Don't bother critiquing the models from a TF2 players perspective, just slip subtle hints about how they wouldn't fit into the game along with your modelling observations like I do xD
emrfish6 // I like the idea a lot But I prefer the black version. I don't think it's necessary to have team colors on it...And it would not affect the visibility of the red/blue on the character cause there's really not much colors on his back.
Heyo guys, I'm new here at polycount. For now i'll just post my latest contribution, but i'm looking forward to learn a lot for you guys. I feel like i've found a gold mine here The little arsonist
It's good, and it'd easy to make a particle effect of matches falling out of the box if you wanted. I'm pretty sure someone here could tell ya how if you were interested.
Hey guys back after a few terrible days of trying to figure out qc files and compiling but with some help from you guys and a big shout out to MattQ Here is the first in engine screen of my sniper melee weapon. I haven't come up with a name yet, I'm thinking the Dinosore. Let me know what you guys think!
first person position of it seems like he's just holding it with the tips of his fingers, the wrap around the handle is waaaay too shiny and the texture on the blade its self just looks like you've had random brushes n gone over it a few times.
It's good, and it'd easy to make a particle effect of matches falling out of the box if you wanted. I'm pretty sure someone here could tell ya how if you were interested.
Thanks for the response. The idea with the particles is really nice. Can someone point me to a good tutorial or has any suggestions? thanks!
@Endr
Great model, but wouldn't it be better if rotatet 180 degrees? So that the hilt is turned the away from the fist, like it the vannila kukris. Nice name btw.
@Flat Face - Yea its difficult to position it without it clipping his hand. Im still toying with position to the bone, I am gonna try to follow your advice and lower it a bit as the top is out of frame which isnt good. I dont have a spec attached to it yet either which is why the leather wraps are so shiny. As for the texture its not random I took them from a pallete I created off of the image below of a megalodon tooth. I tried to make it look old and fossilized so Ill try to change that a bit as well.
@Unavi - Yea I tried that rotation on it but it clips the hand more that way. Im going to have to either change the handle mesh or find a rotation that works.
Thanks for all the crits guys. Ill be back in a bit with more tweaks.
Um its kind of a long and laborious process. The difficulty depends on what kind of weapon you want in the game. Melee weapons are the easiest as they don't require extra animations. Its too long of a process to explain completely here but there are some great tutorials out there that are a lot of help. Heres one place that helped me out. Take a look and see if this helps.
Hey guys back after a few terrible days of trying to figure out qc files and compiling but with some help from you guys and a big shout out to MattQ Here is the first in engine screen of my sniper melee weapon. I haven't come up with a name yet, I'm thinking the Dinosore. Let me know what you guys think!
Iv'e shot you an email about this. but i may aswell respond here
i'm loving this item. but i'd like to help with the phong/spec maps on it. if you're okay with letting me get involved that is!
Hey guys, back with another late night update (at least where Im at)
I've tweaked the phong to be less shiny overall. Before and after shots are below. Next thing is the ugly as geometry on the model itself. I'm going back through the model itself and fixing the areas circled in red, trying to make them smoother.
@Psyke What do you think needs work with the phong? Ive turned it down a bit in this recent update so let me know what you think.
Hey guys, back with another late night update (at least where Im at)
I've tweaked the phong to be less shiny overall. Before and after shots are below. Next thing is the ugly as geometry on the model itself. I'm going back through the model itself and fixing the areas circled in red, trying to make them smoother.
@Psyke What do you think needs work with the phong? Ive turned it down a bit in this recent update so let me know what you think.
Well it's not a case of turning it down
it's more that a spec map would help control where the item shines and where it doesnt
A normal map would bring out the grain in the bone and the folds in the handles wrap.
Oh yea I'm working on both normal and spec maps now. I'm also working on bringing out the hilt as well as it seems a little flat. But for sure Im adding spec and normal maps. Im runing the knife through zbrush to get some good bone grain
So, does anybody know how to get custom animations to show up in-game? I've got them working in the model viewer but when I try them out in-game it just replaces the weapon in the old animation.
Still having issues with this pinching geometry. Anyone have any ideas? Ive tried retopo into quads but same thing.
You can try adding a longitudinal loop along that edge so that the pinching occurs across a smaller area. However, that may not work with your model. It'd help to see your wireframe.
Also,
The Balmoral
Please vote for it on the Steam Workshop. Much appreciated!
And if you'd like your own Balmoral, and don't want to wait for Valve to realize my genius and accept it, you can even download it yourself here!
@Jzeeba You mean other that those in posted in the workshop? I didn't think it would be necesarry to have so many screens of such little simple model. But if you wish I can make some polycount exlusives
@Jzeeba You mean other that those in posted in the workshop? I didn't think it would be necesarry to have so many screens of such little simple model. But if you wish I can make some polycount exlusives
Lol, hadn't seen it in the workshop. Looks nice, I hope it gets added.
Well, I kind of finished the concept, the only problem being what to do with the big metal cover. I'm sure the whole shape would work fine in 3D, but it feels really empty.
Also the butt of the gun and the lower piece (the hinge thing) could be changed, they give a feeling of similarity with the stock launcher. I just feel like I have followed the stock launcher shape and positions way too much.
It looks fine and different enough to me in most places but the butt, which will be covered by his arms in most frames anyway. If you want to differentiate it more, you may want to put some metal casings or obligatory bandages around it.
Hey guys! Me and my friend are trying to get a head-replacer for Pyro into the game, and I had a question Collision models...Do they need to be rigged as well? or is it a compiling thing? And is it the same process for weapons?
I got my watch to work ingame, but now I noticed you can't see through the glass anymore when you cloak. But I would like to be able to see the clock-hands. Is there a way to see through it when cloaked?
Hey guys, anyone know how to add normal maps to an item?
in 3ds max/3d program or when getting it ready for the game?
in the program there should be a material interface, find bump/normal map mini.. something.. I'm not going to lie, I just woke up, my advice isn't the best right now
Hell, if he were to release it as a blutsauger skin it would be installed before my brain could consciously even consider installing it, it's that awesome. From an engineering stand point...the design makes no f***ing sense, seeing as the ammunition is on top and has to make so many additional steps to be fired that realistically this gun would never exist, but in the end, its just f***ing cool, enough reason for it to exist, lol.
Replies
I made a mask for the pyro. The hose works surprisingly well with all the different animations.
I have to say that's a damn fine rifle. I definitely want to see it on the workshop.
http://steamcommunity.com/sharedfiles/filedetails/?id=14117
*edited to put up new version*
i mean no disrespect but HOW did that idea pop into your head?
I was watching the e-dork episode of aqua teen hunger force and they had pianos on their backs at one point in the episode and I decided to model it.
thank you all!
aivanov // That rifle looks mean! I want that ^^
Those colors are just for show, I still have to choose them.
The little arsonist
What do you think?
I love it.
Love love love love love it.
It matches the character, it matches the art style, it's a great misc.
It's good, and it'd easy to make a particle effect of matches falling out of the box if you wanted. I'm pretty sure someone here could tell ya how if you were interested.
The model its self though is quite nice
Thanks for the response. The idea with the particles is really nice. Can someone point me to a good tutorial or has any suggestions? thanks!
@Endr
Great model, but wouldn't it be better if rotatet 180 degrees? So that the hilt is turned the away from the fist, like it the vannila kukris. Nice name btw.
@Unavi - Yea I tried that rotation on it but it clips the hand more that way. Im going to have to either change the handle mesh or find a rotation that works.
Thanks for all the crits guys. Ill be back in a bit with more tweaks.
I fiugured that would be the problem. it's good as it is anyway so imo you don't need to change it.
hey, where exactly do you find yourself stuck and what program do you use for the modeling. I myself use blender, so I can help you with it.
http://forums.steampowered.com/forums/showthread.php?t=1109465
Iv'e shot you an email about this. but i may aswell respond here
i'm loving this item. but i'd like to help with the phong/spec maps on it. if you're okay with letting me get involved that is!
I've tweaked the phong to be less shiny overall. Before and after shots are below. Next thing is the ugly as geometry on the model itself. I'm going back through the model itself and fixing the areas circled in red, trying to make them smoother.
@Psyke What do you think needs work with the phong? Ive turned it down a bit in this recent update so let me know what you think.
[ame="http://www.youtube.com/watch?v=jTzYRWHzyrI"]Pirate_Bandana_v2 - YouTube[/ame]
(!) To change the texture. Removed unnecessary jigglebones. bones now oriented correctly and work excellent.
this is my not very good painting
Well it's not a case of turning it down
it's more that a spec map would help control where the item shines and where it doesnt
A normal map would bring out the grain in the bone and the folds in the handles wrap.
Also,
The Balmoral
Please vote for it on the Steam Workshop. Much appreciated!
And if you'd like your own Balmoral, and don't want to wait for Valve to realize my genius and accept it, you can even download it yourself here!
@Unavi - I like it. do you have more screenshots?
Lol, hadn't seen it in the workshop. Looks nice, I hope it gets added.
Well, I kind of finished the concept, the only problem being what to do with the big metal cover. I'm sure the whole shape would work fine in 3D, but it feels really empty.
Also the butt of the gun and the lower piece (the hinge thing) could be changed, they give a feeling of similarity with the stock launcher. I just feel like I have followed the stock launcher shape and positions way too much.
in 3ds max/3d program or when getting it ready for the game?
in the program there should be a material interface, find bump/normal map mini.. something.. I'm not going to lie, I just woke up, my advice isn't the best right now
$bumpmap.
So, an example of that would be:
$bumpmap "models\weapons\c_items/c_ambassador_opt_normal"
Though you know it's gonna get called a Blutsauger reskin.
Also APesquera textured but that doesn't fit in the authors box.