class, but clothing and head shape conflicts made it look good on Heavy and Engie only - so I picked out the more fitting one of the two.
996 triangles, 3 LODs, 128px maps (red/blu/normal+spec). First item ever made.
Replies
Very cool! Thumbs up all the way around.
Best
Mark
I know I need to remake it so it's over the right areas *the knuckles etc* but yeah
I think the weapon itself would hurt the heavy more than his opponent. maybe the design would work better as some kind of glove under the wire? or a metal plate over his knuckles with a strap that wraps around his fingers? Could use leather/bloody gause instead of metal for the plate.
Also the way it's wrapped looks more like string than wire. Maybe bulk out the who think, what would thick wire look like if heavy had bent it with his huge hands? None of the classes would have been able to twist wire that tiny.
max render
model viewer screengrab
yeah I'll thicken it up this time and I'll double the amount wrapped around, I think those 2 things were the problem
As for them hurting him, I'm making these as a replacement for the gloves of running urgently or a reskin for then :P so pain is the name of the game
Prolly a lil thick now, but is the wrapping any better?
Removed from workshop until it'll released the second version.
Fixed the mobile pack as per what valve wanted. Now the gun modules are in bodygroups. Special thanks to Bay Raitt for the codes and qc edits.
http://steamcommunity.com/sharedfiles/filedetails/?id=3753
http://steamcommunity.com/sharedfiles/filedetails/?id=1257
http://steamcommunity.com/sharedfiles/filedetails/?id=3050
http://steamcommunity.com/sharedfiles/filedetails/?id=3754
This is more what I meant.
Jaged, thick, spikey. It looks like wire, not thread. This would fit heavys personality, the games artstyle, and the polycount of the item a lot better.
Click the image to vote. Special thanks to Cap'n Chalky
[ame="http://www.youtube.com/watch?v=J4MJhzP2f9k"]Unusual Hat FX Test: Super Smart Superstar - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=il-85H9B5Hg"]Unusual Hat FX Test: Draggin' Dice Closeup - YouTube[/ame]
It'd be funny to add something unexpected to the sandvich like a dead mouse.
voted them up immediatly.
Best
Mark
Up-votes appreciated!
That is God-dam Fucking awesome. Fakt.
But of course.
Are you
Actually
Telling us.
That VALVE might consider your items to be more than cosmetic stuff, to be REAL items with unique stats.
That's awesome, both for alternative playstyles and for you!
i was dissatisfied with the first one so i remade it, but because its so different i made a new upload (will probably fix the original one up sometime later)
opinions?
Oh and could anyone do me a favour and link me to a tutorial on how to load multiple weapons in mdlviewer. It involves the registry but I cannot find it on google anywhere.
edit: Cheers.
Also, I have absolutely no idea how to go about compiling the two seperate textures so they load for each team colour? If anyone knows where I can get this info that would kick ass! Cheers.
$texturegroup skinfamilies
{
{ "c_smasher_red"}
{ "c_smasher_blue"}
}
Your pack is coming along great so far.
Make sure not to make the model too busy though
Always compile the model with the red texture. And the Red tex must always be first in the $texturegroup entry.
Nice watch, by the way.
EDIT:
Question - I'm making an engi hat that's built on top of the original hard hat mesh. Am I going to need to throw the hard hat texture on to the new sheet, given that it's already on the engi's base texture?
No, you don't have to do that. The base hard hat will have its textures as usual. You only need texture for the stuff you add to it.
Now, The Screw-Up is done modeling-wise, just need to optimise it a lot. (4900 tris, wherethfuckdidispendthis?)
Oh, and have a piece of poorly made concept as a bonus. (Side note: it was being drawn as I was progressing with the model)
http://vimeo.com/31872274
ugly preview :
Never uved a character before?
yeah, it can be a bitch. http://www.jawa9000.com/Technical/UVs/UVs.htm That is a tutorial for basics of uv mapping in Maya. Youtube also has alot of video tutorials http://tinyurl.com/googlesearchforuvmaping
My suggestion, unwrap the arms and legs each and lay them out so you know which is which. then the torso and lastly the head/neck. Then the base.
Also, for future reference, all characters, weather posed or not, are better off modeled in a T pose, or any other starter pose. Then uv mapped, then either rigged and posed into place, or move the verts into place. if rigged, the model can be posed, then (and I forgot how to do this exactly) the pose can then become the base position.
Was originally supposed to be all-class, but clothing and head shape conflicts made it look good on Heavy and Engie only - so I picked out the more fitting one of the two.
996 triangles, 3 LODs, 128px maps (red/blu/normal+spec). First item ever made.
Workshop page
Nice touch with one of the strings going through the glasses.
And here's a result of a spontaneous idea, conceived and created right after my previous post:
180 tris, 256px maps, 4 LODs.
Workshop page
I'm starting to like making stuff for TF2. Such a satisfying, non-demanding and potentially profitable job.
Or jpeg or something.
Seriously, a 7.5mb PNG that is going to be downscaled anyway