I figured while everyone is making Christmas items I'd do something New Years themed. I can probably have this finished by the end of the night but... I am not really feeling it. It hasn't turned out as well as I'd imagined. Maybe the idea sucked, or maybe my execution sucked. Ideas?
P.S. It bugs me everytime I find this thread that it's not stickied. It has more posts than WAYWO atm and the year is almost out. Maybe we need a new thread and to get it stickied.
I figured while everyone is making Christmas items I'd do something New Years themed. I can probably have this finished by the end of the night but... I am not really feeling it. It hasn't turned out as well as I'd imagined. Maybe the idea sucked, or maybe my execution sucked. Ideas?
Ridiculous. I love it. Texture it up and it's done, imo. Maybe make the thin parts around the glass thicker.
perfecto! so you make the model, parent it to the right bone, and unwrap the little fella and are ya good to go?
Essentially, yeah. The flamethrower actually has 3 bones: one for the weapon itself, another for the gas trigger, and one more for the gas hose which as far as I know is only used in the pyro's flamethrower taunt. Bones have to be in the proper position on the weapon as well so the pyro holds it correctly.
Working on the UVW map at the moment and fixing up some smoothing groups I forgot about.
congrats to those guys who I can already see made it in, which from what I can tell right now is Gerre for his mitts and JZeeba for the wrapping paper
edit:
Thanks, JZeeba
and ronin for his winter hat, (it looked like some sort of satchel to me because of the fuzz
Well, I assume it's that one because of the picture and because two weeks ago someone from Valve left us a note in the dev section asking us to add more LODs and stuff...
This is my first ever post to polycount in a long time, it feels so good to be back!
I've been working on some Indian themed items for TF2 and this is hopefully one of many... I give to you the Mighty Maharajah for the Soldier. It comes with Jigglebones and Team Colors and I would really appreciate feedback from you guys.
And here's a quick video of the jigglebones in action:
Other items I'm currently in the process of tweaking (aka making the cloth band paintable) include this,
A Gurkha hat which I originally made for the Soldier as well, but was asked by popular demand to give to the sniper instead (what with the Kukri and all).
I also made this
The Mannly Moustache - which was originally designed as a joke item to go with Mighty Maharajah, but proved to be so popular that it merited a submission of its own. I'm toying with the idea of making this an all-class item, but I've not fully decided yet and would love some feedback.
Looking at the great quality of the items here makes me feel very tiny indeed I hope you guys get these amazing items in the game.
I got this guy up. It's kinda sloppy and I'd definitely like to get the tinted lenses working as well as give it a better shader. I underestimated the amount of work it was to move the thing into position and compile for every class. I also had to move the blower away from the mouth because to my knowledge I wouldn't be able to get it to follow the mouth. Maybe a future update, if it's possible. @neodement thanks, although I didn't actually see your comment until now or I might have worked it in. From a distance the rim on the 1 really disappears.
I also had to move the blower away from the mouth because to my knowledge I wouldn't be able to get it to follow the mouth. Maybe a future update, if it's possible.
Perhaps you could have the noisemaker tucked behind the character's ear so it's still visible without interfering with the facial animation? With a little jigglebone work it would actually be quite an interesting thing to look at apart from those absolutely boss shades
@Frump: Don't really think it fits TF2. Maybe if it was 1968, 1969, 1970 it would be more fitting with the storyline.
It's meta. I don't think it would make any more sense to make it based on a fictional date in a universe without a solid timeline. Just a fun idea I had that I wanted to make quickly. Once the season is over I will probably remove it from the workshop.
@snookypookums - the soldier hat looks a bit strange, like it's too thin and pointy (based on the picture, youtube is not loading the video for me). Makes the material look a bit like paper instead of fabric.
I like the idea of the sniper hat, but again, brim looks just a bit too thin to me.
It's finally here. I updated the workshop file + promo to fit the itemtest template. Thanks to BANG!
Workshop :
Screen :
And, as I don't want to disappoint there's the client version for your game, it remplace the Dead Ringer.
If you have any issue with it, please tell me so I can fix it
@snookypookums - the soldier hat looks a bit strange, like it's too thin and pointy (based on the picture, youtube is not loading the video for me). Makes the material look a bit like paper instead of fabric.
I like the idea of the sniper hat, but again, brim looks just a bit too thin to me.
The soldier hat is originally based of the thing that the Indian ceremonial guards wear:
It's one of the few hats I could think of making that wouldn't result in people's religious sentiments getting hurt. I'll definitely re-up the video so that it should be accessible to everyone (I knew that Daft Punk music I added to it was going to be an issue..... curses!)I'll definitely have a dekho at the model and see if I can make the fan appear more paper like.
As for the sniper hat, that should be an easy fix on my end since it's still going through some changes and I need to make the band team colored + paintable.
Thank you so much for the feedback..Btw, congrats on getting your item in, JZeeba - looking forward to coming across it in the game
I was actually expecting it would be more items in general, but maybe it's because Valve only had two weeks to implement/test all items that were going to be included.
Per request, a variant of the pyro homburg for the demo. The shopping list didn't make sense for the demo, so I opted for a playing card... simply so I could make a pun in the description. Heh.
"It's like having an ace up your sleeve. Only it's a bomb. In your hat." Workshop Linky Link
I have a lot of problems getting the paintable alpha correct. Seems like it's not really possible to get it looking great for every colour. So far I can only get it looking good for most colours by using both a red and a blue texture instead of just one neutral texture.
Just got a hold of the source for this after several weeks. Going to be fixing up the texture to not suck, and then submitting it to the workshop.
Speaking of which, do any of you know where to contact Idletard? He truly finished the model and made it great from what it used to be when I first modeled it -- I can't get a hold of him in any way, and I don't want him to go uncredited for this gorgeous gun.
Been out of it a bit lately. So much cool stuff being made.... Congrats to the guys who got stuff in!
@Nidis: Cool stuff, but it seems a bit odd to me that it has a red and blue stripe on both teams, shouldn't it be one or the other? Political parties don't mix their colours with those of others when campaigning so this seems a bit off.
@tristanl: Your first post on this forum takes a while to go through as the admins manually activate new accounts, so your post probably didn't appear until after the thread had advanced and so it got missed.
I'm not a max user so I can't help with the specifics, but from your screenshots its looks like your bone(s) are in the wrong place by quite a long way. You're also loading a pistol into wrench animations so it won't be positioned correctly regardless, and pistols currently don't work in itemtest anyway (they use multiple models) so you'll have to compile replace the pistol or lugermorph models to get it to work.
@Doughnut Bear: Looks like it has potential. To me the grooved barrel cowling and the muzzle stand out as the most recognisable features at the moment.
@EArkham: Yeah I've seen the paint thing myself, it comes from the variations in whatever colour you start with not being the equivalent of what they would be in other colours if you texture, then divide by the colour to create the paint base. It seems like some experimentation with creating the paint base without dividing down something already coloured may turn up a good method.
I have so many things in various stages that I need to get to finishing stuff, so here's what's closest to being done, the Australium Atlas:
It's pretty much done unless somebody can spot a glaring flaw in it somewhere, and any comments about whether or not the stand actually looks like marble would be appreciated. It's the shape it is to match the Saxxy animations for all the classes (fitting one character is easy, fitting all is a git).
And yes it is a Golden Globe, in the same way the Saxxy is an Oscar.
Also I've been in the process of writing up a number of tutorials that are roughly split into these sections:
Analysing TF2 style
TF2 texturing techniques
Compiling for Source
Those are the bits partially written up anyway. I could do with some input on what people would actually want if they want this sort of thing, if people want this at all that is.
That concludes my revisions for this pack. I'm very pleased with the improvements considering these models were the first I ever made after teaching myself how to model. I've thrown together a .zip that includes the entire Pyro Painter Pack (Pray-n-Spray, Touchup, Rick Roller, Pyro Palette) for those who want to experience the full volume of awesomesauce.
Made a texture fix for the Stocking to improve the alpha channel to remove the weird white lines around the stripes on the candy canes. It also fixes the issue of the stripes being red on BLU team, and also adds a proper BLU texture, adding the original blue steel ruler the mod had before it was added in-game.
Valve said there was a fix coming next patch for it, but I figured I'd do this for people who couldn't wait or were too bothered by it (like me.)
Replies
P.S. It bugs me everytime I find this thread that it's not stickied. It has more posts than WAYWO atm and the year is almost out. Maybe we need a new thread and to get it stickied.
Ridiculous. I love it. Texture it up and it's done, imo. Maybe make the thin parts around the glass thicker.
perfecto! so you make the model, parent it to the right bone, and unwrap the little fella and are ya good to go?
Working on the UVW map at the moment and fixing up some smoothing groups I forgot about.
OH MY GOD, THOSE ENGIE AND PYRO PACKS, THOSE ENGIE AND PYRO PACKS YOU GUYS, OH MY GOD.
edit:
Thanks, JZeeba
and ronin for his winter hat, (it looked like some sort of satchel to me because of the fuzz
Well, I assume it's that one because of the picture and because two weeks ago someone from Valve left us a note in the dev section asking us to add more LODs and stuff...
I've been working on some Indian themed items for TF2 and this is hopefully one of many... I give to you the Mighty Maharajah for the Soldier. It comes with Jigglebones and Team Colors and I would really appreciate feedback from you guys.
And here's a quick video of the jigglebones in action:
The Steam workshop item can be found here
Other items I'm currently in the process of tweaking (aka making the cloth band paintable) include this,
A Gurkha hat which I originally made for the Soldier as well, but was asked by popular demand to give to the sniper instead (what with the Kukri and all).
I also made this
The Mannly Moustache - which was originally designed as a joke item to go with Mighty Maharajah, but proved to be so popular that it merited a submission of its own. I'm toying with the idea of making this an all-class item, but I've not fully decided yet and would love some feedback.
Looking at the great quality of the items here makes me feel very tiny indeed I hope you guys get these amazing items in the game.
@neodement thanks, although I didn't actually see your comment until now or I might have worked it in. From a distance the rim on the 1 really disappears.
-link-
Perhaps you could have the noisemaker tucked behind the character's ear so it's still visible without interfering with the facial animation? With a little jigglebone work it would actually be quite an interesting thing to look at apart from those absolutely boss shades
i'm using c4d r13 3ds max 2011 and the sdk http://steamcommunity.com/id/TristanAntonioLorius/screenshot/630733938209178412/?tab=public from there onwards are the screens your after
like http://steamcommunity.com/id/TristanAntonioLorius/screenshot/630733938209187073/?tab=public
It's meta. I don't think it would make any more sense to make it based on a fictional date in a universe without a solid timeline. Just a fun idea I had that I wanted to make quickly. Once the season is over I will probably remove it from the workshop.
I like the idea of the sniper hat, but again, brim looks just a bit too thin to me.
The Eccentric Executive
PLEASE VOTE HERE:
http://steamcommunity.com/sharedfiles/filedetails/?id=5507
http://cmbeumont.blogspot.com/2011/12/scrapped-balancing-act-ideas-for-tf2.html
Workshop :
Screen :
And, as I don't want to disappoint there's the client version for your game, it remplace the Dead Ringer.
If you have any issue with it, please tell me so I can fix it
Hope you'll like it !
Mirror Gamebanana : http://www.gamebanana.com/skins/113925
The soldier hat is originally based of the thing that the Indian ceremonial guards wear:
It's one of the few hats I could think of making that wouldn't result in people's religious sentiments getting hurt. I'll definitely re-up the video so that it should be accessible to everyone (I knew that Daft Punk music I added to it was going to be an issue..... curses!)I'll definitely have a dekho at the model and see if I can make the fan appear more paper like.
As for the sniper hat, that should be an easy fix on my end since it's still going through some changes and I need to make the band team colored + paintable.
Thank you so much for the feedback..Btw, congrats on getting your item in, JZeeba - looking forward to coming across it in the game
The Skullbuster
Congratulations to everyone who got something in!
Good God, that's terrifying. On the other hand, I'm happy the sniper finally managed to bag a scout, so there's that .
http://www.teamfortress.com/australianchristmas2011/part2.html
All Christmas items are listed in the workshop "added to game" page
http://steamcommunity.com/workshop/browse?browsesort=accepted&p=2
Congrats to everyone who got something in.
JZeeba wins Smissmas with 3 items in game.
Has any of Sparkwires items or animations ever gotten in the game!?
I was actually expecting it would be more items in general, but maybe it's because Valve only had two weeks to implement/test all items that were going to be included.
Best birthday gift in history.
I did the UGC trophies so if we go by slots in the mann co catalogue then technically I got 19 items in
@Ruskeydoo - haha awesome!
Originals on my blog
"It's like having an ace up your sleeve. Only it's a bomb. In your hat."
Workshop Linky Link
I have a lot of problems getting the paintable alpha correct. Seems like it's not really possible to get it looking great for every colour. So far I can only get it looking good for most colours by using both a red and a blue texture instead of just one neutral texture.
started a little something for the sniper as a change of pace, based somewhat off of a m14
Just got a hold of the source for this after several weeks. Going to be fixing up the texture to not suck, and then submitting it to the workshop.
Speaking of which, do any of you know where to contact Idletard? He truly finished the model and made it great from what it used to be when I first modeled it -- I can't get a hold of him in any way, and I don't want him to go uncredited for this gorgeous gun.
@Nidis: Cool stuff, but it seems a bit odd to me that it has a red and blue stripe on both teams, shouldn't it be one or the other? Political parties don't mix their colours with those of others when campaigning so this seems a bit off.
@tristanl: Your first post on this forum takes a while to go through as the admins manually activate new accounts, so your post probably didn't appear until after the thread had advanced and so it got missed.
I'm not a max user so I can't help with the specifics, but from your screenshots its looks like your bone(s) are in the wrong place by quite a long way. You're also loading a pistol into wrench animations so it won't be positioned correctly regardless, and pistols currently don't work in itemtest anyway (they use multiple models) so you'll have to compile replace the pistol or lugermorph models to get it to work.
@Doughnut Bear: Looks like it has potential. To me the grooved barrel cowling and the muzzle stand out as the most recognisable features at the moment.
@EArkham: Yeah I've seen the paint thing myself, it comes from the variations in whatever colour you start with not being the equivalent of what they would be in other colours if you texture, then divide by the colour to create the paint base. It seems like some experimentation with creating the paint base without dividing down something already coloured may turn up a good method.
I have so many things in various stages that I need to get to finishing stuff, so here's what's closest to being done, the Australium Atlas:
It's pretty much done unless somebody can spot a glaring flaw in it somewhere, and any comments about whether or not the stand actually looks like marble would be appreciated. It's the shape it is to match the Saxxy animations for all the classes (fitting one character is easy, fitting all is a git).
And yes it is a Golden Globe, in the same way the Saxxy is an Oscar.
Also I've been in the process of writing up a number of tutorials that are roughly split into these sections:
Analysing TF2 style
TF2 texturing techniques
Compiling for Source
Those are the bits partially written up anyway. I could do with some input on what people would actually want if they want this sort of thing, if people want this at all that is.
Swizzle already wrote a good article on tf2 style and texturing
http://www.polycount.com/forum/showthread.php?t=73559
and compileing for source is already covered in detail on valve developer community
http://steamcommunity.com/sharedfiles/filedetails/?id=5594
http://steamcommunity.com/sharedfiles/filedetails/?id=5593
If you like the mods, please support my efforts to get them in game by visiting my Workshop page: http://steamcommunity.com/id/sgtr007/mysharedfiles/
Made a texture fix for the Stocking to improve the alpha channel to remove the weird white lines around the stripes on the candy canes. It also fixes the issue of the stripes being red on BLU team, and also adds a proper BLU texture, adding the original blue steel ruler the mod had before it was added in-game.
Valve said there was a fix coming next patch for it, but I figured I'd do this for people who couldn't wait or were too bothered by it (like me.)