Right, after a brief period of lacking creativity and such I'm back with this. Retextured the metal body so it's less noisy now, tweaked the red part and mostly finished it.
More progress on the flamethrower. Came up with a name, had to rebuild/tweak a lot of the components to get it to line up with the animations and to make it stand out a little better from the default flamethrower:
Up to ~5200 tris (~300 over the default so that should be fine). Still need to create the LODs, but I think I'm close to done.
@EArkham: Just somehow looks like the vanilla flamethrower too much, maybe the nozzle(s).
E: Maybe slightly tilting the tank would also help differentiate from the original.
E2: @Mad Mike: The grey feels too light, a little darker colour would make the (already) brilliant gun even better.
It's almost certainly the nozzles. I've been checking the profile against the default and the degreaser as I've gone along and it stands out pretty nicely. I'll get a profile comparison together sooner or later.
@EArkham: If nothing else tilt the gas tank and the ironsight (or whatever the hell is it by it's real name.(!) But if you do nothing else than that tilt one sight in that direction and other in the opposite. (Although both in the opposite (to more in the middle) might work better), but how should I know I'm know I'm drunk off my mind!
A little surprised that it doesn't read as well from the side as I thought it would, but it reads very well from the front imo.
The gas tank is tilted a bit already, maybe was a bad angle in the previous images. Think it should be tilted more than it is?
The ironsight spike things are simply there to break up the silhouette. I had them tilted towards the outside of the muzzles and they looked pretty awful. I'll try it with them tilted inwards and see how it looks.
Cowboy boots for the Sniper/Scout/Soldier. If you like it, vote for them now!
They look really good on the Scout and the Texas Ten Gallon also suits perfectly. You should also make some sidearms holsters as misc, or add them to the boots. It would be glorious.
WIP Complete Diesel punk pack for all classes
Using the Work of Laro as a form of reference since he pulls off the TF2 style better than Valve does.
But I'm not quite hitting it
Do hats need a specified particle system to work with unusual effects or is that set automatically?
Hats dont need a specified particle system to work with general unusual effects. I haven't worked with the creation of effects such as smoke from a cigar or a genie lamp, but, as I said, general unusual effects will work automatically, and you'll be able to test them with your hat on test map.
Replies
Hurf Durf.
http://steamcommunity.com/sharedfiles/filedetails/?id=5796
Another angle:
Yay.
Double yay! It's also available as a mod http://tf2mods.net/mod.php?id=328
Faster than a speeding bullet, you'll vote this up.
Merry Christmas maggots.
Happy Holidays Harlots!
Ps. Ask me for ideas for tf2 items if you need!
http://steamcommunity.com/sharedfiles/filedetails/?id=5844
http://steamcommunity.com/sharedfiles/filedetails/?id=5845
See the bubble in action here: [ame="http://www.youtube.com/watch?v=JkoEYcMSjCs"]Pyro's magic wand - YouTube[/ame]
Up to ~5200 tris (~300 over the default so that should be fine). Still need to create the LODs, but I think I'm close to done.
E: Maybe slightly tilting the tank would also help differentiate from the original.
E2:
@Mad Mike: The grey feels too light, a little darker colour would make the (already) brilliant gun even better.
Cowboy boots for the Sniper/Scout/Soldier. If you like it, vote for them now!
A little surprised that it doesn't read as well from the side as I thought it would, but it reads very well from the front imo.
The gas tank is tilted a bit already, maybe was a bad angle in the previous images. Think it should be tilted more than it is?
The ironsight spike things are simply there to break up the silhouette. I had them tilted towards the outside of the muzzles and they looked pretty awful. I'll try it with them tilted inwards and see how it looks.
The Goalkeeper!
Man hugs for vote ups!
8304 tris, 1024x1024.
Just in case, be friendly to polycount and don't quote my post please.
love the desgin, has a vote up from me.
dont really want to fight with the itemtest thing in SDK when it is quicker and less troublesome to just use a smd exporter and compile your self.
ah so just run a basic primitive through it with the names i want, and replace the output with my compiled files.
[ame="http://www.youtube.com/watch?v=x7csbJj8t3s"]Luxury apartments[/ame]
Looks nice, but I think replacing one of the Demo's hip pouches with the lamp would look nicer.
Hm, so Valve wants weapons in models/player/items/<class>/<id hash>/ instead of models/weapons/c_items/<id hash>/ ?
Placement looks good to me, but why green smoke?
Click on this text to see the big image
WIP Complete Diesel punk pack for all classes
Using the Work of Laro as a form of reference since he pulls off the TF2 style better than Valve does.
But I'm not quite hitting it
The engineer's arm could use a bit more visual interest. Try using different metal base colors for different parts.
No, I'd say that the workshop compiler is for simple hats, nothing more.
Weapons should go in the model /weapons directory.
some pics of the hat
I finally moved my ass and finished this thing, one month late. But whatever.
Stupid Jetpack Medic
Medijet Airways, the only way to heal the squeel.
Flamer's Fire Cracker
Paintable, jiggleboned, and has particles! What more could you even possibly ask for?
http://steamcommunity.com/sharedfiles/filedetails/?id=5896&requirelogin=true&devcomment=true
Vote for REVOLUTION!
Model by me, textures by void, in-game/unwrapping by Sparkwire.
It's default smoke effect colored blue, but for some reason it has green hue. I'm working on it.
Hats dont need a specified particle system to work with general unusual effects. I haven't worked with the creation of effects such as smoke from a cigar or a genie lamp, but, as I said, general unusual effects will work automatically, and you'll be able to test them with your hat on test map.
what does it do?