Anyone know how they've added the All Father beard if you can only constrain your mesh to the head bone?
The beard is attached to the head bone no doubt. The faces use Morph targets not bones. It doesn't matter with an object like the beard because it completely covers the mouth anyway. Adding things to the face is pretty difficult (things you want to move with the face).
I don't think you've really got the style down. They're supposed to be "gentlemen's weapons" so they're designed to be attractive to look at as well as functional. They're mostly fairly curvy in form, have a lot of detail and a very art deco typed style. It'd be worth having a good look through the product guide on the Dr Grordbort's website
Now I would like to have a screen door made of chicken wire. And the water reservoir should be transparent and with water in it - like jarate - but I can't seem to figure out how these work. If anybody would like to help me, it would be greatly appreciated and he gets a share of the revenue of course. The door is already jiggleboned. If anyone wants to help, PM me.
Decided I was done working solely on the axe blade (fixed some of the wearing, based on comments), so I decided to finally put the basecolors on the rest of the model.
LOD 0 = 3688 tris
LOD 1 = 1820 tris
[LOD 2 and beyond are work in progress. LOD 2 stands at ~1600 tris, not optimized enough for the second lod. still working on that and LOD 3]
In case you haven't seen this in Ronin's workshop group, as a side project, I decided to take up Sharc's engineer concepts. Beware that large image, fyi. Finished up on the Quick Draw concept model, working out some base colors prior to Sharc putting up his colored versions. I need to re-do the UV's, messed up on the stock.
The grip looks a lot better in this render then it will ever look. I've learned from my nordic axe (above) that I will be called a Judas for using normal maps to smooth and add detail :P Regardless, I fully intend to finish this pack first, as its the only pack I am working on that is (almost) fully fleshed out. I also intend to have the ring on the stock + it's strap to be jiggle boned, if I can figure that out.
LOD 0 is currently standing at a somewhat-comfortable 4690 tris, while my test LOD 1 is at 2447.
Started working on a vintage cycling cap for the spy. No textures yet, just a compiled model to make sure it works.
I'm going to be experimenting with some textures for it, but my main aim is to get it working well with the suit, kind of like the image below, as well as have some sort of coloring options available.
@V6th I made the model waaay before the L'Inspecteur or Steam workshop. But it's not really the same. It has a jiggly back, is paintable and it doesn't have those decorations on the front or is the same color (dought the shape is quiet similar since it's a french hat). And while the L'Inspecteur is a detective (police man) hat, this hat is for french soldiers! I even have a model for the Soldier but I'm not shure if it should be for both classes.
@Zafir: You might have made it before, but L'Inspecteur got in the game. I think there shouldn't be too many hats that look really similar.
But in your profile pic it does look quite good on the soldier. And as a hat for soldiers would be more fitting than on the spy. (Especially if the spy already has the detective one.)
Make the back cloth more organic and wavy. Otherwise it will take a bit of work to make it less similar than the one in the game and more interesting than just a cylinder with a visor. I know cuz i ran into that trouble myself.
@Zafir168 - Even if the story for the hat is different, visually it's very similar to L'Inspecteur. Ronin's advice makes sense, or just make it for the Soldier...
WIP of a dual flamethrower (~4600 tris). Part of a themed set:
I need to go back and optimize the UV mapping, it's taking up too much space. I didn't want to get as crazy or as large as a lot of other custom flamethrowers I've seen, so I went back to the basics of TF2 design. Hopefully the profile is still different enough to stand out from the degreaser and backburner/default.
Name isn't set in stone, but likely going with "The Hydra."
[Edit] Also, I'm pretty far off from the submission stage, but what's the proper folder organization for submitting weapons? Itemtest puts everything in /player/<idhash>... weapons go in weapon/c_items/<idhash> maybe?
I always think that the item's shape is what makes a TF2 item unique from other things in the game. For something that you will see 25 paces of game distance, that texture will probably be not visible at all.
Started working on a vintage cycling cap for the spy. No textures yet, just a compiled model to make sure it works.
I'm going to be experimenting with some textures for it, but my main aim is to get it working well with the suit, kind of like the image below, as well as have some sort of coloring options available.
Hey, I made one of those, too. Mine is a little more modern, '60s style. I just need to sort out the lods, and then it'll be up on the workshop!
I always think that the item's shape is what makes a TF2 item unique from other things in the game. For something that you will see 25 paces of game distance, that texture will probably be not visible at all.
And Valve usually removes normal maps from submissions.
@Zafir168 - If you decide to go with that texture, you could improve it by making the pattern a bit bigger so it can be seen from distance better
Yes, I know there are a few out there that have normal maps. Reggaelator, HOUWAR... can't remember any other. But they're usually removed because silhouette is more important to Valve.
Anyway, I think the back of the hat would look better like this
I'm new to the forums so hello, and so this is my first post.
I'd really appreciate some tips on what programs I should get for TF2 modelling and texturing that I can get at an alright price? Also some general tips on modelling and texturing.
I've done little research, but I have garnered most of what I know from here: http://www.teamfortress.com/workshop/
B.T.W. You guys have made some really amazing things in TF2, very well done.
If you are new to modelling and looking for tf2 specific help, I'd suggest starting here: http://www.kritzkast.com/tf2_mod_guide
It should help you get started in the right direction.
Partial to the orange ones myself, but you also can't go wrong with standard red & blue. Ignore the shininess; I haven't done the specular layer at all yet.
You should go with a less saturated orange color. I think making it team coloured would be a mistake. I don't really know the main purpose of this item, but the model looks way too similar to the stock flamethrower. Even if that's what you wanted you should consider improving it a bit.
Replies
Click and vote up.
The beard is attached to the head bone no doubt. The faces use Morph targets not bones. It doesn't matter with an object like the beard because it completely covers the mouth anyway. Adding things to the face is pretty difficult (things you want to move with the face).
I don't think you've really got the style down. They're supposed to be "gentlemen's weapons" so they're designed to be attractive to look at as well as functional. They're mostly fairly curvy in form, have a lot of detail and a very art deco typed style. It'd be worth having a good look through the product guide on the Dr Grordbort's website
http://www.drgrordborts.com/products
Now I would like to have a screen door made of chicken wire. And the water reservoir should be transparent and with water in it - like jarate - but I can't seem to figure out how these work. If anybody would like to help me, it would be greatly appreciated and he gets a share of the revenue of course. The door is already jiggleboned. If anyone wants to help, PM me.
Submitted to the workshop. Please vote.
LOD 0 = 3688 tris
LOD 1 = 1820 tris
[LOD 2 and beyond are work in progress. LOD 2 stands at ~1600 tris, not optimized enough for the second lod. still working on that and LOD 3]
In case you haven't seen this in Ronin's workshop group, as a side project, I decided to take up Sharc's engineer concepts. Beware that large image, fyi. Finished up on the Quick Draw concept model, working out some base colors prior to Sharc putting up his colored versions. I need to re-do the UV's, messed up on the stock.
The grip looks a lot better in this render then it will ever look. I've learned from my nordic axe (above) that I will be called a Judas for using normal maps to smooth and add detail :P Regardless, I fully intend to finish this pack first, as its the only pack I am working on that is (almost) fully fleshed out. I also intend to have the ring on the stock + it's strap to be jiggle boned, if I can figure that out.
LOD 0 is currently standing at a somewhat-comfortable 4690 tris, while my test LOD 1 is at 2447.
I'm going to be experimenting with some textures for it, but my main aim is to get it working well with the suit, kind of like the image below, as well as have some sort of coloring options available.
Good? suggestions and crits are welcome.
But in your profile pic it does look quite good on the soldier. And as a hat for soldiers would be more fitting than on the spy. (Especially if the spy already has the detective one.)
Update. Needs some rigging fix. Its on Psyke's court now for colors and texture.
I need to go back and optimize the UV mapping, it's taking up too much space. I didn't want to get as crazy or as large as a lot of other custom flamethrowers I've seen, so I went back to the basics of TF2 design. Hopefully the profile is still different enough to stand out from the degreaser and backburner/default.
Name isn't set in stone, but likely going with "The Hydra."
[Edit] Also, I'm pretty far off from the submission stage, but what's the proper folder organization for submitting weapons? Itemtest puts everything in /player/<idhash>... weapons go in weapon/c_items/<idhash> maybe?
Hey, I made one of those, too. Mine is a little more modern, '60s style. I just need to sort out the lods, and then it'll be up on the workshop!
And Valve usually removes normal maps from submissions.
@Zafir168 - If you decide to go with that texture, you could improve it by making the pattern a bit bigger so it can be seen from distance better
That's why he said usually.
Yes, I know there are a few out there that have normal maps. Reggaelator, HOUWAR... can't remember any other. But they're usually removed because silhouette is more important to Valve.
Anyway, I think the back of the hat would look better like this
And the top just a bit rounded up
But a small noisy pattern doesn't really do much for a hat anyway, really no need for it.
^that fat looks felt, the normal mapped one looks like a wicker weave imo.
How does it look?
I'm new to the forums so hello, and so this is my first post.
I'd really appreciate some tips on what programs I should get for TF2 modelling and texturing that I can get at an alright price? Also some general tips on modelling and texturing.
I've done little research, but I have garnered most of what I know from here: http://www.teamfortress.com/workshop/
B.T.W. You guys have made some really amazing things in TF2, very well done.
~jakeolantern5683
If you are new to modelling and looking for tf2 specific help, I'd suggest starting here: http://www.kritzkast.com/tf2_mod_guide
It should help you get started in the right direction.
Anyone have any tips? Anyone interested on working with me?
Every Djinn must have a home like that.
The magic lamp has jigglebones!
Leaving this here. Demo and scout next.
The Saxtonland Souvenir. currently at 782 polys (1426 tris)
It was inspired by Ducksink's Action Saxton. I'll probably make this an all class "plush" hat. Any tips/constructive criticism is appreciated.
3 down, 1 to go. Note: the hat is the engie's 10 gallon.
Voted yes, but you spelled apartments wrong
awesome idea!
http://www.gamebanana.com/skins/107959
oh well...
Partial to the orange ones myself, but you also can't go wrong with standard red & blue. Ignore the shininess; I haven't done the specular layer at all yet.
why do I get the feeling Engie's going to be the last one to gets those shoes?
All done.