Item in workshop, vote blah blah, advertising blah, etc...
More interestingly I recently unearthed an old make of mine and was thinking of re-submitting it, but it's not quite there. I think the concept is sound but it's missing that bit of magic. Have a look and tell me how I can turn a pleasant design into an awesome one
Could anyone help me out with this. Made a new hat and when I tested it in the test level the players feet vanished. Is this a problem with my files I need to fix or a glitch with the test system?
On a side note can you have double sided textures for flat geometry like flags?
Don't know about the foot issue, probably just item test bug.
Just make the double sided polys, still the same amount of tris in game anyway. If you do a material either the entire object will double in tris or you need two materials.
Love the model, but those are the worst possible colors you could have gone with. Maybe more subtle, team based colors?
thanks for the feedback. I tried to get the team colors more into it, and it was just kind of bland. I mean. if it weren't a Jester's Cap, I'd agree 100% with you. It's supposed to be kind of crazy.
I really am not stuck with these colors though. I mean, to me, the hat is all about the jigglebones action. What about them make it the worst to you? The purple, and green I presume?
thanks for the feedback. I tried to get the team colors more into it, and it was just kind of bland. I mean. if it weren't a Jester's Cap, I'd agree 100% with you. It's supposed to be kind of crazy.
I really am not stuck with these colors though. I mean, to me, the hat is all about the jigglebones action. What about them make it the worst to you? The purple, and green I presume?
did you see the blue version too?
If I had to just pick a color, i'd say the green, but really the whole thing just "pops" too much, if that makes sense. Maybe if the colors were less vibrant?
Have the considered team colored + white patterns? That would probably be easier to work with and more appealing to the eye.
Have the considered team colored + white patterns? That would probably be easier to work with and more appealing to the eye.
I did consider that. I was under the impression that white was not a good color to work with. The blue one is better in my opinion. It is definitely team based, with just a tip of purple.
I do know what you mean. It's not so bad when you are running around with the scout, because it moves so fast. but I bet if I made this for the other classes, or ANY other class, they would move slowly enough that your point would be even more valid than it already is. So I will have to reconsider the other classes.
@ RetroMike, it's a test map thing. I had the same issue, but in the actual game, the feet are fine. Also in the HLMV, the feet are fine.
Thanks. Good to know it's not a problem with my files. Compiling these things has my head spinning. I made another item and followed the same steps but it says it can't find the textures (purple checker default) even though the files are in the right spot. maddening.
Pyros, Scouts, Engies, aaaaaaaand I guess Demos are excellent, Soldiers is too similar to the jumpcap for my tastes, not too sure about Medics (but leaning towards good), Snipers is way too similar to Heavys mafia whatever hat, and Spys is kind of shitty.
That said, what a pack. I've voted for the ones I liked. Not gonna thumb down the others, though, that's just a dick move. Very nice work.
I did consider that. I was under the impression that white was not a good color to work with. The blue one is better in my opinion. It is definitely team based, with just a tip of purple.
I do know what you mean. It's not so bad when you are running around with the scout, because it moves so fast. but I bet if I made this for the other classes, or ANY other class, they would move slowly enough that your point would be even more valid than it already is. So I will have to reconsider the other classes.
What did you think of the blue team colors?
Ideally, you'd want both team colors to have as similar as possible. The blue, while better, still suffers from a bit of the same problem. If you still prefer the colors you've already picked, though, do try to just use less vibrant variations. For all I know, they'll look 100% better with just a few minor touches.
@ peege - First up when displaying it don't have the scout making a face. This distracts from your work and puts it out of context (this seems to happen a lot and is becoming a pet peeve of mine).
I reckon the balls on the end of the points would do well being bells.
Colours are an issue. Have you tried something like Harley Quinn's hat from Batman?
@ peege - First up when displaying it don't have the scout making a face. This distracts from your work and puts it out of context (this seems to happen a lot and is becoming a pet peeve of mine).
I reckon the balls on the end of the points would do well being bells.
Colours are an issue. Have you tried something like Harley Quinn's hat from Batman?
Excellent points. I'm going to revise the colors for red tonight. While I'm doing that, I'll put together a more appropriate presentation. Preferably with the LOD wireframes. That looks really pro.
If you could look at my submission and see what you think about the blue hat, I'd really appreciate it. I think the blue one is fine the way it is, and the red is over the top. I'm going to replace the green and purple with team color orange, and a little of a third color that works, maybe purple, but less of it and less bold.
To be honest, this is my first hat, so the presentation is something I really don't know the standard, or deviations. So I thought using facial poses brought more character to the fact that it's supposed to be a silly jester. I do agree though, it's a distraction from the hat.
Thanks so much for taking the time to critique this for me. I'm learning.
on the bells instead of balls: I think that would be more of a distraction than the jiggly sleeves (and outrageous colors) already present. Plus, as a scout, I don't want everyone hearing me more than they already do. So, I wanted to leave sound out of the equation. In an ideal situation, bells make sense, but in game, it's a whole other thing. Plus, I don't know if you've ever hung out with someone who actually wears jingle bells all the time, it's annoying. I know a lady who makes her dogs wear them on the collar, and it gets old really fast. I think people would stop wearing my hat after a week of hearing the bells.
@ pegee - I don't think it's just the palette which needs looking at. The way you have the colours blending into one another is something that I can't recall happening anywhere else in TF2.
I should say alongside this criticism that I think the model is strong and once you work out how to convincingly carry that with the texture, you're going to have a damn fine hat.
@ pegee - I don't think it's just the palette which needs looking at. The way you have the colours blending into one another is something that I can't recall happening anywhere else in TF2.
I see your point. I'm not so great at UVs, so I had a hard time getting this particular model to have any clear cut pattern. I originally had a real traditional pattern that became unmanageable. Especially with the LODs removing verts. Hence the blend. I've not been really happy with the textures at all, so you've given me some focus. I had forgotten to question that aspect of it.
I don't want to make each sleeve its own color, but it might come to that.
Thanks again.
You're wasting loads of space there. You could easily stack repeating parts and scale everything up to give yourself a lot more texel density to play with.
You're wasting loads of space there. You could easily stack repeating parts and scale everything up to give yourself a lot more texel density to play with.
I was under the impression that you couldnt have overlapping UV's in TF2 because of the shader methods.
You're wasting loads of space there. You could easily stack repeating parts and scale everything up to give yourself a lot more texel density to play with.
^This
Valve overlap textures all the time. Go look at the viewmodel texture for the basic shotgun..
Perhaps consider toning down the amount that this overlaps when moving in-game?
From what I've seen of it so far, it flows nicely but tends to lose its distinctive shape too much. I'm unsure as to whether you can tone down these settings in the engine, but if you can I would definitely suggest doing so.
@peege
Ah... the jester hat. I've seen a few of those been made, including one I made (my first hat if I remember correctly).
Best of luck getting it accepted
@peege
Ah... the jester hat. I've seen a few of those been made, including one I made (my first hat if I remember correctly).
Best of luck getting it accepted
@Deatweiller
Good looking, one question though. Do you intend to give more geometry to your hat or is this the LOD0? I think the part near the eyebrows could use a rounded form. Also you can improve the colors to fit the TF2 style, here i put some examples of feathers-->
@ Baddcog, I noticed your pyro hat in the workshop and thought it was really nice. What does it play like? Does it flop around a bunch?
thanks, no it doesn't flop too much. I didn't want it twisting, clipping, etc...
And to cut down on jiggle bones 2 of the bells are on 2 bones, the other 2 are on one (or something like that, been awhile)
looking at the pic, the one on his head probably shows most of the movement (the one in front is bent in almost to max, the one in back is bent out almost to max)
--- @Detweiler
I actually wouldn't mind seeing the horns twice as big, they just don't give off much shape atm from a lot of views I imagine (ie: from that view you barely see one and the others silohette is comletely hidden by the hat.
I also think you should make it pretty thick, right now it seems paper thin at the head junction. Make it nice and beefy like it's 2 inches thick.
Like the bicorn there, that's a 'thin' material hat, but it still looks like it's an inch thick, just helps bring out the shape, makes it more bold to fit the style better.
I actually wouldn't mind seeing the horns twice as big, they just don't give off much shape atm from a lot of views I imagine (ie: from that view you barely see one and the others silohette is comletely hidden by the hat.
I also think you should make it pretty thick, right now it seems paper thin at the head junction. Make it nice and beefy like it's 2 inches thick.
In addition to that comment, I think the horns could use a little more geometry, they are a bit angular.
On the plus side. I really like the way the feathers are tied on the horn. That part looks great, and I wouldn't change it much, other than to maybe thicken up the rope a bit. I've noticed the TF2 heads are really small compared to the bodies, so the hats seem to need a bit more size exaggeration to come across from any distance in contrast to the body, if that makes any sense.
Replies
More interestingly I recently unearthed an old make of mine and was thinking of re-submitting it, but it's not quite there. I think the concept is sound but it's missing that bit of magic. Have a look and tell me how I can turn a pleasant design into an awesome one
http://steamcommunity.com/sharedfiles/filedetails/?id=19721
Love the model, but those are the worst possible colors you could have gone with. Maybe more subtle, team based colors?
On a side note can you have double sided textures for flat geometry like flags?
Just make the double sided polys, still the same amount of tris in game anyway. If you do a material either the entire object will double in tris or you need two materials.
So here is my latest project.
Check it out on the workshop:
http://steamcommunity.com/workshop/filedetails/?id=16341
thanks for the feedback. I tried to get the team colors more into it, and it was just kind of bland. I mean. if it weren't a Jester's Cap, I'd agree 100% with you. It's supposed to be kind of crazy.
I really am not stuck with these colors though. I mean, to me, the hat is all about the jigglebones action. What about them make it the worst to you? The purple, and green I presume?
did you see the blue version too?
If I had to just pick a color, i'd say the green, but really the whole thing just "pops" too much, if that makes sense. Maybe if the colors were less vibrant?
Have the considered team colored + white patterns? That would probably be easier to work with and more appealing to the eye.
I did consider that. I was under the impression that white was not a good color to work with. The blue one is better in my opinion. It is definitely team based, with just a tip of purple.
I do know what you mean. It's not so bad when you are running around with the scout, because it moves so fast. but I bet if I made this for the other classes, or ANY other class, they would move slowly enough that your point would be even more valid than it already is. So I will have to reconsider the other classes.
What did you think of the blue team colors?
http://steamcommunity.com/sharedfiles/filedetails/?id=19997
Pyros, Scouts, Engies, aaaaaaaand I guess Demos are excellent, Soldiers is too similar to the jumpcap for my tastes, not too sure about Medics (but leaning towards good), Snipers is way too similar to Heavys mafia whatever hat, and Spys is kind of shitty.
That said, what a pack. I've voted for the ones I liked. Not gonna thumb down the others, though, that's just a dick move. Very nice work.
Ideally, you'd want both team colors to have as similar as possible. The blue, while better, still suffers from a bit of the same problem. If you still prefer the colors you've already picked, though, do try to just use less vibrant variations. For all I know, they'll look 100% better with just a few minor touches.
I reckon the balls on the end of the points would do well being bells.
Colours are an issue. Have you tried something like Harley Quinn's hat from Batman?
Seperate models:
http://steamcommunity.com/sharedfiles/filedetails/?id=20104
http://steamcommunity.com/sharedfiles/filedetails/?id=20106
http://steamcommunity.com/sharedfiles/filedetails/?id=20108
Excellent points. I'm going to revise the colors for red tonight. While I'm doing that, I'll put together a more appropriate presentation. Preferably with the LOD wireframes. That looks really pro.
If you could look at my submission and see what you think about the blue hat, I'd really appreciate it. I think the blue one is fine the way it is, and the red is over the top. I'm going to replace the green and purple with team color orange, and a little of a third color that works, maybe purple, but less of it and less bold.
To be honest, this is my first hat, so the presentation is something I really don't know the standard, or deviations. So I thought using facial poses brought more character to the fact that it's supposed to be a silly jester. I do agree though, it's a distraction from the hat.
Thanks so much for taking the time to critique this for me. I'm learning.
on the bells instead of balls: I think that would be more of a distraction than the jiggly sleeves (and outrageous colors) already present. Plus, as a scout, I don't want everyone hearing me more than they already do. So, I wanted to leave sound out of the equation. In an ideal situation, bells make sense, but in game, it's a whole other thing. Plus, I don't know if you've ever hung out with someone who actually wears jingle bells all the time, it's annoying. I know a lady who makes her dogs wear them on the collar, and it gets old really fast. I think people would stop wearing my hat after a week of hearing the bells.
Yes, this is Pyro.
I am on the phone.
http://steamcommunity.com/sharedfiles/filedetails/?id=19721
Amazing.
I should say alongside this criticism that I think the model is strong and once you work out how to convincingly carry that with the texture, you're going to have a damn fine hat.
I see your point. I'm not so great at UVs, so I had a hard time getting this particular model to have any clear cut pattern. I originally had a real traditional pattern that became unmanageable. Especially with the LODs removing verts. Hence the blend. I've not been really happy with the textures at all, so you've given me some focus. I had forgotten to question that aspect of it.
I don't want to make each sleeve its own color, but it might come to that.
Thanks again.
I can't seem to come up with a hat.
Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=20460
^This
Valve overlap textures all the time. Go look at the viewmodel texture for the basic shotgun..
Looking nice, I have a suggestion though:
Perhaps consider toning down the amount that this overlaps when moving in-game?
From what I've seen of it so far, it flows nicely but tends to lose its distinctive shape too much. I'm unsure as to whether you can tone down these settings in the engine, but if you can I would definitely suggest doing so.
http://www.polycount.com/forum/showthread.php?p=1559193#post1559193
Ah... the jester hat. I've seen a few of those been made, including one I made (my first hat if I remember correctly).
Best of luck getting it accepted
Been waiting for this, hope it will be taken. Good luck!
Yeha me too, quite awhile back.
The Paper Machete
Because sometimes the best way to improvise a large dangerous blade is making one out of a large dangerous blade.
# JZeeba, thanks. I know I'll need it. I'm hoping its realistic floppiness sets it apart from the rest. Either way, it's a fun project.
Good looking, one question though. Do you intend to give more geometry to your hat or is this the LOD0? I think the part near the eyebrows could use a rounded form. Also you can improve the colors to fit the TF2 style, here i put some examples of feathers-->
thanks, no it doesn't flop too much. I didn't want it twisting, clipping, etc...
And to cut down on jiggle bones 2 of the bells are on 2 bones, the other 2 are on one (or something like that, been awhile)
looking at the pic, the one on his head probably shows most of the movement (the one in front is bent in almost to max, the one in back is bent out almost to max)
---
@Detweiler
I actually wouldn't mind seeing the horns twice as big, they just don't give off much shape atm from a lot of views I imagine (ie: from that view you barely see one and the others silohette is comletely hidden by the hat.
I also think you should make it pretty thick, right now it seems paper thin at the head junction. Make it nice and beefy like it's 2 inches thick.
Like the bicorn there, that's a 'thin' material hat, but it still looks like it's an inch thick, just helps bring out the shape, makes it more bold to fit the style better.
Haha, I've always wanted to do this in real life!
Click to vote!
I'll be doing the mod release tomorrow
In addition to that comment, I think the horns could use a little more geometry, they are a bit angular.
On the plus side. I really like the way the feathers are tied on the horn. That part looks great, and I wouldn't change it much, other than to maybe thicken up the rope a bit. I've noticed the TF2 heads are really small compared to the bodies, so the hats seem to need a bit more size exaggeration to come across from any distance in contrast to the body, if that makes any sense.
(P.S. I apologize if the rez of the pictures kills your computer. If it does, go buy a new computer.)
http://dl.dropbox.com/u/18271121/TF2/Reflective%20Perspective.zip
As promised, mod release - replaces eyewear for heavy, demoman and engineer
Ha, thanks. I noticed a lot of people in the comments share that feeling.