LOD's are easier than unwrap/texture. So I'd just chalk the lod's up as experience. Texture the high model and then break down the LOD's again. They are time consuming but not as much as uving 3 models to the same space.
It'd help if I could UVmap/Unwrap at all, lol. I can model, texture, even some soft shoe dance, but I cannot for the life of me uvmap. I think it's the one thing Meatloaf wouldn't do for love, and I can't blame him, lol.
Ah, but unwrapping could be relaxing somehow. I don't get why "beginners" are scared of uv's. It's not really complex. Youshould watch some tutorials around and check the help files.
And a nice layout is an easy texturing ^^
95% of the tutorials just skip over how to UV properly, and those that do friggen mumble the entire time, or have their inbound so low I can't crank my headphones high enough to hear em.
It'd be neat beans if Valve made this work like the huntsman on a "first hit" basis to where on fire marshmallow sets the enemy on fire for like 3 seconds.
@ neodement - I suspect you'll have to do more to distance it from the Attendant. Right now it looks like a style for the Attendant where the bow tie is around the hat rather than the pyro's neck.
@ neodement - I suspect you'll have to do more to distance it from the Attendant. Right now it looks like a style for the Attendant where the bow tie is around the hat rather than the pyro's neck.
Make it a 3 class hat for the hoovy, spy and sniper. Problem solved
I think 3622 tris is too much and that your lod1 is nice enough.
Angular shapes are part of TF2 style and your lod 0 is a bit loose.
Just my 2 cents !
But nice model and texture again.
Thanks and, well, considering that you only see Lod 0 when you are right next to it, I don't think it's too bad.
Might as well have it nice looking at that close of a distance.
I'm with Noors on TF2's angular aesthetic. Lod 1 is more than enough. No one is going to be especially studying items in the heat of battle, even up close.
revisiting my old "demonic Spy" idea, starting with the first hat I've ever modelled seriously for Tf2. The Stylish Sinner. Currently with two styles, I plan to add a two more, though.
Hello again, been a while since I've browsed this thread, still looking good I see.
I'm redoing an old model of mine are there any crits for this?
Alittle rounder and shinier on the screen might help, and more texture detail, dust? Also that's begging for a animated skipping image of the pyro's head.
@RedSheep: Cool boots but you're going to need to cut them down quite a bit. Detail on the soles is cool looking but ultimately pointless, and remember this is the scout wearing them, so people will rarely get to inspect them close up due to his speed. It might be worth baking the shoe details to texture, bar the knot and bow.
@Rowinish: Looks like you did a good job on it, though I agree with the calls to make it look more like a period TV. It would mean probably making it again from scratch but it would be worth it.
@Masich: I like the hat with horns look, could be a contender for next halloween!
Have a WIP of a pack I'm currently working on:
I haven't seen anybody really approach the demoman as a demolition worker, which is rather strange to me. The colourscheme isn't final yet, though the team tone feels like it is (it's from the Flaregun).
The hat is a simple ridged hardhat with a couple of small charges strapped on it (if you can keep shotgun shells on a hat why not bombs?) which is possibly engineerish but ultimately demoman has only 2 unique helmets and this relates to his job.
Bailiff's Bombs are grenades as what the custom projectile for the Bailiff will be.
The Bomb Exploding Kit is self explanitory - wire, pliers and a plunger detonator on a belt. I may scale things up and tweak it a bit but it's close to 1000 tris right now so any changes would be minor. Might get a new name.
The grenade launcher is mostly based around the Russian RG-6 grenade launcher, possibly a tad modern but it has a distinct look to it compared to pretty much all others out there so I pinched that.
The sticky launcher borrows the major shapes of vintage jackhammers. I've not built a projectile for it though I have a design.
@elbagast, thanks for the crits. I thought about baking those details in, but I ultimately decided that it would look better to model them and simply remove them in higher lods. I agree with you on the sole detail, but I thought it looked neat and it didn't cost too many polys, so I took the same approach.
Re. your pack, great idea. The only issue with the hat is that the bombs really don't register as bombs until close up (due to the tan color, which also the fuse blends in to). Are you taking the painted approach to team color your items? if so, then maybe pick the neutral yellow (like on the scottish res.) or the neutral orange (rocket jumper).
the bomb exploding kit is great. I don't think that the bombs are different enough to warrant their own item, though. You might want to just not use them, I don't think Valve would want to add a new projectile anyway, especially when the original grenades work just as well.
The weakest item is the bailiff. It seems a bit over-exaggerated right now (like the odd angles just above the grenade housing). I hate to say it, but I think that it needs a bit of a re-design so that it doesn't hold back your pack as a whole. As it is currently, it looks more like a skin for the grenade launcher than a weapon that can stand on its own. Try doing something out of the box- you're definitely good enough to pull it off.
The groundbreaker has a neat design and I think that it will turn out nicely with a well done texture.
One more thing- I'm not a big fan of the wood color right now. It's dull. I think that a wood color like on the concheror or equalizer would work well.
I bet broken uv's
Maybe did you copy/paste the uv from one horn to the other ? They look good but each face is flipped individualy.
Or normals fucked (try edit normals ?)
Else i don't see.
There's always a reason for smthing like this, but if you struggle to find it, delete it, and remake a symetry of the right horn.
Also, if they are totally the same, you could let the uv's overlapped and spare a bit of place.
Also, only going to go with two styles, one with the hat, one without, and only one set of horns. I don't like the lower ones so I got rid of em' totally.
@Masich
:thumbup: Now that you've done some work on it I have to say it looks very nice. A bit early for Halloween, but I suspect that's when you're most likely to get it in.
@Masich
:thumbup: Now that you've done some work on it I have to say it looks very nice. A bit early for Halloween, but I suspect that's when you're most likely to get it in.
Nowhere near done, though. Still got a tail to model. Plus I want to make a matching set of weapons.
And then it'll be on to the next class. My ultimate goal is a "monster theme" for each class, finished in time for Halloween. After the Demon Spy will likely come the Lovecraftian Pyro.
Replies
LOD's are easier than unwrap/texture. So I'd just chalk the lod's up as experience. Texture the high model and then break down the LOD's again. They are time consuming but not as much as uving 3 models to the same space.
Very nice texture RedSheep
And a nice layout is an easy texturing ^^
http://steamcommunity.com/sharedfiles/filedetails/?id=75542728
Vote if you like it
Grimbodan and I usually don't release mods, but since this was for the Modding Competition, we released it as a mod that replaces the Scrap Pack.
v2
It'd be neat beans if Valve made this work like the huntsman on a "first hit" basis to where on fire marshmallow sets the enemy on fire for like 3 seconds.
Make it a 3 class hat for the hoovy, spy and sniper. Problem solved
I'm redoing an old model of mine are there any crits for this?
marketing pose
Angular shapes are part of TF2 style and your lod 0 is a bit loose.
Just my 2 cents !
But nice model and texture again.
Might as well have it nice looking at that close of a distance.
Otherwise the pack is coming along nicely.
Thoughts so far?
But regardless it's a cool idea. Would be nice if Valve let you add red glowing eye sprites.
And no, you're right. Although it's showing off the hat, too. That took a hell of a lot more time and effort to make.
Also make that 4 more styles, haha... getting some more screenies now, but I won't upload as many next time.
UPDATE: Removed some images from last post, here are the other four styles:
Thinking the Styles could be called "Stylish Imp", "Sinful Imp", "Stylish Demon", "Sinful Demon", "Stylish Archdemon" and "Sinful Archdemon".
Alittle rounder and shinier on the screen might help, and more texture detail, dust? Also that's begging for a animated skipping image of the pyro's head.
I think I'll go with leaving the hat on, you have a pretty good point.
That's a rather modern looking TV for TF2. Do an image search for "1950's tv" and have a look.
@RedSheep: Cool boots but you're going to need to cut them down quite a bit. Detail on the soles is cool looking but ultimately pointless, and remember this is the scout wearing them, so people will rarely get to inspect them close up due to his speed. It might be worth baking the shoe details to texture, bar the knot and bow.
@Rowinish: Looks like you did a good job on it, though I agree with the calls to make it look more like a period TV. It would mean probably making it again from scratch but it would be worth it.
@Masich: I like the hat with horns look, could be a contender for next halloween!
Have a WIP of a pack I'm currently working on:
I haven't seen anybody really approach the demoman as a demolition worker, which is rather strange to me. The colourscheme isn't final yet, though the team tone feels like it is (it's from the Flaregun).
The hat is a simple ridged hardhat with a couple of small charges strapped on it (if you can keep shotgun shells on a hat why not bombs?) which is possibly engineerish but ultimately demoman has only 2 unique helmets and this relates to his job.
Bailiff's Bombs are grenades as what the custom projectile for the Bailiff will be.
The Bomb Exploding Kit is self explanitory - wire, pliers and a plunger detonator on a belt. I may scale things up and tweak it a bit but it's close to 1000 tris right now so any changes would be minor. Might get a new name.
The grenade launcher is mostly based around the Russian RG-6 grenade launcher, possibly a tad modern but it has a distinct look to it compared to pretty much all others out there so I pinched that.
The sticky launcher borrows the major shapes of vintage jackhammers. I've not built a projectile for it though I have a design.
As ever, any comments welcome.
@Ruskeydoo Yeah you are probably right about the general shape of it but the front I based on the 1960's tv set:
Probably needs to be more blocky.
Thanks,
Re. your pack, great idea. The only issue with the hat is that the bombs really don't register as bombs until close up (due to the tan color, which also the fuse blends in to). Are you taking the painted approach to team color your items? if so, then maybe pick the neutral yellow (like on the scottish res.) or the neutral orange (rocket jumper).
the bomb exploding kit is great. I don't think that the bombs are different enough to warrant their own item, though. You might want to just not use them, I don't think Valve would want to add a new projectile anyway, especially when the original grenades work just as well.
The weakest item is the bailiff. It seems a bit over-exaggerated right now (like the odd angles just above the grenade housing). I hate to say it, but I think that it needs a bit of a re-design so that it doesn't hold back your pack as a whole. As it is currently, it looks more like a skin for the grenade launcher than a weapon that can stand on its own. Try doing something out of the box- you're definitely good enough to pull it off.
The groundbreaker has a neat design and I think that it will turn out nicely with a well done texture.
One more thing- I'm not a big fan of the wood color right now. It's dull. I think that a wood color like on the concheror or equalizer would work well.
Also, paint;
+ good idea
win
Having a very odd issue with my demon hat. Without a texture, it looks like this, which is normal:
And here's a very early draft of my texture:
But when I apply the texture, the right horn goes weird...
Anybody know what's happening here? It's nothing to do with flipped UV's, outward facing backfaces or smoothing groups because I checked all those.
ASSISTANCE BITTE.
Maybe did you copy/paste the uv from one horn to the other ? They look good but each face is flipped individualy.
Or normals fucked (try edit normals ?)
Else i don't see.
There's always a reason for smthing like this, but if you struggle to find it, delete it, and remake a symetry of the right horn.
Also, if they are totally the same, you could let the uv's overlapped and spare a bit of place.
Damnit, I knew cheaping out on that would screw me over.
Oh well, thanks for the help, got a bit of work to do.
Working on the texture, thoughts so far?
Also, only going to go with two styles, one with the hat, one without, and only one set of horns. I don't like the lower ones so I got rid of em' totally.
There is no specular map and the colouring is temporary, I'm most likely going to rework the model and make it a little asymmetrical.
Thoughts?
:thumbup: Now that you've done some work on it I have to say it looks very nice. A bit early for Halloween, but I suspect that's when you're most likely to get it in.
Nowhere near done, though. Still got a tail to model. Plus I want to make a matching set of weapons.
And then it'll be on to the next class. My ultimate goal is a "monster theme" for each class, finished in time for Halloween. After the Demon Spy will likely come the Lovecraftian Pyro.
btw, here is what I'm working on, the "Graduate pack", designed for the scout :
Not sure i'll find the time to do it tho